Thursday, May 24, 2012

AVWW Post-Release 1.031 "Light Our Way As We Delve" Released!

This one is our second release of the day, but it's not just minor fixes this time.  Sure, there are a variety of fixes both major and minor.  But there are also some substantial improvements to how enemy-dropped consciousness shards work AND a new mission type.

The new Boss Delve mission is nothing that complicated, but it's welcome variety for the early game in particular, which was something we wanted to be sensitive to.  Also, it lets you kill two birds with one stone when it comes to gathering gems and arcane ingredients, whatever your current tier/continent/skill is.  The new style of vertical cave structure of these missions makes them particularly fun to spelunk down into, as well, I think.

Oh, and as part of this version the state of equipped enchants are now synced between players in multiplayer.  That sounds boring, but the key thing it means is this: the longstanding issue where you couldn't see light sources being emitted from another player's enchant is now resolved. 

That means that one player can now light the way while others follow with enchants that aren't bound to light.  Or it means that with a group of players the light is pushed back even further as they all spread out, giving a distinct visual advantage to a large group of players.

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. It's now harder to start a new game, you have to farm conciousness for a little while before starting any quest.

    Also, there's still that conflict between the input. I thought you tried to fix it?

  2. In terms of farming consciousness shards at the start of the game, see this change from the release notes of the next version:

    * Previously, the shard costs of the upgrade enchants ranged from 300 to 2700. Now they range from 10 to 90 instead.
    ** This way people don't feel like they need to grind shards to get these enchants upon updating, AND they also don't need to carry around all the enchants all the time; it's incredibly cheap to re-buy the enchants if ever need be.

    In terms of the conflict between input, that's not something that's high on our list of fixes. You've double-bound a key to two things; simply unbind one of them and it will work fine after that. Our fix for that will mainly be in the form of a notice telling you that you've double-bound something and that you should consider changing it.

  3. Okay, so apparently the version I'm using isn't the actual version. My bad, I'm going to fix it immediately. Thanks for your assistance, and keep on with the good work.

  4. No worries, and cheers -- the next version isn't out yet, but it will be in a few minutes.

  5. Well, correction -- a couple of hours, but pretty close.


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