Arcen Games

Games => A Valley Without Wind 1 & 2 => Topic started by: x4000 on December 17, 2012, 11:10:16 PM

Title: Valley 2 alpha v0.703 released!
Post by: x4000 on December 17, 2012, 11:10:16 PM
Figured I'd make a separate thread so more testers would be likely to notice it: http://arcengames.com/mediawiki/index.php?title=Valley_2_-_Pre-Beta_Release_Notes#Alpha_.703

This is very close to the final beta, which we hope to hit tomorrow.  Mainly some little cleanup prior to beta so far as I know; if any testers feel there's something critical for before beta still hanging around, make sure and drop us a line at the email address that we gave you when you started testing!  We definitely want to know if there's anything like that, but things seem to be in pretty good shape.

This is a pretty major release in terms of balance in particular, though; lots of cool changes here.
Title: Re: Valley 2 alpha v0.703 released!
Post by: MouldyK on December 17, 2012, 11:22:44 PM
Well I have decided to play it all day tomorrow looking for anything and actually trying to play the game on the lowest difficulty. :D

Hopefully the game controls fine on a laptop keyboard. :P Especially since I have lost hope in plaing with a controller.

Wish me luck people! XD
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 17, 2012, 11:27:24 PM
The rocket change was a lot more elegant than my suggestions, kudos on that one!  Did the melee caliber buff include whips as well?

Edit: Just realized that change will hit ocean spray too, I loved that ability - will have to test it to see how effective it is now. As that was the saving grace for that class (littorist I think it was called?)
Title: Re: Valley 2 alpha v0.703 released!
Post by: Gemzo on December 17, 2012, 11:30:01 PM
These changes sound interesting to try out. The limited resistance movement mechanic is going to take a lot of getting used to, but I intend to figure it out and see if it plays well. Can they move through warps?
Title: Re: Valley 2 alpha v0.703 released!
Post by: Nanashi on December 17, 2012, 11:34:31 PM
Thanks for the update!

Should we restart a new world? Actually, guess it wouldn't be much of an alpha test if we didn't.

Edit: Got a blackscreen bug when my character came into contact with a body of water. Entire screen turned black and lights up only when I hit the Print Screen button. Kinda weird. It's replicable when I load the world and the Message Log reads "ErrorsReportedByEngine" - Just move the character so it touches the blue water tile and the bug should happen again.

Attached the world file, it's a somewhat serious bug (the only way to restore normality is to close/reopen the game) , so it probably needs to be fixed before Beta.

Edit Edit: Sometimes the world doesn't freeze and I'm able to move the character away from the water and hit Print Screen to restore normality.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 17, 2012, 11:57:50 PM
Should probably email that to the alpha email addy with the title "game crushing bug" to make sure they see it and have all the feedback in one place.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Oralordos on December 17, 2012, 11:59:47 PM
I've mentioned that bug before. It's not game crashing if it's an inland sea. It appears to make your character keep moving in the same direction as before until it hits a valid tile. Annoying, but not fatal if you're careful. I thought that it would be pretty important on the todo list though.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Gemzo on December 18, 2012, 12:00:17 AM
I tried using light rocket in the new version on a multiplayer server and it threw errors. It did not explode and was essentially a slider (that doesn't do damage). Here's the error that happens every time I shoot it.

FixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at GameEntity.SerializeTo (.ArcenSerializationBuffer Buffer, Boolean IsForSendingOverNetwork) [0x00000] in <filename unknown>:0
  at AbilityUseResult.SerializeTo (.AbilityTypeData TypeData, .ArcenSerializationBuffer ExternalOutputBuffer) [0x00000] in <filename unknown>:0
  at QueuedAbilityUse.SerializeTo (.ArcenSerializationBuffer ExternalOutputBuffer) [0x00000] in <filename unknown>:0
  at QueuedAbilityUse.TryExecute () [0x00000] in <filename unknown>:0
  at Game.ProcessSimStep () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.MainUpdateLogic () [0x00000] in <filename unknown>:0
Stack Trace:   at GameEntity.SerializeTo (.ArcenSerializationBuffer Buffer, Boolean IsForSendingOverNetwork) [0x00000] in <filename unknown>:0
  at AbilityUseResult.SerializeTo (.AbilityTypeData TypeData, .ArcenSerializationBuffer ExternalOutputBuffer) [0x00000] in <filename unknown>:0
  at QueuedAbilityUse.SerializeTo (.ArcenSerializationBuffer ExternalOutputBuffer) [0x00000] in <filename unknown>:0
  at QueuedAbilityUse.TryExecute () [0x00000] in <filename unknown>:0
  at Game.ProcessSimStep () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.MainUpdateLogic () [0x00000] in <filename unknown>:0


