Showing posts with label A Valley Without Wind. Show all posts
Showing posts with label A Valley Without Wind. Show all posts

Tuesday, February 19, 2013

AVWW 2 OST and AVWW 2 (Extended Edition) OST On Sale!

A Valley Without Wind 2 OST and A Valley Without Wind 2 (Extended Edition) OST are now on sale through Bandcamp!

AVWW 2 OST is on sale for $5, and includes the following select tracks from the game:

1. To One Who'll Stand And Fight
2. Ocean Shallows
3. Henchman Elder
4. Craggy Highlands 1
5. Desert 2
6. Level Up Tower 1
7. Overlord Final Fight (Part 3)
8. Skelebot Research Facility
9. Thawing 1
10. Swamp 1
11. Underground Theme
12. AVWW 2 Theme [Bonus Track]




AVWW 2 OST - http://arcenmusic.bandcamp.com/album/a-valley-without-wind-2


AVWW 2 (Extended Edition) OST is on sale for $10, includes the original 12 tracks, and has an additional 36 bonus tracks from the game:

AVWW 2 (Extended Edition) OST - http://arcenmusic.bandcamp.com/album/a-valley-without-wind-2-extended-edition


 Thank you so much for your continued support of Arcen Games. We hope you enjoy the music, and please spread the word!










Saturday, June 2, 2012

A Valley Without Wind Showing At E3, 1.1 Update Arrives Next Week

Indie developer Arcen Games is excited to announce the inclusion of A Valley Without Wind in this year's Indiecade E3 Showcase, as well as details on the massive (and free) 1.1 update set to arrive for the game during the show next week.

Content additions and improvements abound across nearly 50 post-release beta updates set to make-up the first official AVWW post-launch release. Over 160 new room maps, 30 new enemies (such as the Nightmare Octopus and Dread Gazebo), seven new minibosses (such as the Giant Clockwork Wasp and Dark Dragon), new Freefall and Boss Delve missions, three new spells, five new enchants, five new music tracks, and over a dozen added or improved major features will be packed as part of next week's release.

It's not all about the numbers though. We've worked heavily with the game's player base to address some of the major issues that were taking away from the fun factor. A rebalanced, streamlined strategic flow to the game has been worked in, vastly improving how players can navigate and progress their individual world. The reworked gameplay also encourages spell variety and experimentation by the player.

Monster variety has also been tackled head on, not only with the aforementioned additions, but with the introduction of enemy elites and infestations/traps. Seeding of these dangers throughout all of the different regions has had yet another layer added to it, to make each chunk that much more of a unique area to the player. That goes for more than just monsters and infestations, there's better seeding in chunks regarding interior rooms, music tracks, puzzle rooms, NPCs, and more. Upgrade stones have been ditched for a reworked enchant slot system that adds flexibility to character creation/customization, with time-period bonus abilities and new options such as re-roll and rename offered for characters as well.

'What else' you say? The Opal Guardian Store is open for business and accepting your hard earned consciousness shards (which are now all the same color) collected in the wild as currency, the shopping list arrives as part of an improved planning menu, windstorms have been tweaked so that they're more fun and more of a threat to take on, exploration with the minimap is much better, and the game now offers support for texture packs.

It's truly an exhausting list of stuff, but it's all in effort to make huge refinements to the core concepts we've been building on. Almost everything you love as a player is still there and made better, and the major items annoying players have been addressed and majorly reworked.

All this will arrive during our showing of A Valley Without Wind at E3 2012. We're excited to join a slew of other indie developers to exhibit our game as part of IndieCade's Showcase booth. The booth will be open during exhibiting hours June 5-7 and is located in the Concourse Foyer at the Los Angeles Convention Center (on Level 1 in the West Hall entrance).

