Author Topic: Valley 2 Beta .714 "Monstercopia" Released!  (Read 5056 times)

Offline x4000

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Valley 2 Beta .714 "Monstercopia" Released!
« on: January 11, 2013, 09:01:45 pm »
Original: http://arcengames.blogspot.com/2013/01/valley-2-beta-714-monstercopia-released.html

This one adds a whopping eleven new monsters for your enjoyment.  Not a whole lot else to say on this one; there were a few bugfixes and tweaks as well, but mainly this is a big content dump.  I'm pretty excited about how these affect the feel of the game, but that's a given!

More to come soon.  Enjoy!

This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  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 the standalone game, you can download that hereIf you already own the first game, just use your existing license key to unlock the sequel for free!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Aklyon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #1 on: January 11, 2013, 09:04:56 pm »
I think thats the shortest update I've seen you post, Chris :)

Offline x4000

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #2 on: January 11, 2013, 09:07:03 pm »
I think you are probably right. :)

There just really wasn't any more to say!
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Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #3 on: January 11, 2013, 09:49:21 pm »
Things are really feeling good with the continued refinement to controls, great work there.

The difficulty seems to be out of tune now though. I'm seeing a lot more opposition on turn one than I have in previous versions. On Adept difficulty at 55% danger on turn one there are tons of blade traps and other hazards all around, and the monsters are feeling a bit bullet spongier than in previous versions.

Not that a little difficulty is a bad thing, I don't mind it at all. I'm just wondering if this leap in difficulty is intentional.

Offline x4000

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #4 on: January 11, 2013, 09:52:44 pm »
The blade traps are coincidence -- those are controlled by the slices.

For the monsters feeling slightly bullet spongier, that may be related to some of the new monster types, or it might be related to the way the monster health scaling was adjusted when we changed the death penalty. Either way it's something we can tune, but that's something josh will be focused on more when he's hopefully back and feeling better next week; I'm focused on the code and the raw content.
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Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #5 on: January 11, 2013, 10:01:38 pm »
Right on, thanks for the clarification.


Offline MouldyK

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #6 on: January 11, 2013, 10:04:28 pm »
Oh, dammit, Chris! I was planning on a nice day of Planetside 2 tomorrow! But I wanna catch all these enemies first! :D

Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #7 on: January 11, 2013, 10:11:23 pm »
I've run into a tight spot where I'm sure double or triple jump would help as there isn't enough ceiling room to jump normally and there is lava beneath the jump.

Are double and triple jump perks? I've studiously avoided going into the perk caves as I've generally liked what I had available so far. And I dislike the amount of darkness you can run into down there.

Also the owl image file seems to be missing so I have invisible owls shoting freeze shots at me. They die like normal but you have to guess where they are to kill them.

Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #8 on: January 11, 2013, 10:40:35 pm »
Double and Triple jumps are Feats, not Perks.

You get the Feats from Research Facilities.

Offline Panopticon

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #9 on: January 11, 2013, 11:12:14 pm »
I encountered an Auroch Warrior in a Cave slice right at the entrance to the slice. There is a short flat bit after the entrance, just big enough for the Warrior to flip back and forth quickly, right on top of the door, and where the player spawns into the slice. He just feels pretty cheap sitting there, I was easy meat for him, even after firing off the Draftlock class Ammo Shot with him right on top of me. Attaching a zip of the world folder for you.

edit: Loving the new monsters btw, they are adding a lot to the game tactically.
« Last Edit: January 11, 2013, 11:15:38 pm by Panopticon »

Offline TechSY730

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #10 on: January 11, 2013, 11:26:49 pm »
Hmm, the game seems to getting pretty stable and refined at this point. I may finally chip in and start pre-release testing as well.

Can anyone who has played AVWW1 tell me how much the skills transfer? (EDIT: Skills as in skills of the player to play the game, not in game skills or abilities or anything like that. Just to clarify)

Offline wyvern83

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #11 on: January 12, 2013, 12:35:42 am »
Double and Triple jumps are Feats, not Perks.

You get the Feats from Research Facilities.

Thanks, I didn't know that. I got water dash but it's still useful for one of the hard spots I found.


