Author Topic: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!  (Read 4296 times)

Offline x4000

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AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« on: July 03, 2012, 08:40:18 pm »
Original: http://arcengames.blogspot.com/2012/07/avww-post-release-1109-of-moody.html

This one is yet another biggie.  We're certainly having a goodly streak of those.

Procedurally Random Spells Get A Lot More Varied
As of last night, it was 48 distinct possible modifiers of 18 unique kinds, according to Keith.  Then he went and added a few more today, so I'm not sure what we're up to.  But it's a heck of a lot more than our last release for the modifiers, so spells should be feeling more varied and interesting (and balanced, come to that) than ever.

Also as part of this, spellgems of higher rarity now also automatically upgrade themselves for a few levels.  So that legendary spellgem you craft is good for a lot longer now than it used to be, which is way more fun.

Enchants Rework
This was one of those things that we'd wanted to do back in 1.1, but had to push to 1.2 for time reasons.  There are certainly plenty of things like that in 1.2 that are being pushed to 1.3, as an aside.

Anyway, the idea now is that you no longer get better enchants as a reward for collecting a lot of that kind of enchant.  That led to farming and other various problems that players pointed out to us.  Instead you now get higher-level enchants as your world level goes up, which is a lot more consistent with other games of this general nature.

Oh yeah, and Seeker enchants (those that remain) now work the way that everybody always supposed they were intended to.  Rather than just increasing your chances somewhat, using a Seeker enchant now gives you 100% odds of getting an enchant for a given body slot.

Peaceful Retirement
Previously, if you wanted to choose another character via the character select screen, somebody was going to have to die.  Yikes.  It's long been requested that we have a way of doing that which doesn't involve the death of favored prior characters.

Enter the Glyph Retirement Scroll, which you can find in stashes very occasionally.  These will let you basically leave your current character in town and get a new character of your choosing.  Best of all, that character will take up a profession like any other NPC.  In other words, this provides a new way of getting NPCs aside from completing missions.

And, like any other NPC, of course you can use a Glyph Transfer Scroll to get back to that old character and bring them out of later retirement if you want.

Lots More Work On The Citybuilding System
I had hoped to have this done today, but I suppose we all know how that goes.  I'll be working tomorrow morning hoping to get it closer to finished.

There are some cool features that I'd planned for 1.2 (like the ability to see world map buildings from the side view in their respective regions; and the ability to have multi-character dispatch missions) that are simply going to have to wait for 1.3.  But that's okay, there was more planned for 1.3 with the citybuilding anyhow, and that will fit in nicely there.

As of this version, NPCs still have no point, but they now have temperaments, moods, require food, get homesick, and a host of other things.  Basically all of the simulation subsystem is in there now for their general existence, except for starvation when food consumption get critically high compared to food production.

What Remains With The New Citybuilding System For 1.2?
At this point you're able to collect profession books and gifts for NPCs, and the underlying stats are all in place to be affected by both of the above.  However, the interface for actually giving NPCs these kinds of gifts is not yet in place, so that's one thing I have to finish.

Also as mentioned, that whole "starving when food supply/demand is way out of whack" thing still has to be done.  Along with retroactively adding farms to older worlds so that your existing NPCs don't starve.

Then the last big thing remaining is the Dispatch system interface itself.  That relies heavily on all the underlying simulation logic that has already been completed for the NPCs (an NPC in a poor mood won't even go on a dispatch mission, or will have worse changes of success/survival; same with profession skill).

Then of course there's yet more simulation logic for the dispatches themselves, and that's something that is partly done under the hood and yet doesn't have any interface available at all so far.  Keeping this to single-NPC dispatches for now (and leaving the multi-NPC dispatches for 1.3) should hopefully keep it simple enough that I can finish off that interface and simulation tomorrow.

The Release Plan For 1.2
Our plan for having 1.2 polished and "final" is still this Friday the 6th.  We had planned a feature freeze today, but instead that's going to slide into tomorrow some with the last of the citybuilding stuff.  We don't plan on releasing 1.2 until Monday the 9th, however.  That gives players a weekend with the final release candidate, and we'll only make any changes to 1.2 after that point if something critical is found.  After that, starting on Monday we'll be plunging right into work on 1.3.