   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Configuration.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause)
   at MainCameraLogic.MainUpdateLogic()
   at MainCameraLogic.Update()
Title: Re: Valley 2 alpha v0.703 released!
Post by: Nanashi on December 18, 2012, 12:04:46 AM
I've mentioned that bug before. It's not game crashing if it's an inland sea. It appears to make your character keep moving in the same direction as before until it hits a valid tile. Annoying, but not fatal if you're careful. I thought that it would be pretty important on the todo list though.

It's an inland sea, and it freezes/crashes pretty consistently regardless of direction now. Mashing print screen while holding down a direction key shows me the character isn't moving at all. Maybe the bug got worse.

Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>

(http://img525.imageshack.us/img525/4238/badslice.jpg) (http://imageshack.us/photo/my-images/525/badslice.jpg/)

Except the game won't even let me die. I keep rezzing on the spot. Hahaha - So that's what Daemonica was talking about - a fate worse than death.
(http://img835.imageshack.us/img835/3932/cantdie.jpg) (http://imageshack.us/photo/my-images/835/cantdie.jpg/)
Title: Re: Valley 2 alpha v0.703 released!
Post by: Gemzo on December 18, 2012, 12:58:19 AM
^That is an intentional death pit, almost certainly.

Yeah uh...This release is fairly broken. While playing as Forgician, if I hold down W the enemies do not attack me (they don't aggro). If I kill them they don't drop anything. If I use another attack, they start attacking even if they are already dead. This was on multiplayer, also.

All dialog seems to pause the game entirely now, including the music.

I remember hearing whips are supposed to be for shooting down incoming projectiles. Ice whip (and maybe others?) can't even destroy the swamp monster's projectile...

The stats shown for each spell in the class selection window doesn't have the ammo cost there, which is a very important attribute.

The whole limited mission range mechanic is very interesting and I like it a lot so far. It definitely makes things more interesting, but obviously the player has to be told about it, and that the first 2 turns don't follow that rule. I'd test it some more past the first few turns but this release isn't very stable, so I'll head to bed and see about this tomorrow (maybe in an actual multiplayer game rather than just me on a multiplayer server).
Title: Re: Valley 2 alpha v0.703 released!
Post by: c4sc4 on December 18, 2012, 02:03:44 AM


Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>

Yes, that is an intentional death pit. Those slices with death pits are designed so that you have to go through the building to continue right.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Coppermantis on December 18, 2012, 02:13:40 AM
Quote
I remember hearing whips are supposed to be for shooting down incoming projectiles. Ice whip (and maybe others?) can't even destroy the swamp monster's projectile...

No, that's melee/punch range spells. They work beautifully at that job; The land octopods are now actually fun to fight since I have a viable counter to their shots. Sea slider still seems to block the swamp monster's projectile though. I think that it should have its caliber reduced (or the swamp things' caliber buffed) since Water Punch fills the blocker role already. Maybe give SS a DPS buff to compensate.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Misery on December 18, 2012, 02:48:03 AM
These changes sound interesting to try out. The limited resistance movement mechanic is going to take a lot of getting used to, but I intend to figure it out and see if it plays well. Can they move through warps?


There doesnt seem to be an option to do this.   That's one thing that should probably get added with this new system.   Makes the warps have an actual point other than just allowing Daemonica to jump around the map!

From what I've seen of the new mechanic, well, the game just got even better.   I'd wondered why such a mechanic WASNT there originally.