About A Valley Without Wind


A 2D sidescroller without a linear path. An action game with tactical combat and strategic planning. An adventure game that lets you free-roam a vast, procedurally-generated world. A Valley Without Wind defies genre stereotypes. Unlike other procedurally-generated games, you also get a logical progression in difficulty, plus helpful tips and checklists to guide your travels (should you need them).

Choose for yourself how to prepare to face the vastly stronger Overlord. Complete a variety of missions to earn arcane rewards, and/or roam the wilds to uncover secret missions and stashes of magical loot. Customize your characters with unique combinations of enchants and spells that change how you move, jump, and fight. Or rescue people and bring them back to your settlement, recruiting them to help you in return.

You choose how to play, and the world adapts around you.

The full version is available now on PC and Mac. A demo is also available, and grants full access to the game/multiplayer with only some tier restrictions. Even though AVWW has launched, it continues to grow with new content and improvements added nearly every weekday. Follow the game and its updates/discussions on Facebook, Google+, Reddit, and Twitter. To be a part of how AVWW evolves in any and/or all of its aspects join the ongoing discussion taking place within our forums.

For members of the media: review keys and press kits are available upon request.

About Arcen Games

Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.

AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames; as well as Arcen lead Chris Park's Games By Design blog.

Thursday, May 31, 2012

A Valley Without Wind Selected For IndieCade E3 Showcase

We're excited to share that A Valley Without Wind has been selected to be a part of the IndieCade Showcase at E3 next week. A really pleasant surprise, as it's something we didn't even consider as a possibility when we submitted the game to the festival earlier this year.

Along with AVWW, 19 other excellent indies will be on display including The Binding of Isaac, J.S. Joust, Prom Week, and a bunch of games I'm just now discovering and look forward to checking out.

The booth will be located in the Concourse Foyer at the Los Angeles Convention Center (level 1 in the West Hall entrance). I'll be hanging around there all three days (June 5-7), so for those attending feel free to stop by for a chat, to check out the game, or both!

Check back next week, as we have some good stuff in store with the event coinciding with Valley's official 1.1 release.

Wednesday, May 30, 2012

Frozen Synapse: Red Release And New Valley Reviews/Videos

Our good friends at Mode 7 Games have released the Red expansion for their tactical heaven Frozen Synapse. They've added co-op, and a new campaign, and a new multiplayer mode, and...well, a ton of good stuff. It's absolutely jam-packed, and does more than just slap a fresh coat of (red) paint on one of the better indie games in recent memory.

Red's available now both through Mode 7 themselves and on Steam (both offering 15% off during the first week of release). The base game is also 50% off through launch week.

In Arcen news, GameSpy included AI War on their 10 Great Co-Op RTS Games for Comp-Stomp Fun list, while A Valley Without Wind reviews and video coverage are still trickling in as well:

Gamebreaker -- Indie Spotlight: A Valley Without Wind

Vagary.tv -- Review: A Valley Without Wind (PC)

Game Side Story -- GameTest - A Valley Without Wind (French)

Let's Play A Valley Without Wind #1: Getting Started by Deihlanos

A Valley Without Wind Pt. 1 and Pt. 2 by 1331skippy1331

A Valley Without Wind 9 Part Series by izTheJack

A Valley Without Wind 7 Part Series by Lcron55

A Valley Without Wind [PC Gameplay] by SmugglerWeb (Finnish)

Friday, May 25, 2012

Indie Game Sales, Bundles, And AVWW Stuff

Big things happening these days. A Valley Without Wind has seen several more additions and refinements over the past week as we approach the 1.1 (and first official) update for the game. We also have a pretty cool announcement we've been sitting on for a few days that hopefully we'll be able to share before the weekend, or at least by early next week. We'll see.

One press item we wanted to highlight regarding AVWW: Vagary TV's Indie Game Review podcast. In the inaugural episode the game is reviewed by the two hosts and then Chris joins for the interview portion.