Between 1.0 and 1.1 there was an entire 40 day span, so this might seem a bit sudden, but 1.1 was not only deep changes but also wide (touching almost every part of the game).  The changes in 1.2 are deep, but much narrower -- just touching things like tiers (now levels) and citybuilding, etc.  Most of the infrastructure and balance hasn't had to change, and we're also not dealing with a bunch of pre-1.0 bugs that only got discovered once there was a wider audience this time, either.

Anyhow, the triumvirate of major new 1.2 features -- linear levels instead of tiers; procedural spells; new citybuilding -- are substantial enough that we don't want to get into a cycle where it takes another few months for those changes to find their way into the hands of players not using the latest beta.  It really feels like we're hitting a tipping point for the fun factor of the game with these changes, so I guess we're understandably eager to get them out to as many people as possible as soon as possible.

And to that end, that's why if there's something that is hampering your fun factor with the new system, please do try to let us know what we might do to be able to help you.  I mentioned the coming dispatch missions for specific materials in particular because I think that will solve one current issue, for example.

More to come soon.  Enjoy!
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.
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Offline Tobias

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #1 on: July 03, 2012, 08:45:02 pm »
So, the whole gameplay involving npcs / dispatch missions / whatnot is not implemented yet? That was the part that was most confusing as I read the patch notes but couldn't see anything related to that in game.

Also, just throwing an idea out there - add the ability to turn old useless spell gems into shards, with the amount of shards based on the level of the spell gem? Those things are starting to pile up, I have a sack of about 30 of useless old gems in my settlement, and I only just started working towards killing the overlord.
« Last Edit: July 03, 2012, 08:50:01 pm by Tobias »

Offline x4000

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #2 on: July 03, 2012, 09:21:11 pm »
So, the whole gameplay involving npcs / dispatch missions / whatnot is not implemented yet? That was the part that was most confusing as I read the patch notes but couldn't see anything related to that in game.

Right, in the last patch notes it talked about how that was coming soon but not yet implemented.

Also, just throwing an idea out there - add the ability to turn old useless spell gems into shards, with the amount of shards based on the level of the spell gem? Those things are starting to pile up, I have a sack of about 30 of useless old gems in my settlement, and I only just started working towards killing the overlord.

Yep, that's something we have planned for at some point before too long (probably after 1.2) as well.  Incinerator type thing that does just about exactly that.
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Offline Misery

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #3 on: July 04, 2012, 08:07:22 am »
This was a pretty good update.    Cant say much for the NPC/building stuff yet, but the spellgem changes are definitely welcome.   The uncommon ones have much more difference now and the fact that they last longer puts everything pretty well balanced with the frequency at which arcane stuffs drop.

Cant wait to see what happens with the citybuilding stuff though.    I sure have alot of these profession books.  And cowboy hats.  I seem to have alot of cowboy hats.

Offline keith.lamothe

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #4 on: July 04, 2012, 09:06:46 am »
Cant wait to see what happens with the citybuilding stuff though.    I sure have alot of these profession books.  And cowboy hats.  I seem to have alot of cowboy hats.
Premonitions of a... cow level?

(not really)
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Offline x4000

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #5 on: July 04, 2012, 09:09:03 am »
It's for herding amoebas! ;)
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Offline Hyfrydle

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #6 on: July 04, 2012, 02:32:09 pm »
Glad starvation isn't in yet, just updated and all my NPC's are close to starving so I better get collecting shards to get a farm. Is it possible to get farms from secret missions?

Offline BenMiff

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #7 on: July 04, 2012, 03:33:00 pm »
Glad starvation isn't in yet, just updated and all my NPC's are close to starving so I better get collecting shards to get a farm. Is it possible to get farms from secret missions?

I believe there are plans to give you freebie farms once starvation is actually implemented. That said, they do show up in secret missions, though currently they seem pretty rare (mostly because the game is obsessed with the main 7 professional buildings.)

Offline timtim

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #8 on: July 04, 2012, 08:41:00 pm »
So 1.2 will get updated to every person who buys who has purchased the game? But these smaller updates don't, am I correct?

