Monthly Archives: May 2017

v1.02 Patch Notes

Another day and another patch. The v1.02 is now live. This patch focuses again on input and feedback from Early Access players.

The primary focus was on combat, including improvements the blocking system, NPC nameplates, as well as motion controller strafing and attacking. The largest changes though came to NPC AI as we refine and polish combat.

Audio

  • Increased the volume and altered the sound of shield blocking sounds to make it easier for players to realize they have blocked.

 

Combat

  • Adjusted parrying in VR gamepad mode, so that it can not eat up incoming attacks when in the idle position.
  • Fixed a bug which was preventing players from blocking or parrying attacks from mobs were not wielding weapons.

 

Graphics

  • Optimized Flaming Sword and Staff of Fire particles and reduced their brightness.
  • Reduced the brightness of Lighting Staff core particles.

 

Levels

  • Turned off collision on some objects which didn’t need it (things on top of tables, etc) in the Tavern as they were intercepting motion controller rays in some cases and causing issues selecting dialog options from certain angles.

 

Motion Controllers

  • Opening the System Menu with the left hand grip button will not toggle navigation mode any longer. If you toggle this menu it should not change navigation mode, which was happening in error. A press of the grip button will still change navigation mode, as intended.
  • You can now strafe or move around while swinging and it will not turn off weapon collisions.
  • Fixed an issue with the left hand grip button toggling the system menu even if you released the button first.

 

NPCs

  • Increased goblin attack ranges so that they crowd players less.
  • Fixed Stone Burrower Soldier, Stone Burrower Queen, Granite Crawler Worker, Granite Crawler Soldier to display the proper name.
  • Tweaked Ratling’s defensive adjustment so he was less likely to go into it mid strike.
  • Goblin Swordsman now has a Warrior’s defensive AI (some defense, more offense)
  • Ratling Warrior now has a Warrior’s defensive AI.
  • Shroom and Shroom Guardian now has a Warrior’s defensive AI (slightly more defense than before).
  • Fixed Zombie initial chase so it doesn’t go nuts after it gets in combat range.
  • AoE projectiles were not damaging players if a NPC casted it (ex: Ratling Shaman). This is fixed and now will damage you.
  • Ratling Shaman,  Ratling Witch-Doctor,Skeletal Sorcerer will now respect the walls and not spell cast through them.
  • Fixed a handful of Orc animations there were not playing properly and fixed an issue that would cause odd rotation issues.
  • Skeletal Soldier and Knight will now move around some defensively.
  • Phoenix animations should look better. Added a second beak attack animation for a bit more variety.
  • Lizardman and Lizardman Guardian has a bit more hussle in his step when running after you.
  • All Dragons should now properly rotate toward their target when moving.
  • Undead Dragon will chase a bit faster.
  • Black Dragon is using a lighter material, still black, but has visible white parts now.
  • Fixed Lich casting issues.

 

User Interface

  • Adjusted the tooltips, in particular the equipment ones that were quite a distance from the item.
  • NPCs now have colors on their nameplates corresponding to their difficulty. Minion = grey, Normal = white, Touch = Yellow, Mini-Boss = Red, Boss = Blue.
  • The Cleanse ability now displays the proper Gamepad or Motion Controller buttons when one is used.
  • It will no longer display Holy Wrath as an ability on the ability GUI unless you are holding a Symbol in your off hand. Previously Motion Controllers were displaying it when you were unable to complete the ability.

v1.01 Patch Notes

The first Early Access patch has gone live. This patch deals primarily with feedback submitted by players, and we’d like to thank the player base for all of the feedback and bug reports.

The biggest changes came to VR mode which includes changes to how motion controller damage works, so as to not reward players for slap style attacks. It also features a new locomotion mode for those using motion controllers. This mode allows you to hover on the trackpad to move rather than pressing it and was a request made by players. The system menu is now available by using the gamepad select button, or holding the grip buttons on a motion controller for a second. This allows the map to be toggled in VR mode with gamepads, and also allows easy access to exit the dungeon, exit the game, or view the options menu. The VR interface has also been moved further from the player to make it easier to view it all without shifting your gaze.

Not all changes were VR exclusive though. We modified how the spawn upscaling works in multiplayer to help prevent mobs from stacking up. Ranged AI was also improved, and dragon breath attacks are now less deadly. We also saw map improvements and bug fixes.

Combat

  • Dealing melee damage when using a motion controller will now drain energy and damage will be reduced based on your energy level. This was done to prevent an exploit where players rapidly slapped a mob back and forth with a motion controller at rates quicker than gamepad or keyboard/mouse users could swing.
  • Increased energy regeneration rate.


Interactive Objects

  • Steins will now disappear after being used by VR players. This was previously only happening when done by non-VR users.

