Author Topic: Valley 2 Beta .712 "Chipping Away Everything That Doesn't Look Like An Elephant"  (Read 4284 times)

Offline madcow

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Okay cool. So contextual firing still has the move while firing advantage to keep it relevant - at least for going uphill.

Offline Pepisolo

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Okay cool. So contextual firing still has the move while firing advantage to keep it relevant - at least for going uphill.

Yes, this is still technically an advantage, but at the same time it's an advantage not consistent with the developers' current philosophy of having "mobile" and "deployed" modes of action for air and ground combat. All ground combat currently disallows the use of running diagonal shots -- except when running up slopes, which seems to me like a slightly incongruous exception. If the up-slope behaviour was consistent with the down-slope behaviour I wouldn't mind so much, but currently I always find it jarring running over a small up-slope and seeing my aim automatically go diagonal.

Maybe it wouldn't be that bad an idea to make contextual aiming toggle-able from the main menu. After all it is only really an aid for keyboard users and not really an intrinsic mechanic.

Offline Teal_Blue

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Just got stuck on a ledge and can't reach the next ledge up. I am thinking this is slice issues?
I have attached the world file below, thank you!

-T


Offline Panopticon

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Great update, definitely a lot of steps in the right direction. The aiming system is definitely getting much better. I still miss the original system (a lot) but this works well enough to return the game to playable and fun status for me. I think with some more refinement the path you are beating down will work great. Still, I have to say I miss the freedom of the 8 Way system that you guys designed originally. I know that's at odds with the bulk of your feedback, but I quickly came up with several different gamepad configurations that worked exceptionally well for me. As it stands now, I stlll feel like I'm fighting the controls a bit at times, mainly some of the oddness with the contextual system that Pepisolo has raised. Despite that, I feel better equipped to deal with fights in enclosed spaces than I ever did with 4 Way aiming, even using the Misery Test (loading into a cavern with a less-than-optimal mage class for spelunking). As another poster mentioned I too would appreciate the ability to fire at a downward angle off the edge of a flat platform.

I also have a minor critique in the writing department. At the beginning of the game, when your character is having their "pep talk" with Demonaica, your character delivers this line; "That thought has been in my thoughts often." Or something along those lines. This feels a tad clunky to me, redundant. Perhaps something along the line of "That thought has been on my mind..." or "That thought is with me often..." would serve the game better.

The changes to the macro-strategy sound like good stuff to me as well. I like that once Demonaica smashes something it stays smashed. Like Godzilla radiation or something keeps you form coming back to rebuild. It's just that totalled. Plus it fixes the issue of perpetually kiting Demonaica between two points, which was something that I suspected was possible.

Another little niggle is Auroch Warriors that spawn underground in tight spaces seem to be impossible to deal with if you can't leap over them. At least without a suicidal bum rush. I could be missing a subtlety, but they feel out of place and overpowered in those circumstances.

Great work Arcen. It was frustrating to test the game while it was in a state I considered broken, so it's nice to have fun with it again.
« Last Edit: January 09, 2013, 06:23:54 pm by Panopticon »

Offline doubtful

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angled aiming downward
« Reply #19 on: January 10, 2013, 07:30:25 am »
I'd like to reiterate what some have said already:

I'd like to be able to do angled shots downward manually while standing still.  I was trying to get through some crates that were at an angle below me and this was frustrating now that angled shots have made a return, since I was unable to simply aim downward (while standing still) and destroy them.  Having to jump in this situation is clumsy.

Ditto for being able to aim straight down at the ground, really.  I  can't see any reason we should be unable to aim downward at any angle while not jumping. :)

P.S. Love the last few updates since ya'll resumed after the holiday, and I love where everything is headed. Great job, fellas! :D

Offline tigersfan

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Just got stuck on a ledge and can't reach the next ledge up. I am thinking this is slice issues?
I have attached the world file below, thank you!

-T

Keep holding down the jump button. It looks too high, but, it's not, just barely. I was able to make it all the way to the top of that room really easily.

Offline Teal_Blue

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Just got stuck on a ledge and can't reach the next ledge up. I am thinking this is slice issues?
I have attached the world file below, thank you!

-T

Keep holding down the jump button. It looks too high, but, it's not, just barely. I was able to make it all the way to the top of that room really easily.

Okie Dokie!  I didn't realize i needed to keeping holding down the button, haha, i feel stupid, but thank you!  :)

-T


Offline AmatsuDF

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After beating the game once during...Beta .710 I think, I downloaded this update, and so far, it seems like a fairly decent improvement. Not too sure on the context based angled shots, as many here have already commented upon, but it is at least better then none at all, and having it as a option means possibly more varied enemy types to take advantage of angled shots in the future.

And now, for a oddity I found. http://steamcommunity.com/sharedfiles/filedetails/?id=119473361 I'm not sure if there's any means to identify what slice this misplaced sign (it should be on the ground, not on top of the tree, I think) is in, though. As for a secondary oddity, though it may be fixed already, during my run though .710, I defeated the Overlord, and yet, the game continued and dispite being dead, was still able to wreck tiles on the overworld. Bug, or intended behavior, I dunno.

Offline LaughingThesaurus

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I've encountered signs on trees as well. I've also encountered some ocean shallows buildings that are impossible to enter unless you jump up to an unintuitive door. I more or less jumped randomly until I found the actual door.

Offline x4000

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