@ tigersfan

I found another blockage in my new world, level up tower (11, -8). It's in the post-boss-fight shaft, I'm right below it if the world file loads you were I was.
« Last Edit: January 12, 2013, 12:37:18 am by wyvern83 »

Offline LaughingThesaurus

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #12 on: January 12, 2013, 12:45:52 am »
Hmm, the game seems to getting pretty stable and refined at this point. I may finally chip in and start pre-release testing as well.

Can anyone who has played AVWW1 tell me how much the skills transfer? (EDIT: Skills as in skills of the player to play the game, not in game skills or abilities or anything like that. Just to clarify)
Not at all. It's more or less a completely different game. You can't take many hits. Combat is much more tactical. The strategic game is, well, strategical. There's no farming to get stronger at all. It's more focused on going for the important stuff or resources that you need, a little bit like AI War.
Well, I guess the platforming skills still carry over. ;)

Offline Misery

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #13 on: January 12, 2013, 09:11:01 am »
I gotta say, all these new monsters so far are really doing wonders for the platforming bits.    Much more often than before, I find myself leaving a particular area, going back out the way I came, in order to switch classes and perks based on whatever situation showed up in that tile.   Which is a good thing, as that kind of choice-making seems very important with this game, and it goes along with the slower, more tactical combat.     The different enemies so far are extremely varied in terms of what exactly they do, and how you must approach them, and what spells you want to use on them, and the surrounding terrain and presence of other monsters factors into this very heavily..... much more interesting than the first game, which mostly had alot of very basic straight-shot using enemies, and stuff like that.   Though the first game is more about dodging anyway.  Spell and perk selection though is even more important in this one than it was before.   Really liking that.



A couple of balance issues though:

1, those, ah, flag things, or banners, I'm not entirely sure what it is.... but it spams 8 billionty little arrow things straight at me.   This one kinda seems like it was designed around a lower difficulty level, because on Hero, there are so incredibly many of those shots going so fast and so rapidly that it's often completely impossible to dodge them..... and their caliber is high enough that most spells wont penetrate that crazed spray.    I'm thinking there might be ways past them in surface areas.... but even then, it's very dependant on the terrain.... in buildings though, they seem impossible to deal with without just crashing through the spray and hitting them with something very strong at point-blank range.    Or at least, that's the only way I've found that works so far.

2,  those blue tower things, probably shouldnt appear in buildings at all, for the simple reason that their attack just doesnt work there.     They're effective and dangerous in aboveground areas, but indoors or in caves, they may as well just be a pile of crates in your way.



I really like the fire guys in the desert areas, that's a big, impressive pattern that is still completely dodgeable, though you have to actually take them out for the little fireballs to spray outwards so you can dodge them.... just avoiding these guys wont work, gotta pop them and then dodge, I like that.


And those slow-moving metal things that shoot small fireballs straight to the left or right depending on their facing, I dunno what they're called, but they're the new Goddamn Bats for this game, I think.   Not that they need to be changed, mind you.   But I do use ammo spells on them often just to stomp the heck outta them, the blasted things.

Also those magnet ball spells got all awesome, they did.

Offline madcow

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Re: Valley 2 Beta .714 "Monstercopia" Released!
« Reply #14 on: January 12, 2013, 10:05:18 am »
I've only just started playing around with it, has been a few patches since I've played - so quite a lot to catch up on playwise ;) The new monsters are quite.

The crawler movement is really jarring, they're still broken, and it feels even more broken now that there are more crawlers. Some of the environments almost completely hiding them is a bit of an issue too.

As for the strategic side of things. I've not tested it yet, but some potential ideas here are to limit the number of survivors that can be in a single square - that way you're forced to expand out. Another is to really reduce the movement range of survivors, so you have to be more strategic about keeping them spread out. From what I've seen, they seem to be using the old rally range - when maybe that should be changed to using the mission range.

A last idea is likely going into expansion territory, but the possibility there is if there were henchmen out rampaging the map in addition to demonica, but if they were stoppable by sending survivors out after them ;) I've more ideas of that nature, but I really think it's going into expansion territory, so I'll hold off on it.


Edit: If crawler movement is too hard to fix, maybe just changing them to not go over angled surfaces would be enough? That unfortunately lowers their threat, unpredictably, and some of what makes them interesting though.
« Last Edit: January 12, 2013, 10:06:55 am by madcow »