Friday, May 25, 2012

AVWW Post-Release 1.032-1.036 "The Rising Deep " Released!

This one is all kinds of awesome, if I do say so.  First of all, there's a new music track that is just really wicked cool.  Live electric guitar, and great composition both -- nice.

Then there's a bunch of improvements to various things like enemy seeding and things like T-Rexes getting stuck in tiny stairwells and such.  And multiplayer fixes like falling straight through mines without touching them, or your NPCs getting stuck during rescue missions.  Also the new upgrade enchants now cost 30x less than before, making them not a grind to collect at the start.

It's kind of a greatest-hits of a lot of the things that have been annoying people, I think, when it comes to the miscellaneous small fixes here.  Monday is Memorial Day and so we won't be working that day, but on Tuesday and Wednesday that sort of focus on polish and balance is going to be most of what remains prior to 1.1 official being released.

The Deep's Overhaul
The mechanics of the deep were always temporary and kind of placeholdery.  I made a note of that at the time we put in the +2 tiers thing and the darkness thing, as we'd basically run out of time.  Anyway, now there are basically fiveish new types of enemies that are used in The Deep, and they are all really strong and scary.

So strong, in fact, it's like they had +2 tiers even though that mechanic has now been removed from the deep (along with the darkness effect on spells and enemies).  Why the shift?  Well, migration of course!  Nothing is allowed to migrate into the deep anymore, but if monsters from the deep start migrating out into the surrounding lands that's quite a fearsome thing to see!

I have to say, the miasma bats are a new favorite enemy of mine, mainly just because I love their visual.  Although the entropy hoppers that the dark dragons spawn are also really interesting, too.

Lots Of Changes To Freefall Missions
These missions have gotten a big facelift based on feedback from you folks.  The missions themselves have proved to be really popular with lots of people -- but also brutally hard.  This release updates the difficulty to not be so extreme anymore, although further tiering will still be needed come Tuesday.

I just ran out of time to keep working on this specific mission today, but it's getting close.  What you're looking at now is pretty close to what I would consider the "hardest version" of the freefall missions, and then we just need some step-downs from that so that you get eased up to that level.  If folks still feel like this is too hard for the hardest level of them, though, then let me know.

All Time Periods Now Have Unique Bonuses
Previously it was just limited to some of the time periods having some special bonuses like darkvision for the Draconites or the Fast Runner buff for the bronze age characters.

Well, now all the different time periods have their unique bonuses in place and they seem reasonably well balanced -- I'm sure this will evolve over time, but for a first pass I'm really pleased with how this turned out.

The ice age characters and medieval characters are now my personal favorites since they have some melee reduction and also some serious knockback reduction.  But then again the extra two upgrade enchant points on the contemporary characters is pretty crazy powerful.  As is the mana regen and extra mana of the time of magic characters, which are even more extreme now than they used to be.

Of course, if you find scouting buildings to be slow or tedious, an industrial revolution character will now make that go much faster.  And the pre-industrial characters are now something of a cross between Luigi and Princess from Mario 2 in how they handle -- I think that's pretty fitting for their style of dress, haha.

More to come soon.  Enjoy!

UPDATE: 1.033 is now out with some key bugfixes mainly relating to bosses not spawning properly.

UPDATE: 1.034 is now out with one fix to some inventory management stuff throwing exceptions in MP.  Apparently.  Never could duplicate it, but the error log was clear enough for now.

UPDATE: 1.035 is now out with some more bugfixes, including a lockup, sudden-death on characters at inappropriate times, and a missing lieutenant.  Also 10 new overlord boss rooms, which I'm sure is welcome news.

UPDATE: 1.036 is now out with a couple of more bugfixes.  

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.

1 comment:

  1. Hello, it's me again. This time, it's about falling damage when landing in the water.
    While I understand that water can be hard, depending from your speed, I'm not exactly pleased when I die because I chose to land in the acid water rather than on the hard ground.


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