On another note, them dang crawlers..... I think they actually got EVEN MORE GLITCHY.   Oh, the previous glitches are gone.... to be replaced with a blob of new ones.

And Ocean Spray definitely is in need of a nerf.   It can do nearly 8000 damage point blank in less than a second!
Title: Re: Valley 2 alpha v0.703 released!
Post by: Nanashi on December 18, 2012, 05:27:53 AM


Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>

Yes, that is an intentional death pit. Those slices with death pits are designed so that you have to go through the building to continue right.

Wait, so the infinite resurrection loop that completely renders the world unplayable is intended? There's no way to get out of the pit short of divine intervention, and there's no way to tell if the pit is indeed a dead end without actually jumping down in the first place.

That seems unnecessarily harsh with regard to exploration.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 06:16:29 AM
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.

But, it does look like there is some kind of odd rez bug.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Misery on December 18, 2012, 08:03:29 AM
Two major points I wanted to bring up before I forget:

The boss rooms that involve crates are still completely broken.   Mainly, the boss AI simply doesnt work here.   It seems like I have all of 5 seconds to kill the guy, or he *will* get stuck UNDER the crates, and then manage to wreck every single one of them in one go.

In the one I'm stuck in, there's magma underneath (and hardly any room ABOVE the crates to even jump over the guy or something), so if he isnt killed INSTANTLY, it's over.   And I actually cant even hit him, with anything, due to the screwball way he moves, and the lack of space in the room. 


And two, the Research Stations are still pretty broken.  I'm fairly certain that the game is still not removing extra-spawned enemies from the rooms after an attempt fails, and the spawn rate is still kinda overboard.  The one that I have available to me has a number of spots with those octopus things that shoot the blue shots, and normally this wouldnt be TOO bad, but the RNG was nasty with the spell classes for my current tier, and the only spells that are particularly effective against them are super-close-range ammo shots.   So it can take a bit of time to clear each octopus, and due to the area (and other enemies) simply bypassing them is not an option.  That the "escape" spawner keeps farting those jumping fireballs at me really isnt helping.  As best I can tell, the spawn rate hasnt changed at all.

At the moment, I cant really advance much, particularly as that boss is the one in the overlord's castle, so I cant just go to a different area or something.

In all honesty, I dont think the crate rooms are the best idea for these bosses;  like everything else in the game, they seem very much designed for slower, more careful combat.... cant really jump around crazily and just spray bullets at them, and if even a few crates break, it can end you really fast.    Doing things like having damage spikes on different bits of the floor, or having some of those blade traps around, might be a much better way of adding environmental hazards to the arenas.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 08:04:54 AM
Can you send me a world file with that boss fight please? I'd love to see that.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 08:05:35 AM
These changes sound interesting to try out. The limited resistance movement mechanic is going to take a lot of getting used to, but I intend to figure it out and see if it plays well. Can they move through warps?


There doesnt seem to be an option to do this.   That's one thing that should probably get added with this new system.   Makes the warps have an actual point other than just allowing Daemonica to jump around the map!

From what I've seen of the new mechanic, well, the game just got even better.   I'd wondered why such a mechanic WASNT there originally.


On another note, them dang crawlers..... I think they actually got EVEN MORE GLITCHY.   Oh, the previous glitches are gone.... to be replaced with a blob of new ones.

And Ocean Spray definitely is in need of a nerf.   It can do nearly 8000 damage point blank in less than a second!

I considered 0.702 ocean spray balanced by virtue of the regular spells being slightly weak, which I thought made for an interesting class. Haven't tried out 0.703 though.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 08:08:06 AM
8000 on tier II isn't balanced. :p

I'll have to nerf that, but, I'll see if I can do something about the other spells too.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 08:13:15 AM
I don't recall doing 8000!

Maybe like uhh, 1000.

I do like the idea of some classes with strong (okay not 8000 strong maybe) ammo shots to compensate for weaker normal attacks. And the class wasn't unusably weak.