 

Levels

  • Adjusted NPC aggro ranges and density on the Crypt4 map to prevent them from overwhelming players.
  • Improved lighting in the Sewer5 map to remove some dark spots.

 

Miscellaneous

  • Added a fifth locomotion mode for motion controllers: Hover. This mode will allow you to use the trackpad to navigate by hovering over controls rather than needing to press down in a direction.
  • Oculus Touch users can now exit the game or dungeon by holding the left system menu button down for a few seconds.
  • Reduced the amount of time you need to hold the System button on Vive controllers to exit the game by 4 seconds.

 

NPCs

  • NPC spawn upscaling, which occurs in multiplayer sessions, will now give more time in between each spawn to help prevent cases where mobs stack up on one another.
  • Goblin Slinger AI received an upgrade. He will not hunt you down and hurl rocks at you if you hide.
  • Skeleton Archer AI received an upgrade. It is fully sentinel and will only fire when it has line of sight.
  • Dragon and Fairy Dragon breath attacks can now damage pets.
  • Dragon and Fairy Dragon breath attacks are now significantly less lethal. This was due to a bug which was causing them to make contact more times than was intended.

 

User Interface

  • VR players in multiplayer will now use a similar health bar, player name, and floating text display as nonVR players do.
  • The HUD in VR has been moved slightly further away from the player to make everything more visible on the screen without shifting your gaze.
  • Holding the Grip buttons with a Motion Controller no longer toggles the in-game map, it instead now toggles the System/Escape menu. That menu allows you to toggle the map, and also to access options or to exit the dungeon or game.
  • There is now a Map Toggle button on the System/Escape menu.

Prevent the Fall Hits Early Access

We are happy to announce that the 1.0 patch has gone live, and more importantly Prevent the Fall has entered into Early Access on Steam. It will be on a 15% discount for the first week. We wanted to take a minute to give players an idea of what to expect from the initial Early Access phase.

The major features are all in place, and you can rise to level 20. The game features optional virtual reality support, but it is not required. It can be played with gamepad, vive motion controllers, or keyboard and mouse. Oculus Touch will be officially supported in the future, but Oculus users can currently participate using gamepads.  

The Action RPG gameplay revolves around generated quests with a mixture of generated and static dungeon elements. You can play entirely in single player, or can host or join multiplayer co-op sessions. Co-op sessions can mix and match VR and non-VR players.

We expect the game to move out of Early Access by the end of the year, and you can expect continued improvements throughout.

Audio

  • Added grunt and tumble sounds to dives and rolls.
  • Necro projectile sounds are no longer louder than other sounds.
  • Fixed the deafening heartbeat sound if you died via a trap.

Combat

  • Gamepads will now work like keyboard/mouse when attacking and not finding a target (will face toward the camera). It was not doing this and made it hard to aim with ranged weapons.

Items

  • Loot from chests and creatures will now check your inventory to avoid giving out equipment you do not need.
  • Rings will now be offered as loot/rewards.
  • It is now possible to reward highly rare items by chance.
  • Introduced new magical item variations.
  • Leather armor and Chain Coif are now available a bit earlier as a reward. They are also available for a bit longer if you happen to miss them early.
  • Coin rewards from completing missions and treasures were increased significantly.
  • Required experience for each level was increased by 1.5 times.
  • Experience now gets reduced if the creature is 2 levels or more lower than you and mission exp rewards also get reduced in a similar fashion.
  • Staff of Dust is now included as a starting item giving players a ranged, melee, and shield from the beginning.
  • Leather Armor and Cured Leather Armor now use different icons.

Levels

  • Added a new Sewer layout.
  • Reduced how quickly minion waves spawn in the trap floor wave event.
  • Fixed an issue with the pit trap on the dwarf2 map not registering.

Miscellaneous

  • Increased mana regeneration rate.
  • The left system button on Oculus Touch controllers can now be pressed a second time to close inventory.
  • Lowered the boss achievement counts to roughly half the mission success counts.
  • Added an achievement for finishing your first mission.
  • Turned on vsync by default for non VR mode. There will be a setting added to options to toggle this on/off soon.
  • Using the B button will now work with containers and dropped items along with pushing the right stick.
  • Slightly increased VR walking speeds.
  • Fixed an issue which was preventing the camera from fading in if you were hosting a multiplayer game in VR mode.

NPCs

  • Attack AI now has an option to go into a switched defense state less often, if desired.
  • Eliminated a bug in the loot code which was causing NPCs who were meant to have no chance at loot to always drop it.
  • Fixed a bug which was preventing Rock Golems from attacking.
  • Fixed some NPC errors caused by trying to execute animations before the behavior trees were set up.
  • Fixed an issue where NPCs would constantly go in/out of logic when you died making some NPCs look like they were jumping/strafing everywhere.