Other happenings in the indie world we wanted to quickly mention:

The Because We May week has kicked off, where developers can and have freely reduced (or in a few cases increased) the prices on their games. There's a ton of indie devs taking part, and although we're not actively involved, you can be sure we're passively participating by pricing our games at their normal price during the week; because we may. ;)

Our pal Gnome points us to the Bundle In A Box Adventure Bundle. That goes through June 6th and includes a bunch of solid indie adventure games such as Gemini Rue and Size Five's Zombie Cow efforts. It also has The Sea Will Claim Everything, which people keep mentioning how awesome it is though I haven't had a chance yet to play.

Here's the press that's come in for Valley over the past few days:

Armless Octopus -- A Valley Without Wind Review: Beware of The Wind

Dark Zero -- A Valley Without Wind Mac Review

Singju Games -- Review: A Valley Without Wind for PC

Gamer's guide to Life -- Review: A Valley Without Wind

Mash Those Buttons -- A Valley Without Wind [Review]

[VIDEO] A Valley Without Wind - First Impressions (Portuguese)

[VIDEO] A Valley Without Wind Part 3 and Part 4 (Russian)

Tuesday, May 8, 2012

New Reviews, Interviews, and Videos for AVWW

The past few days saw several new feature additions to A Valley Without Wind highlighted (at least I'd say) by the addition of the store in 1.009.

Tom Chick talks to Chris for a good two and a half hours on Quarter To Three's podcast, chatting on AVWW, Arcen, some preferred genres, and gaming in general.

Also a reminder that there's still a day or so left in the SavyGamer anniversary sale. Here's the rest of the coverage that's come in this past week for AVWW/Arcen:

[Just Press Start] A Valley Without Wind - Reviewed

[Gather Your Party] Interview: Chris Park, CEO Of Arcen Games And Creator Of A Valley Without Wind

[Gather Your Party] A Valley Without Wind Review

[XBLAFans] Downloadable games growing beyond their bytes

[Gamespot] A Valley Without Wind Review

[BagofGames] A Valley Without Wind Review

[Destructoid] Review: A Valley Without Wind

[2nd Opinion Productions] Arcen Games: A Valley Without Wind Review

[IGN] A Valley Without Wind Review

[Co-Optimus] A Valley Without Wind Co-Op Review

[Hidden Exit] Review: A Valley Without Wind

[I'm Not Doctor Who] #oneaday Day 838: Still No Wind Here

[Gry-Online] Straight from Indie #5 (Polish)

[PlayerAffinity] A Valley Without Wind - Review

Video Coverage

[Tenatios] Let's Try - A Valley Without Wind + Steam Code Giveaway

[RockLeeSmile] Indie Impressions - A Valley Without Wind

[IZTheJack] A Valley Without Wind Part 4 - Our First Mission and Part 5 - Seeking Materials and Part 6 - The Endless Chunk

[SundayGamerHD] Let's Play A Valley Without Wind Part 1 - Kinky Skelebot Dungeons!

[GryOnlinePL] Straight from Indie - A Valley Without Wind] (Polish)

[SoftpediaGamesReview] A Valley Without Wind - Softpedia Gameplay

[NightDiRaven] Let's Play: A Valley Without Wind | Part 1 (Russian)

Wednesday, May 2, 2012

AVWW Now Available On Desura; New Reviews and Coverage

A few new AVWW items to pass along. First off, post-release 1.007 hit last night, bringing in several new features and improvements. If you've been away from Environ for a couple days, check back in and take another look around.

We're also happy to pass along that A Valley Without Wind is out on Desura. Both the full game and demo are available on their store to download now.

Another awesome note, Total Biscuit/Cynical Brit put together a "WTF Is..." for our game that's can't miss for a variety of reasons and moments in particular.

