Author Topic: AVWW Post-Release 1.104-1.105 "The Victorious Return Of... Levels!" Released!  (Read 11457 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/06/avww-post-release-1104-victorious.html

This one is as ginormous as they come, even for us here at Arcen.  Where to even begin?

Out With Per-Continent Tiers, In With Global Levels
At the broadest level, the idea here is that it's more of a traditional RPG flow now.  None of that "New Game+" stuff when you get to a new continent and are kind of starting over except for your enchants.  People found that annoying, and we finally figured out a better way to handle that than the alternative we'd been using prior to November in the beta.

Procedural Spells As Loot!
World map missions now give spells instead of anything else.  And each spell has some procedural bits to it now, giving it extra bonuses or whatnot.  This means that even two different copies of "Fireball 2" might not be equal to one another.

This isn't exactly a new idea, as both Diablo and Borderlands and many other games do this sort of thing.  And we already do procedural loot with the enchant system, too.  But now we have more procedural loot.  In this case that's particularly important because it encourages players to sample more widely from the selection of spells in the game rather than trying to find "optimal loadouts" that are global for every continent on every world.

If the stats vary, then the optimal loadouts are by extension also going to vary.  So far we only have 6 different modifiers for spells, so that's actually kind of underwhelming compared to where we're headed with this.  We'll be working on more of those this week and next, along with some... other unrelated exciting stuff yet to be disclosed.

Keith wanted me to make sure you wouldn't be disappointed with just 6 modifiers on this first release, though.  Just getting all this framework stuff converted over and all the new systems balanced as best we can tell has been quite a job in itself, and I kept distracting him from adding more modifiers like he had been wanting to do.

Bunches Of Changes To Spells
Spells are still crafted, but that's now only one of two ways to get them.  For most spells -- some spells can only be found via crafting, actually.  And the most elite versions of spells still need to be crafted using the new Rarity Orbs that the release notes explain in greater detail.

But anyway, we wound up having to redo all the crafting costs for all the spells.  And the unlock conditions for a lot of the arcane ingredients, and the unlock conditions for spells themselves (which can now have direct unlock conditions, at long last).  So... yeah.  There's a lot of shifts here, designed to get you up to speed and playing and having fun with a unique world of your own as quickly as possible.

Multiplayer Changes
First of all, the way that the resources are captured and stored has been changed around.  There may be some things we need to do regarding resource trading or similar (some players already have concerns about that), but we'll see what people think when they have their hands on it.  The old system was actively (though unintentionally) rewarding players for playing co-op in a "everybody goes their own way in the same world and we therefore get max resources from this" fashion.

The new system allows for people to go off and fend for themselves if they wish, but also makes it just as fruitful for them to stay together (which would seemingly be the point of co-op play, eh?).   Also the much-discussed enemy health multiplier has been reduced in multiplayer, despite our logical arguments and objections, because the perception was that you were losing out if everyone was in the same chunk fighting enemies together.  Now even the most casual of math and logic will show that it's in everyone's favor to be together, but you aren't punished for going off on your own either.

Ghost Copies Of Items In Your Inventory
Something people have wanted for a long time is the ability to take one item in your inventory (say, as stack of wood platforms) and make a copy of that so that you can have it on multiple ability bars at once.  Well, today is the lucky day that this now has been implemented!

Other Stuff!
There's a really awesome new desert music track that now plays sometimes when you're indoors or in caverns there.  A couple of new unlockables and a number of reassigned ones. 100 new rooms courtesy of BenMiff once again (if he keeps this up, half the rooms in the game are going to be his before too long!).  Also along for the ride are some miscellaneous bugfixes, intro mission improvements, and encyclopedia improvements.

More to come soon.  Enjoy!

UPDATE: 1.105 is now out to fix a couple of bugs, one of which was rather critical -- your crafting inventory would not survive save/loads in the prior version because apparently we forgot to hook that up to even try to save.  Very sorry about that!  Hopefully people either have backups from prior to 1.104 or had already spent most of their resources anyhow.

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
« Last Edit: June 29, 2012, 08:38:02 am by x4000 »
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Offline Tobias

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AWWWWWWWWWWWWWWWWWWWWWWWWWWWW YEAH

Offline TechSY730

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All right!
I think I will make a new world (again) to test how these changes from a new character's perspective.
I can use this to distract me from my AI War withdrawal symptoms (hint hint)
« Last Edit: June 28, 2012, 08:44:59 pm by TechSY730 »

Offline MouldyK

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I'm sure me and LayZBoy will have alot of multiplayer testing done over the weekend maybe so we can harass you if we find anything we don't like. But looking forward to it. :3

Offline Martyn van Buren

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One concern --- in the new orb system, can you hoard orbs to use at later levels?  If so, aren't the best orbs going to become like those rare one-use items that you can never bring yourself to use in an RPG?

Offline Penumbra

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I started a new game, just to try everything right from the beginning and I just got to the spell crafting station. While I see that you modified it so there would be an ice cross gem somewhere else, the station seems completely useless at this point. Nothing can be crafted with just the few "guaranteed" resources available at that point.