Quests

  • Interacting with empty containers in collection quests will now remove the container to make it easier to track what you have already searched.

User Interface

  • VR Motion Controller UI interactions now feature a new laser pointer to make it easier to direct your UI navigation. This is only visible when in the tavern or when interacting with a UI.
  • Pressing Shift+Enter will now bring up a command interface. You can enter console commands on it.
  • Added the chat command. It will send a banner message to everyone in the zone with you if playing online. You can also use ; instead of chat if using the new console window listed above.
  • Items with effects will now show the effect in their tooltip (example: rings, rare weapons).
  • Equipment with a level set will now show the level in the tooltip.
  • Gold banner messages now display how much. They also should be negative if the value was negative (such as purchasing an item).
  • Clamped gold to 999,999,999
  • Added a tip window. Currently it is being used to show gamepad buttons used in the inventory system, but will be expanded in the future with more information.
  • Adjusted the ability button sizes so they were not stretched.
  • Symbol when using a gamepad should show the right buttons for Heal now.
  • NPCs now display their name above their health bar.
  • Pressing the Start button on the gamepads will now close the inventory if it was already open.
  • You can now use CTRL-L to print out the level name and your current location. This is to make it easier to report bugs or issues on specific levels.
  • Fixed an issue where player markers on the minimap would not disappear after the player exited.
  • Fixed an issue with opening the inventory with a gamepad where it would close it down quickly if you held the button down.
  • Fixed tooltips so they will update when something happens to the slot you were hovering over or using as a gamepad.
  • Fixed the manual tooltip not showing up on containers.
  • Changed Leather Armor icon so it didn’t match Cured Leather Armor.

0.7 Patch Notes

The Steam beta build has been updated to v0.7. It includes high end items, cloud saves, save game backups, ragdoll NPC deaths, improved pets, friends only servers, and much more.

This will be one of our final beta patches before the game moves into Early Access next week.

Audio

  • New spell sounds have been added.

 

Graphics

  • Added new fire and lightning staff particle effects.
  • Added color variations to some of the item upgrade icons.
  • Improved Level of Detail of some of the fortress and crypt models.
  • Interactive objects now have a highlight outline on them to make it easier to tell them apart from room props.

 

Items

  • Added many new rings, armor pieces, and magical weapons.
  • Fire Staves have a new Blowback attack which will knock nearby targets backwards and deal some damage. This effect centers around the caster.
  • Lightning Staves have a new Jolt spell. This short range PBAoE deals damage and also stuns targets.
  • Added a sweeping animation to the Axe based Cleave attack.
  • There is now equipment which is only rewarded at level 21+ difficulty levels.
  • All abilities on magic items will now consume magic.
  • Interactive potions will now restore both health and magic.
  • Interactive items will now only work if they are in front of you.
  • Fixed a bug which caused Lightning Strike to deal damage multiple times to each target.
  • Fixed Firestrike and Fear projectiles so they will shoot properly in all cases.

 

Levels

  • Introduced a new Crypt based dungeon layout.
  • Interactive objects properly replicate now and will be removed for other players.
  • Improved lighting and performance in the tavern.
  • Fixed a collision issue with the back wall of the tavern which allowed players to pass through it.

 

Miscellaneous

  • Enabled Steam Cloud Saves.
  • There is now a backup folder for saves. It will store 5 copies of the player and storage saves. Each is followed by a number and the number is incremented each time you launch the game.
  • Added ptfcommand wipe command. Can be used to wipe player or storage. Both will be reset upon restarting the client. You need to be in the zone with the storage for it to work (the tavern).
  • Adjusted the camera’s collision setup. It will now only do collision checks to the character if the camera is colliding with something. This will help in some cases if something moves in front of the camera and causes it to retract to the character as a result. It can still happen, but it should be a bit better.
  • Your game is now saved 2 seconds after you finish switching weapons.
  • Upgraded to Unreal Engine 4.15.3.
  • Modified some code which we believe may have been causing Oculus headsets to crash.
  • Fixed a multiplayer crash issue.

 

NPCs

  • NPCs now have an option to use ragdoll physics on death.
  • Flying creatures now will properly flag on death and update for quests.
  • Creatures will stay put on death now. This mostly was an issue when playing online.
  • Creatures with loot will now check if you already own the item the same way treasure chests do.
  • Fixed a bug which was causing crabs to hit players multiple times when they did the disabling Claw attack.

 

Pets

  • Pets will now do a much better job of following players around. Nearby monsters will override this and put them into combat mode. But after the battle they will follow again.
  • Fixed a bug which was preventing pets and NPCs from attacking one another directly.