New Reviews, Impressions, Spotlights, LP Videos, And More

A Valley Without Wind Review | Brave New World -- 9/10 (Jonathan Lester, DealSpwn)

Review: A Valley Without Wind by Arcen Games (Omejia, IndieGamesChannel)

Indie Game of The Week: A Valley Without Wind (TheTechLabs)

Wot I Think: A Valley Without Wind (Jim Rossignol, RPS)

A Valley Without Wind: punching meteors in the face (Tom Chick, Quarter To Three)

A Valley Without Wind -- 7.5/10 (Luigi Guarnuccio, Gamers Haven)

A Valley Without Wind Review -- 3.5/5 (Kevin Alexander, Gamezebo)

A Valley Without Wind -- 5/10 (Marteen Green, Reaction Time)

Indie Impression: A Valley Without Wind (The First Hour)

A Valley Without Wind Review (Cross Platform Gamers)

A Valley Without Wind | Amazing Genre-Blending Platformer (PlayThisThing)

IncGamers Plays: A Valley Without Wind

Wiley Plays! - A Valley Without Wind Part 1 -- Part 2

Delphidelion's Let's play AVWW Part 1 -- Part 2 -- Part 3 -- Part 4 -- Part 5 -- Part 6

IZTheJack's Let's play AVWW Part 1 -- Part 2

Pickselate's A Valley Without Wind Review Part 1 -- Part 2

LockeVincent's Weekly Gaming Update - DOTA2, Prototype 2, A Valley Without Wind

FrozenDozer's Let's Play: A Valley Without Wind | Episode 1 | Part 1 -- Part 2

Tom Plays - A Valley Without Wind pt. 1A - Life and Death of: "Unlucky Foot"

DrEvilBones' [P1LP2] A Valley Without Wind

Shobbles' We Play - A Valley Without Wind - Pure Gameplay

Saturday, April 28, 2012

New AVWW Reviews and GGTL's Livestream Event

A few new A Valley Without Wind reviews we wanted to pass along, plus a live event taking place this weekend to mention.

In Armaan Khan's review on TruePCGaming he felt had barely scratched the surface in terms of content during the 12 hours he spent in the game. As he puts it: "a time in which I could have played out most other modern games at least twice."

Peter Parrish aptly provides his take on the game in his incgamers piece 'A Valley Without Wind Review - It doesn't blow.'

The Controller Online thought the concept was bold and interesting, though didn't believe the game was for everyone.

Tierra Gamer gave the game an 8.5/10, raving about the gameplay, soundtrack and background visuals. (Spanish)

Gamer's Guide To Life Livestream

I'll be joining a couple of the guys from GGTL for a livestream of Valley this weekend. The show will start at Noon ET today (Saturday, April 28th) and run for around an hour. We'll be talking about the game as they play, I'll be taking questions, and there's going to be a giveaway as well. Stop in if you're hanging around!

Friday, April 20, 2012

AVWW Beta 0.971 "Release Candidate 2" Released!

This one is basically AVWW 1.0, unless a showstopper bug comes up between now and Monday that we need to slip in.  Otherwise all further changes to the game will be post-release content. :)

Specifically, this version fixes a crash bug that cropped up in the last 3-4 versions based on a bug in unity.  The release notes have all the technical details, including how other unity devs can work around the problem. 

The crash bug was a fairly tame one as far as crash bugs go, because you had to alt-tab out of your fullscreen game for 10+ minutes for it to then crash.  But still that's not the sort of thing you want going into an official build by any stretch.

Presuming nothing bad comes up in the meantime, the next batch of stuff is planned hit on late Monday.  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.

AVWW Beta 0.970 "Release Candidate 1" Released!

This one is basically AVWW 1.0, unless a showstopper bug comes up between now and Monday that we need to slip in.  Otherwise all further changes to the game will be post-release content. :)

Presuming nothing bad comes up in the meantime, the next batch of stuff is planned hit on late Monday.  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.

Thursday, April 19, 2012

AVWW Beta 0.934 "Dastardly Lasers" Released!

