Thursday, May 17, 2012

AVWW Post-Release 1.022 "Dangerfalls And Other Hazards" Released!

This one has yet a few more changes to the Journey To Perfection missions, although I'm not quite done there yet.  These now have a more natural progression in difficulty, ranging from "pretty easy" to "pretty insane," though, so that's fun.

One of our longest-requested features that we somehow never got around to adding (despite it being requested as far back as version 0.501) was some better scouting of the chunk in the minimap.  Mainly better correlation between what you see on the screen and what gets revealed on the minimap; previously you could see something on the screen but still have it blanked out on the minimap, which was super frustrating and made exploring little corners of caves a chore.  Not anymore!

Aside from a few general bugfixes and tweaks, the other big thing in this release are a variety of new infestation types.  Two broad new categories of traps are now in place for interior and underground infestations: blade traps and spike traps.  Each of which has at least three variants.

And then there are also four broad different categories of "dangerfalls," by which we mean waterfalls, lavafalls, icefalls, and miasmafalls.  These each have their own respective sub-variants and also react to the platforming difficulty you've selected.  Timing-based waterfalls/lavafalls have been something I've wanted to have in the game since mid-alpha almost a year ago, so it's really cool to finally see these in play.

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.


  1. hope you guys correct the profession bug, cause since version 1.20 the professions gone.

    Keep the good work!

  2. Hope you guy fix that other input problem, where changing the "go left" input could conflict with the "target enemy" input, while cancelling any possible sprint.

  3. Eh? Not aware of either of those two bugs, so we can't fix what we don't know about -- nobody else has reported those yet, unless the reports came in this morning and I haven't gotten to them yet. If you don't mind making a mantis report about these with your zipped world folder or steps for repro, that would be great!

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  5. For the "profession" bug, I'm really not sure what you mean. I don't see anything wrong with the professions. Can you be more specific?

    The other one really isn't a bug. The game isn't really meant to have two different things bound to the same key.

  6. Finding spike traps to be plain retarded with no ways to get around them they effectively block paths.

  7. Replies
    1. At the start of the game? The traps are so bad there are many level parts or sections you cannot visit.


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