Therefore, isn't it worth having a fully implemented citybuilding feature so it doesn't confuse the more casual players (who don't follow these boards and therefore may think this is the full feature, dismiss it as not good and potentially stop playing)? Or am I misunderstanding these releases?

Either way, love how the game is moving forward!!

Offline TechSY730

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #9 on: July 04, 2012, 09:40:19 pm »
So 1.2 will get updated to every person who buys who has purchased the game? But these smaller updates don't, am I correct?

Actually, anyone who has the game is free to get the beta updates. However, only the full, official, deemed to be stable updates will be pushed out through distributors like Steam. Also, official updates will be marked as such in the in-game interface, while these beta updates will be marked as beta

IIRC, the game give you a warning that things can shift, change, and possibly break rapidly if you stick with the beta updates. So users are warned

Quote
Therefore, isn't it worth having a fully implemented citybuilding feature so it doesn't confuse the more casual players (who don't follow these boards and therefore may think this is the full feature, dismiss it as not good and potentially stop playing)? Or am I misunderstanding these releases?

Well, getting a partially implemented feature kind of falls under the aforementioned warning. So while it is rather frustrating sometimes to get things changed or even broken underneath your feat, you were warned. ;)
Plus, IMO, usually the benefits outweigh the negatives. Despite these technically being betas, the devs do a great job supporting them. :)

Offline timtim

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #10 on: July 05, 2012, 01:19:15 am »
Don't get me wrong, I love having these pre-official update releases, and love to see half-implemented features come together with each pre-official update release.

But I thought 1.2 is an 'official' release that gets shipped to everyone with the game, and people might be confused if there's half-implemented features in there.

Not a biggy either way, I just don't want casual gamers to get an official update, play it and wonder why there's half-done features and get confused (and possibly give up the game).

Offline zebramatt

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #11 on: July 05, 2012, 02:38:52 am »
The intention is to finish the citybuilding features for v1.2.

This version is v1.109, so there's still plenty of room for subsequent updates before v1.2 - though I suspect the one due out later today might be the first v1.2 release candidate, based on what Chris has said above!

Offline Misery

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #12 on: July 05, 2012, 07:02:57 am »
So, having spent some more time with this version, I can say:   Exploring buildings is waaaaaaayyyy more interesting/fun now that the stashes have real, major value.   I'm also finding that I have to pay attention to what TYPES of buildings I seek out in each region type, for most efficient searching (windmills in particular have a bazillion stashes in them).

Now if something could be done to make caves also more interesting/necessary, the exploration aspect of the game would be just where it should be.


Though, what the heck happened to the guardian scrolls?  I mean the ones that would boost elemental power or jump height or defense or whatever.... the secret missions ONLY give me buildings or Disjunction/seek-stuff types.

Also, are the orbs more/less common in any specific region?  It seems like I get more of them in abandoned towns than anywhere else.   And rare orbs are definitely very rare indeed;  only seen one.

Offline NyQuil

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #13 on: July 05, 2012, 01:32:45 pm »
Does this city building start to interfere with where the random overworld missions spawn? 

Offline wyvern83

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Re: AVWW Post-Release 1.109 "Of A Moody Temperament" Released!
« Reply #14 on: July 05, 2012, 02:41:57 pm »
Along with retroactively adding farms to older worlds so that your existing NPCs don't starve.

I posted about this in the 1.108 thread (in the middle of the light spell discussion so it's ok if it was missed) so I'm very much appreciate it. However I'd still like ask if we couldn't have received free copies of the new basic buildings in exchange for the obsolete ones that were simply destroyed for nothing.

As I mentioned in the other thread I only have about 17k at the moment and I had a complete set of basic buildings on each of my 4 continents. I got most of those 28 buildings through mission rewards and I caved for almost all of the granite I used. 

So having played the RNG and extensive searching game once already for most of them I'd like it if completed continents got any basic building they are missing added to their guardian scroll inventory. As I haven't defeated the overlord of continent 4 yet that would mean I'd still be losing out on 7 buildings but it would be better than nothing.

On a different note, could windmills and buoys be made to be transferable? I have at least 11 windmill scrolls on previous continents that I could really use on continent 4 which is much more spread out and broken up due to recent changes and I'm low on CS.