This one is the second of what hopefully will only be three releases today.  It contains a number of fixes, including a key fix to the "lasers" that were causing unhandled exceptions when you were in stealth mode.  There's also a few other minor balance and sound effect things in there, too.

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.

AVWW Beta 0.933 "The Classic Choice: Orb Or Slice" Released!

This one is probably the second-to-last release prior to 1.0.  There will be another release later tonight, and hopefully that will be the last one unless some critical bugs are found overnight.

The current release has a variety of fixes and tweaks that players had asked us for, as well as a fairly good-sized list of things that we kept meaning to get to but never had time for until now. 

Lots of sound effect additions again, and both the mechanics of The Deep and of stealth sections have been dramatically improved.  Also energy pulse has been split into two spells: energy orb and energy slice.  See the release notes for details as well as the full list of all the other changed stuff!

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.

More PAX East 2012 Coverage For A Valley Without Wind

PAX East coverage for A Valley Without Wind continues to roll in...

Just Press Start's Jeff Ortloff got the full tour of the Arcen Booth, posting audio interviews with both Chris and Pablo.

Gameinpublic posted the first ten minutes of the indie game talk I took part in. This was day two (we did a similar talk with different devs each day of the conference).

Andrew Whipple III of Gamer's guide to Life seems very pleased we're fleshing out a title in the sidescrolling action genre.

Patrick Lindsey put together a solid preview of the game over on BeefJack as well.

The Mash Those Buttons guys talk about the game for a decent chunk of their PAX East podcast.

Luigi Guarnuccio of Gamers Haven called AVWW 'a gem of a game' in his preview.

Matthew Jay discovers there's more to the game than what can be gathered at first glance in his preview over on Snackbar Games

OnLiveFans' Jeremy Burg mentioned us as one of the gems he got to play on the show floor in his round-up of the event.

Finally, GiantBomb snapped and posted a shot of the Arcen Games booth, check out those sweet banners. :)

Oh, one last item: 2nd Opinion Podcast's Chris Dunham will be live streaming A Valley Without Wind today at 3:45 PM ET for a good couple of hours. Tune in then to his Twitch.TV channel for a longer form, on-the-fly look at the game.

AVWW Beta 0.932 "The ATI Salve" Released!

This one has a whole lot of cool stuff in it, and you should totally check out the release notes.  I'd tell you more about it, but I-am-so-exhausted.

The brief version: massive performance boost on ATI in particular; control scheme improvements for non keyboard+mouse players; miscellaneous fixes; less insanely difficult battlefields.

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.

Tuesday, April 17, 2012

AVWW Beta 0.931 "Sometimes One Pony Isn't Enough" Released!

This one is, again, all about the fixes and polish -- in keeping with our agenda for the next week.  We'll be back to content updates next week, once we hit 1.0.

This one is really all over the place in terms of what it addresses.  Battlefield missions have some teeth again.  Continents now get harder as you go, up through continent 5, to counterbalance your own growth in power through enchants.  Multiplayer has seen a ton of fixes and updates and is looking mighty clean unless you tell us otherwise.

NPCs are easier to find in buildings now.  The nova/fireball cursor thing is a lot more subtle by default now, but you can also adjust its size depending on your preferences.  We took another go at the "My Little Ponies" fix, since the first one didn't do the job.  Those one-high sections in basements and attics, which were so commonly trapping people to their frustration, are now a thing of the past.

And then lots of other minor miscellaneous polish that plows through a lot of our list of what players were most wanting fixed.  Still plenty more to do tomorrow and Thursday before hopefully hitting a final 1.0 build for Friday morning, but we're getting there!

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.

Monday, April 16, 2012

AVWW Beta 0.930 "Bugfixes Are Always Better When They Involve Ponies" Released!

This one is all about the fixes and polish, in keeping with our agenda for the next week.  We'll be back to content updates next week, once we hit 1.0.