Also I've noticed with some spells that enemies don't drop health/ammo with slain. The richochet shot on that class for instance (the other one I noticed it on was the rockets spell on the tier 2 class - forgot the name). Is that a bug or feature?
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 08:19:54 AM
I don't recall doing 8000!

Maybe like uhh, 1000.

I do like the idea of some classes with strong (okay not 8000 strong maybe) ammo shots to compensate for weaker normal attacks. And the class wasn't unusably weak.

Also I've noticed with some spells that enemies don't drop health/ammo with slain. The richochet shot on that class for instance (the other one I noticed it on was the rockets spell on the tier 2 class - forgot the name). Is that a bug or feature?

They NEVER drop stuff when they are hit with those spells? It's supposed to be random.

As for Ocean Spray I'll have to play around with it and see. 1000 damage might be ok for that tier, but, Misery said it was 8000.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 08:26:12 AM
I just tested it on the targeting  tree and got 1600 with all hits connecting. That's with a +100% ammo attack strength perk on. I guess I could see it hitting 8000 if you had a critical hit and all +ammo shots.

And yeah, I -never- saw any drop with those spells. At first I thought it might have been something related to using special spells. But then saw other special spells resulting in drops.

Keep in mind both comments are based on 0.702, I haven't updated just yet.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 08:52:21 AM
Oh, definitely please try that spell in .703, the rules have changed a lot.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Misery on December 18, 2012, 09:00:11 AM
I just tested it on the targeting  tree and got 1600 with all hits connecting. That's with a +100% ammo attack strength perk on. I guess I could see it hitting 8000 if you had a critical hit and all +ammo shots.

And yeah, I -never- saw any drop with those spells. At first I thought it might have been something related to using special spells. But then saw other special spells resulting in drops.

Keep in mind both comments are based on 0.702, I haven't updated just yet.

When I've tried it on the tree..... or against bosses..... right around 8000 damage total is what I'm getting, if I start at 30 ammo, and just hold the button down and launch it all at once (I didn't mean just with a single quick burst).   End up with about 8000 damage in the space of one second.   Granted, this takes ALL of the ammo, but..... that's still way, way too strong even for that cost.

It does this every time I try it, too, no criticals or special perks needed.


Quick screenshot of this:

(http://i.imgur.com/4d7oH.jpg)

All ammo-related perks as well as Risktaker turned off, there.

Can you send me a world file with that boss fight please? I'd love to see that.

Yup, I'll attach the world file to this message.   It also has the screwed up research area (which is the northern one), if that helps. 

EDIT:  Forgot to mention:  Actually had that boss spawn IN the lava a couple of times as well.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 09:08:08 AM
Oh I see what you're saying. Individual shots are still about the same, but looking at a complete unload it's a lot.

Might need a cooldown (5-10 secs?) so it so spammable to completely unload at once maybe?
Title: Re: Valley 2 alpha v0.703 released!
Post by: Martyn van Buren on December 18, 2012, 09:10:25 AM
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.

I think I'd prefer just having a straight wall in that case; it bugs me to have a fake branching path.  Ideally I'd prefer to have a choice of routes, or a dead end with an interesting reward, but if not I resent what feels like kind of a cheap trick --- that is, the game suggests that I can ignore the building and keep moving forward, but I know that if I do so I will be wasting time or jumping into a death pit.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 09:13:14 AM
I've occasionally storm dashed over a pit (...right into those slime monsters. It dealt 5 hearts of damage. Game over)
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 09:39:12 AM
Just updated and:

Ocean spray damage is unchanged.

Energy rocket (on potionist) still does ungodly amounts of damage. Direct/indirect hits still seem to affect damage. I did about 900 with a full hit on the tree. Around 180 when just one section hit. So yeah :D

Edit: Just for fun attached a screenshot. I had risktaker equipped but no other damage perks on. My other spells did about 70 damage.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Nanashi on December 18, 2012, 10:36:07 AM
The cave exits still only take you to the entrance of the cave on the surface, which usually means a long and annoying trek out through the darkness, especially early on. Since there's no point in killing random enemies, I prefer to poison pill instead and take the hatch to get back to the game instantly.

