Difference between revisions of "Valley 2:Pre-Beta Release Notes"

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* All whips have had their calibers increased, making them much more useful for blocking enemy spells.
 
* All whips have had their calibers increased, making them much more useful for blocking enemy spells.
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* Bats have had their health dropped significantly, and have had light added to them, so they should be easier to see in the dark.
  
 
== Alpha .701 ==
 
== Alpha .701 ==

Revision as of 16:40, 16 December 2012

Alpha .702

(We haven't released this version yet, we're still working on it.)

  • The ground graphics for The Deep have been finalized.
  • Fixed a crash issue with the first OSX version; we had mistakenly released that as partially .700 and partially .701, which really didn't work out so well!

Clarity/Training Improvements

  • Improved the clarity of the wording on many of the world map tile descriptions.
  • When you first attack a slime mass with a character during the time when it blocks all shots, a text interjection now pops up letting you know that there's a timing pattern that you need to figure out (though you have to do the figuring-out yourself).
  • The first time you attack a steam cannon and hit it in its armor playing, there is now a text interjection that tells you that you'll have to search for a weakspot, although it doesn't say where that weakspot is.

Balance Changes

  • Campfire now lasts for 3 seconds instead of 4, and has a cooldown of 2.5 seconds instead of 6.
  • Attacking a level-up totem now only has a 30% chance of spawning a monster rather than a 100% chance.
    • The health of the totem has also been thirded.
  • Blade traps, mines, dangerfalls, and spike traps should no longer be targeted by homing spells.
  • Flares now do damage even when stationary (rather than just when moving) and now only last half as long in their stationary mode.
  • Total extra ammo, whenever applied to a character, would wind up giving them insanely nearly-infinite ammo. Fixed.
  • The health perks were overpowered so that a lot of the alternatives for them really paled by comparison. Therefore, we've made the following buffs to other items:
    • The primary attack increase option is now 50% instead of 5%.
    • The special attack increase option is now 40% instead of 5%.
    • The ammo attack increase option is now 100% instead of 5%.
    • The secondary attack increase option is now 50% instead of 5%.
    • All of the ammo increases were in volumes of 1 and 2 rather than the intended 10 and 20. Oops! Fixed that now.
  • The balance of how much enemy health increases per turn take has now increased since the amount of DPS that you get against monsters is much higher based on the perk adjustments.
  • Well over a third of the perks have been switched around as to which level they are available at, in order to give more interesting choices for those looking to minmax.
    • It should be noted that often a true minmaxer will make one decision for a level's perk early in the game, and then will validly revise that decision later in the game. That's not a sign of indecision with this game, it's a sign of correctly adapting to the circumstances that are changing as the levels and mage classes change.
  • All whips have had their calibers increased, making them much more useful for blocking enemy spells.
  • Bats have had their health dropped significantly, and have had light added to them, so they should be easier to see in the dark.

Alpha .701

(Released December 15th, 2012)

  • Added 57 more slices.
    • Thanks to c4sc4, Coppermantis and zebramatt for these.
  • Fixed an image file that was throwing up errors.
    • Thanks to Misery for sending in the debug log that allowed us to track this one down.
  • The "What's New" link on the main menu now actually links to the appropriate place.
  • We managed to waste 18 man-hours chasing Unity 4.0 support (and thus Linux support), but ran into intractable performance problems with load times. Sigh. Will revisit later when we are able to talk with Unity about it.
  • The default gamepad controls are actually now sane.
  • Fixed a bug with the notes-to-self popup coming up about the first windstorm generator even at the end of purified regions. Oops. ;)
  • Fixed some slices that were causing rooms to be impassible.
    • Thanks to c4sc4 for one specific case, and to Misery, who's save pointed to a bit more widespread issue.
  • The way that the dispatch mission results are now reported is that one of the surviving members of the party you send out actually makes an in-character report. We'd always planned on doing this, but hadn't quite had time to fully flesh that out before the first alpha.
    • If NONE of the members of the party you send out survive, then you get a different message informing you of their mass death...
  • Previously our "text interjection" (aka, dialogue popup that temporarily suspends action) system was something that could only have one item going at a time. This was problematic if you needed to get multiple reports of survivor deaths at the end of one turn, or similar, without us having to resort to vague statements like "one or more survivors died" or 4th-wall-breaking statements like "here's the list of who died."
    • Now the game has a queuing system for text interjections that lets any number of statements get queued up at once without stomping on one another, which is a lot more flexible. The vast majority of the time you'd still get one at a time, but when a big event happens and everyone is screaming things at you, you now can hear what everyone says instead of just one thing. ;)
  • The starting number of purified tiles now varies a bit more, as it makes sure that a couple of key structures start out purified so that you can get a bit of hand-holding on the first two turns.
  • Several keys were able to cause some background trouble while a text interjection was in progress. Fixed.
  • When "random events" happen during a turn, the text describing them is now specially colored on the turn results page so that it's easier to notice them.
  • Put in some added code to help prevent windstorm generators and doors and such from occasionally not showing up.