The biggest news with this one is incredibly-better gamepad support.  You can customize your analog noise filtering sensitivity and everything, and map up to 8 different axes if you have some sort of crazy flight control stick that you want to play the game with (hey, we're not here to judge).  There's still more to do on the controls front to make the keyboard-only action and gamepad-only action a bit smoother, but we're getting quite close with those.

Beyond that there are really a lot of fixes here, especially for multiplayer.  More to come tomorrow on those as well, but it's excellent progress towards as spot-free a 1.0 as we can get.  Regarding the title of this release, there is a driver issue with some ATI cards where you literally get better vastly performance by playing My Little Ponies videos in the background while playing AVWW.  I'm not joking.  Hopefully this version will let the affected folks fix that issue without the involvement of cute ponies.

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.

Our New Agenda For The Last Week Prior To AVWW 1.0.

The short version: we're going into bugfix, polish, and usability mode between now and about Thursday.  Then Friday I'll be getting stuff to the various distributors so that everything can be all hooked up for a release on Monday.

Then this weekend I'm going to take the weekend off (barring unforeseen catastrophic issues); it'll be my first days off, weekends or otherwise, since February 16th, aside from last Monday when my wife and I toured around Boston before coming home from PAX East.

And then next week, after our release on Monday, we'll see what happens.  Keith and I have a ton of new stuff I wanted to get in prior to 1.0, but that stuff will just have to wait until... dun dun dun... next week or the week after (gasps).

Rationale For The Shift In Focus
In some recent releases from last week, we added a few new spells and various other major new features.  Initially, my plan for this week was to keep doing the same.  However, other releases from the last week focused more on general polish, bugfixes, and improvements to usability and the new player experience.

The former is more exciting for existing players, sure.  But the latter is a lot more important to new players, and to broadening the playerbase in general.  And if we want to keep developing AVWW out over the long haul, like we have AI War, then we have to actually have a playerbase big enough to support the staff we have.

In that light, the only sensible thing to do is focus on making the experience as fun as possible for as many players as possible, and to lower the barriers to entry as much as we can without actually changing the game that the experienced players already love.  Sometimes it's something as simple as improving our support for the XBox 360 controller; other times it's something like allowing custom mappings for key items like wooden platforms or light spells.

This Happens Every Time
Whenever a big release is getting near, I always start getting worried that there isn't enough content.  Because, however much content there is, it's never as much as I've thought of.  Which is actually a good thing -- it's a sign that we didn't just wring every last shred of possible interesting ideas out of our central premise.

Well, I guess Portal 2 was actually criticized by some indies for not doing exactly that sort of wringing (which is a whole other matter).  But in our case, our style of post-release support is such that having lots of untapped potential is something we view as a good thing.  That way we can still be making lots of additions to this game three years from now, players willing, and everybody is still interested and having fun, including us.

That's how you get something like AI War 5.0, which is a game so massive at this point that I don't think any indie could have made it behind closed doors on a fixed budget before releasing it into the wild.  That's what I want to see with AVWW, years from now: I want us all to be looking back at the game in its current state and going "can you believe how small it was back then!?"

And of course, by "small" I mean that there's only about 30-50 hours of playtime required to see everything the game has on offer (after which you can still keep playing because, you know, procedural).  Compared with AI War, where it probably takes 300+ hours at this point to even see all the ships and AI personalities if you're playing full games.

So, yeah -- this happens every time.  Shortly before AI War 1.0 released, I still had another 30ish ships I'd been planning on adding before release.   Then I finally hit a point where I realized "you know what?  This came is more than large enough already for 1.0."  So I focused on this sort of polish and fixes, pushed the game out, and wound up adding most of those ships in the weeks following its release.

On That Note, We're Looking For Feedback
Both on general polish, as well as multiplayer in particular.  If there's anything that's not working quite right, now's the time to let us know!

Sunday, April 15, 2012

AVWW Beta 0.929 "Leafy Black Smoke" Released!