Generally speaking, when the poison pill is more time-efficient than actually walking, you may either want to add a penalty to dying (which would annoy or frustrate me) or make the cave exits just port you back to the world map.

Yes, I realise equipment breaks, but I can't stand equipment - anything that loses durability quickly and permanently is something I refuse to rely upon or seek out. I view AVWW2 as an exercise in usage of real-life time - if the reward isn't sufficient to justify the length of time it takes to get said reward, it probably isn't worth doing (like most caves. 10 minutes for 1 perk token for a random perk you may not even want to use is generally a bad use for time unless you NEED an alternative perk since the ones that you got suck a lot)

The problem is - poison pill/death is still bugged for me and respawns me exactly where I die, so if I get a bad cave slice (which happens a lot), there's absolutely no way for me to get out of the slice, which makes it incredibly frustrating for me to alpha test because I have to restart a new world every time this happens.

See the attached picture: This is the surface slice. I've just returned from the cave (the exit in the cave after getting the perk ported me back to the entrance of the cave)
Now I have to manually walk out, but there's no way I can make this jump up to the surface. I can't poison pill back to the castle because I just respawn exactly where I died with that error. As it is, I can't continue testing 0.703 - it's turning into an exercise in futility :(
Title: Re: Valley 2 alpha v0.703 released!
Post by: Martyn van Buren on December 18, 2012, 11:41:05 AM
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking.  I don't especially mind there being a poison pill option; I want to try climbing out anyway.

That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.
Title: Re: Valley 2 alpha v0.703 released!
Post by: TechSY730 on December 18, 2012, 11:46:28 AM
Completely off topic, and I'm probably late to notice this, but I am glad you are keeping "danger-falls" as an official term. It cracks me up for some reason.  :P (Though not as much as Lumbermancer did)
Title: Re: Valley 2 alpha v0.703 released!
Post by: chemical_art on December 18, 2012, 11:50:39 AM

That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.

During most of the game this is explained as the same reason the boss and henchmen have no consequence. Late game, the hardest point of the game, there already is a very real cost to death.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Nanashi on December 18, 2012, 11:55:50 AM
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking.  I don't especially mind there being a poison pill option; I want to try climbing out anyway.

That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.

The main point is that climbing out isn't always possible. And with the death bug, it is literally impossible for me to get out of that cave.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 12:51:41 PM
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking.  I don't especially mind there being a poison pill option; I want to try climbing out anyway.

That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.

The main point is that climbing out isn't always possible. And with the death bug, it is literally impossible for me to get out of that cave.

Unfortunately, there isn't much you can do till we get that particular bug fixed... Sorry. We know about it, we hope to get it fixed soon.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 12:53:57 PM
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.

I think I'd prefer just having a straight wall in that case; it bugs me to have a fake branching path.  Ideally I'd prefer to have a choice of routes, or a dead end with an interesting reward, but if not I resent what feels like kind of a cheap trick --- that is, the game suggests that I can ignore the building and keep moving forward, but I know that if I do so I will be wasting time or jumping into a death pit.

Sometimes it is a wall. Sometimes there IS a reward down there (though, not often enough yet). With the next patch it will be clear which pits lead to death, and which don't.
Title: Re: Valley 2 alpha v0.703 released!
Post by: tigersfan on December 18, 2012, 01:34:20 PM
I just tested it on the targeting  tree and got 1600 with all hits connecting. That's with a +100% ammo attack strength perk on. I guess I could see it hitting 8000 if you had a critical hit and all +ammo shots.

And yeah, I -never- saw any drop with those spells. At first I thought it might have been something related to using special spells. But then saw other special spells resulting in drops.

Keep in mind both comments are based on 0.702, I haven't updated just yet.

When I've tried it on the tree..... or against bosses..... right around 8000 damage total is what I'm getting, if I start at 30 ammo, and just hold the button down and launch it all at once (I didn't mean just with a single quick burst).   End up with about 8000 damage in the space of one second.   Granted, this takes ALL of the ammo, but..... that's still way, way too strong even for that cost.

It does this every time I try it, too, no criticals or special perks needed.