Maybe it should be moved?


Offline x4000

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One concern --- in the new orb system, can you hoard orbs to use at later levels?  If so, aren't the best orbs going to become like those rare one-use items that you can never bring yourself to use in an RPG?

Uncommon and rare should be common enough to be used -- like elusion scrolls. Epic and legendary may have this problem. The mitigating factor I see is that in an rpg the items go stale, but at an unknown time. At what level do shuriken in ff6 stop being useful in combat? I don't know. Certainly before I hit a sticking point where I start using them to try to get past.

And that's the mitigating factor I'm counting on: that sometimes players get stuck. The boss is just too hard and you can't go around. Your rarity orbs didn't go stale... so now is the time to use them.

On the offchance you never hit such a point, then you just hoard those rarity orbs uselessly. That will happen to some people. But they don't really lose out on anything, because it's not like special gameplay is being withheld if you don't use these. These are just a way to get more concentrated doses of awesome on one particular spell (per orb). So if some people hoard them while others use them as a "get out of jail free" card, I think that's okay.

In theory. ;)

Thanks for all the other thoughts and kind words as well, folks!
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Offline x4000

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I started a new game, just to try everything right from the beginning and I just got to the spell crafting station. While I see that you modified it so there would be an ice cross gem somewhere else, the station seems completely useless at this point. Nothing can be crafted with just the few "guaranteed" resources available at that point.

Maybe it should be moved?

I haven't gotten to it yet, but my plan was to put a few arcane ingredients in the stash. And actually even now you can craft launch rock -- if you get a green gem, and then four granite, that's all you need. And that's readily available in the intro mission for sure.
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Offline Nanashi

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AWWWWWWWWWWWWWWWWWWWWWWWWWWWW YEAH

More like AVWWWW yeah. :P (jumps into game)

Offline Penumbra

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you can craft launch rock -- if you get a green gem, and then four granite, that's all you need. And that's readily available in the intro mission for sure.

Man, ya' got me. I made such a beeline to that station to get my spells, I forgot to read. I am (it hurts to say) a user:'(

OMGOMGOMG, I made a launch rock, and it came out with -10% projectile speed. So I made another, and I got +20%!!! I know that's a really small thing, but crafting spells just became something. Getting that bonus felt really good. It seems so simple now, but this extra layer of variability is truly compelling.


Edit: Is anyone else's launch rock not "cleaving"?

Edit2: I like that you can see what modifiers are going to be on a spell in the mission reward section from a min/max perspective. But shouldn't that be left as a surprise for when you get it?
« Last Edit: June 28, 2012, 10:28:54 pm by Penumbra »

Offline Oralordos

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100 new rooms courtesy of BenMiff once again (if he keeps this up, half the rooms in the game are going to be his before too long!).
You mean half of them aren't already made by him?

Offline keith.lamothe

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I made a launch rock, and it came out with -10% projectile speed. So I made another, and I got +20%!!!
FYI, when it says "-10% projectile speed (to target)" that's a fundamentally different thing than "+20% projectile speed".

The second one is probably what you're expecting: it makes the rock fly 20% faster (at least, it should).

The first actually doesn't affect the rock at all: it makes anything the rock hits get a debuff that causes that thing's projectiles to fly 10% slower.  That stacks, but each stack only lasts 3 seconds.  Still, if you keep up the "suppressive fire" on certain annoying bosses it can make the dodging significantly easier.  Particularly if you get that modifier on a faster-firing or multi-firing spell.
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Offline NyQuil

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At the "Crafting Workbench", the "Spellgems missing some resources" seems to show all the spells I can make as well as the ones I can't.  Shouldn't this only be showing the spells I don't have the items to craft?

Edit: What is the L2 next to my conc. shards, snow suit, and heat suit?   And the mouseover shows it as "Snow Suit 2".  Purchasing these items creates a new version without these identifiers, but no other obvious changes.

Edit 2: The conc. shards no longer stack with my old ones, they started a new pile.
« Last Edit: June 28, 2012, 10:49:25 pm by NyQuil »

Offline Penumbra

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The first actually doesn't affect the rock at all: it makes anything the rock hits get a debuff that causes that thing's projectiles to fly 10% slower. 

I think I got confused. I think there might be a tooltip bug then. I have an "Energy Orb 2" spell with -20 Haste Rating (to target).

But, the tooltip lists my current rating, which is what I found confusing. It says:

-20 Haste Rating (Your Current Rating and Cooldown Modifier: 25/-20%) (To Target)

Offline Tobias

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Man, ya' got me. I made such a beeline to that station to get my spells, I forgot to read. I am (it hurts to say) a user:'(

I forgot to read, and I jumped down into that tiny area with the four robots and got stuck between them in a low passage so I couldn't move and actually managed to die in the tutorial in that area where it says "WARNING: THE AREA BELOW THIS LEDGE IS THE NUMBER 1 CAUSE OF NEW GLYPHBEARER DEATH".

I am so ashamed.