This one is mostly a content update to add some new spells.  Now that the mana changes in the prior version are in place, it was time to start adding more spells at various points along the spectrum.  So now we have leafy whip, clinging fetor, cleft smoglet, and flameout for your enjoyment.

The other thing that we're trying to do here right at the last is make sure that each of the six elemental colors has enough spells that you can realistically specialize in them.  Up until now that hasn't really been possible, because you've had to really play cross-color in order to get access to all the various styles of spells.

The goal now isn't to make all the colors homogeneous -- they each should play differently and have their own style of spells beyond the basics -- but to make it so that each one is more self-contained within itself, if that makes sense.  For the purposes of offensive combat spells, anyhow.  When it comes to logistical, defensive, and movement spells you'll be crossing colors like crazy no matter how you choose to play (and it won't really matter, because enchant buffs don't apply to non-combat spells in an elemental sense, typically).

There are also a couple of key bugfixes in here, as well as improved visibility for the mouse cursor during combat (which lots of people complained about).

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.

AVWW Beta 0.928 "Achieving The Leading Causes Of Death " Released!

This one was supposed to come out yesterday, but then, well... it grew.  A lot.

Achievements
So, not that long ago we weren't sure if we'd have time to have these at all.  Then a few days ago I was saying we'd probably have 15-20 or so for 1.0, and then get to more later on.  Ah... yeah.  This version adds 104 achievements, which will be the sum total of what we do in terms of achievements for 1.0; and we will indeed add more after 1.0, too.  Did I mention that they all have unique art?  That's a lot of icons...

Lots Of Other Miscellany, And The Last Of The "Things We Learned At PAX East" Stuff
So, yeah.  The release notes are long, and varied.  A goodly number of fixes for multiplayer, and lots of fixes for solo also.  In no particular order, here were some particularly salient changes:

- The randomly generated professions of NPCs on continents beyond the first is now a lot more friendly.

 - Warp gate function is now clearer based on a second sign seeding in them, and you can also now use warp gates without actually entering them (handy if you're not being chased by monsters and want to save a tiny bit of time).

- Wooden platforms work oh-so-much-better now.  You can make literal staircases with them that you can just walk up by moving to the side.  And you don't fall through them crazily anymore when it looks like you shouldn't and you're walking across multiple of them.  And they hang onto background walls that are near sky a lot better now.  All in all: holy cow, these are completely different and better.  And there were some small camera improvements to the Y axis to support this, and that also makes a subtle improvement in terms of smoothness, too.

- Ridiculous numbers of more changes to the intro mission to make things briefer and clearer wherever possible, and to hopefully instill the idea that tactics actually matter when choosing your attack position, etc.  We also put in a lot more safeguards to prevent some of the more common shooting-yourself-innocently-in-the-foot cases that people were commonly getting into.

- This one is huge: the recharge rate for mana is now about twice as fast, but most characters also get less mana.  The full rationale is in the release notes, but basically: a) waiting around for mana recharge isn't fun; and b) having some characters that have access to high-mana spells that other characters can't even wield is really interesting, but only when they can actually cast those higher-mana spells with a good degree of frequency as well.  All in all the idea is to make mana a more valid and interesting gameplay choice to focus in, although obviously that will depend partly on the new spells we'll be adding soon to really make that pop.

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.

Friday, April 13, 2012

AVWW Beta 0.927 "Brief And Clear" Released!

This one is our first release of today, but it won't be the last.  The main reason we're pushing this one out is that we have folks working on screenshots and videos, and we want to make sure that two graphical glitches that are finally fixed in this version (after having been present for the last week+) don't infiltrate those.

In general, this version really pares down the opt-out messages and makes them a lot more... brief and clear, like the title of the release says.  But it also makes the world map interface a lot more unified, where there's only a single way to learn about a region (walking on it), rather than two (walking on it, or right-clicking it).  The new combined interface is both a lot more attractive as well as a more functional and clear.

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.