Quick screenshot of this:

(http://i.imgur.com/4d7oH.jpg)

All ammo-related perks as well as Risktaker turned off, there.

Can you send me a world file with that boss fight please? I'd love to see that.

Yup, I'll attach the world file to this message.   It also has the screwed up research area (which is the northern one), if that helps. 

EDIT:  Forgot to mention:  Actually had that boss spawn IN the lava a couple of times as well.

Where exactly in the world is the fight you are referring to?
Title: Re: Valley 2 alpha v0.703 released!
Post by: LayZboy on December 18, 2012, 01:56:28 PM
Was playing mutliplayer and as soon as it started it said there was an error. Dunno where it is but it says to post a log which I can't remember how to do.
Title: Re: Valley 2 alpha v0.703 released!
Post by: khadgar on December 18, 2012, 02:16:17 PM
Looking forward to .704! I assume it will be out this evening, I will give it a go, maybe Gemzo will join me and we shall wreak some havoc.

Also, until I read the version changelog, I totally didn't realize that
you could permanently kill the henchmen. It just didn't occur to me to try finding a henchman after I blew up the main oblivion crystal.
Definately going to try text time I get that far.
Title: Re: Valley 2 alpha v0.703 released!
Post by: MouldyK on December 18, 2012, 02:25:12 PM
Also LayZboy was invisible when he wern't shooting. That didn't seem right.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Oralordos on December 18, 2012, 02:35:57 PM
I am a bit concerned about one line in the changelog.
This makes me wonder if the bosses can still go into the water or lava if they need to. Otherwise going into the water could make the battle too easy.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Gemzo on December 18, 2012, 03:09:12 PM
Looking forward to .704! I assume it will be out this evening, I will give it a go, maybe Gemzo will join me and we shall wreak some havoc.
I was going to call you out to play with as well, but I decided to be anti social and just keep my post to the bare minimum. Anyone else looking for a long-term multiplayer game should totally look into joining us, though. Once .704 is out, anyway.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Oralordos on December 18, 2012, 03:19:01 PM
I am currently hosting a 0.703 game if anyone decides they want to play multiplayer.
Title: Re: Valley 2 alpha v0.703 released!
Post by: MouldyK on December 18, 2012, 03:38:11 PM
Entropy Explosion causes an error.

Oh, and why don't the ammo abilities display how much they use?
Title: Re: Valley 2 alpha v0.703 released!
Post by: LayZboy on December 18, 2012, 05:15:51 PM
Entropy Explosion causes an error.

Oh, and why don't the ammo abilities display how much they use?

So does Explosive Cresent.
Also some ennmys are still firing projectiles long after they are dead in MP.
Title: Re: Valley 2 alpha v0.703 released!
Post by: madcow on December 18, 2012, 05:30:35 PM
Also some ennmys are still firing projectiles long after they are dead in MP.

It's the alpha version of the hungry ghosts Chris showed the concept art of earlier.

Edit to add something constructive: Bring the music back in when the game pauses for conversations? So jarring... the screen freezing and the giant game paused is enough.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Gemzo on December 18, 2012, 05:41:10 PM
I think when enemies are killed and don't drop health/ammo, they are only dead on the client. They will still shoot at you and such sometimes. Not sure why only some spells do this, but as of this version explosive spells (like light rocket or flame arc) do this too. Said explosive spells also cause a fatal error. Also, I forgot to mention this unrelated issue (maybe?) but sometimes I'm considered dead when I'm still alive. Like, SRF hack will fail or I'll spam deathnoises on the other players' clients. Same can happen to other people of course. When this happens they turn invisible but I still see their shots.
Title: Re: Valley 2 alpha v0.703 released!
Post by: Coppermantis on December 18, 2012, 05:41:35 PM
I went through one of the new mainframe vent and got stuck in the ceiling. The monsters are indeed still there as well, which is bothersome.
Title: Re: Valley 2 alpha v0.703 released!
Post by: MouldyK on December 18, 2012, 06:02:21 PM
Does anyone think Reckless Forest is overpowered?