Clarity/Training Improvements

  • Previously, on the world map there was a line about "press this button to view your feats" even if you had none. That was confusing and just added to clutter. Plus the window would just open up with nothing to see. Now the game just makes that button do nothing, and hides that line of instruction, until you have your first feat.
  • In general, if you've already run a dispatch mission on your current strategic turn, and you try to open the dispatch menu again, the game now shows a message explaining that you can't do more missions until next turn and that you should go purify some new tiles.
  • When you try to enter a pointless already-purified region (one that doesn't have perk tokens or some other benefit), the game now has a confirm popup that asks "Where Are You Going?" and explains the situation -- as well as giving you a few side tips about useful areas to look for things while it's at it.
  • Previously, it was easily possible to forget to give dispatch orders to your NPCs before you went on your next purification mission. Chris even did this in his video before he remembered and went back out!
    • Now the game warns you about this and gives you a confirm prompt that makes sure that you want to enter a corrupted region without giving dispatch orders first. Given that there is really almost no reason you'd ever want to do this, this confirmation has no opt-out to "don't tell me this again." But if you want to enter the region anyway, the prompt does let you do that.
  • The text for all four kinds of "A Resistance Member Has Died" messages have been updated so that they all clearly refer to only one resistance member and specify who died.
  • Previously, whenever you went to the world map there was an opt-out popup (until you disabled it) explaining a bit about the world map and how things work.
    • That was clunky, and has been removed.
  • Now when you first go to the world map on turn 1, there is a conversation that you have with one of your NPCs, who explains a slight bit more than before, but a more focused bit of explanation.
    • There are also instructions on your first turn to build a clinic, and the game won't let you do any other dispatch missions that turn.
    • It also won't let you leave the world map until you've done this first mission, just to make sure things are as clear as possible for the first turn.
  • After you run your first dispatch mission on turn 1, the game now has another brief text interlude with one of your NPCs, where it quickly explains about your role in purifying tiles and how to choose a general target.
  • As soon as you destroy your first windstorm generator, thus progressing the game to turn 2, one of your NPCs radios in to talk to you about needing to rebuild a nearby farm to improve food supplies.
    • Once you go back to the world map, it's the same thing as with the first turn where it will only let you run that specific dispatch mission, and where it specially highlights the region in question with a text overlay.
  • On the turn directly before Demonaica emerges from his keep (which varies by strategic difficulty), there is now a text interjection explaining in-character what is going to happen and what you need to do about it.
  • On the start of turn 8, there's a new text interjection explaining about level-up towers. It's also at this point that your strategic overlay starts showing these.
  • On the start of turn 11, there's a text interjection about scrap, and the strategic overlay starts showing more about scrap.
  • On the start of turn 14, there's a text interjection explaining amplifier towers, and the strategic overlay starts tracking them.
  • On the start of turn 17, there's a text interjection explaining ivory towers, and the strategic overlay starts tracking them.
  • On the start of turn 23, there's a text interjection with more information about level-up towers.
  • On the start of turn 26, there's a text interjection explaining skelebot research facilities, and the strategic overlay starts tracking them.
  • On the start of turn 29, there's a text interjection explaining the need for lots of mana in the late game, and the strategic overlay starts tracking mana sources.

Balance Changes

  • The campfire spell now has very little attack power and a much longer cooldown, making it useful as a defensive blocker spell as opposed to a torch-everything attack spell.
  • LightRocket hits for about half what it once did.
    • Thanks to several of our alpha players for letting us know how badly these needed changing.
  • Clinging Nettles has been nerfed some.
    • There were several reports of this, thanks to everyone who mentioned it.
  • Slime Mass has had his shot speed cut in half.
    • He's hard to hit as is, it's nearly impossible when the shot was coming at you that fast.
  • Dangerfalls now have vastly larger gaps between when they let off particles and when they don't.

A Valley Without Wind 2 aka Valley 2