 

Quests

  • When hosting an online session you are now given the option of whether it should be public or private. Private servers will only be available to your friends, where public servers are available to everyone. The server browser has been updated to list your friends servers first in the list.
  • Mission objectives now will show up when a player initially connects to an existing session.

 

User Interface

  • The ability display GUI will now appear as soon as the player logs into the world. It previously only appeared after switching weapons. This is geared towards new players.
  • Status Bar for other online players will now show up. It shows health and level.
  • Server Browser will now search sessions of Friends first and return them at the top of the list.
  • Anchored the Ability UI so it will work better in different resolution ratios.
  • The ability UI help text is now scaled if it is larger than the area so it will not clip.
  • Replaced a handful of duplicate icons with new color shifted icons as placeholders.
  • Server Browser Window was re-skinned to match rest of UI.
  • Fixed a bug which was disabling quest interaction if you opened the Options Menu in the Tavern with a motion controller active.
  • Player names will now show up for other players in a session you joined.
  • Fixed a bug which was preventing storage containers from being access with a motion controller.
  • It no longer displays the special ability GUI if you are in the tavern since no spells are allowed in the there, and this could be confusing to new players.
  • Fixed an issue with drop downs being repopulated with duplicate options in the Options Window.
  • Fixed a bug which was displaying a Rising icon rather than a Star icon on the motion controller ability display.

FAQ Update

We’ve updated the FAQ with new bits of information. You can view it here: https://www.preventthefall.com/faq/

0.6 Patch Notes

The 0.6 patch is now live. This is a major patch which adds support for passive item buffs, rings, UI improvements, and performance boosts.

Graphics

  • Adjusted some materials related to walls and having video settings at High or higher. There is no noticeable difference and it greatly improved framerate. This should improve performance in the dungeons and sewers.
  • Introduced a new bag model for generic loot items.
  • Optimized Lightning Strike and Bolt particle effects.
  • Optimized Dragon particles.
  • Dagger of Lightning particles no longer render through player bodies.

Items

  • Items now support passive effects which will provide a buff when they are equipped. This is supported on all types of items.
  • Rings are now supported. Players have two ring slots. Rings are specialty items with each providing a buff while equipped.
  • Introduced a number of new items to take advantage of the new features.

Levels

  • The Cave6 is now properly packaged in the beta build. It was missing previously and if users had it selected it would take them back to the Tavern.
  • Fixed navigation related issues on the Fortress4 layout.
  • Improved lighting in the Fortress4 layout.

Miscellaneous

  • We’re now running in a Development rather than Shipping build to give us access to debugging tools in the client.
  • Reduced leveling speed.
  • You are now allowed to walk around the tavern if you wish.
  • Fixed a bug which was preventing buffs from applying stats properly on non-VR pawns.

NPCs

  • NPCs will stop attacking when you are dead. If you are online they will now target the other players instead, as well.
  • Draks now attack from further away.
  • Tweaked physical reactions from Drak when they take damage.
  • Eliminated the chance of crab Claw attacks from striking players with both claws at once as it was overpowering.
  • Phoenix pain animations are now on their own channel so can be blended properly with other animations.
  • Fixed a bug that prevented some NPC hit reactions from happening if there was no pain sound attached to the NPC.
  • Fixed a bug which was ticking buffs, debuffs, or dots on NPCs after they perished.
  • Fixed a pretty nasty issue with npcs hitting a networked client multiple times more than they should.

User Interface

  • There is now a slider for Screen Scale in the options. It was adjusting this on the Quality settings before, now it won’t and you can adjust it how you see fit. It scales from 50% to 200%.
  • The UI now defaults to being on Always Show rather than Non-VR Only. This means that VR players will now see their status bar and quest helper by default. You can still disable it or make it display temporarily after something has updated through the options if you wish.
  • Options are now fully gamepad supported and VR players can now use options anywhere in the game now as it was properly integrated into the HUD.
  • Hitting escape will no longer open the character sheets, instead opening the system menu.
  • You can now use the d-pad and left analog stick to initiate the dialog text in the tavern on a gamepad.
  • Mana is now displayed on the Character/Equipment Window.
  • Fixed a few dialog issues using gamepad with going forward and backwards.
  • Fixed an issue with npcs not disappearing from the map when playing online.
  • Fixed an issue with the ability tip UI not working online.
  • Fixed issues with the health/mana/energy bar not updating properly online.

0.5.8 Patch Notes

The just released 0.5.8 patch includes a new ingame menu, targeting options, improved regeneration and camera work, new weapon abilities, a new cave layout, and projectile improvements. The complete build notes are posted below:

Audio

  • Added new spell effects.

 

Combat

  • There are now auto target options in the Menu. Optimal is new and uses the angle and distance to get a target preferring something in front of you. Last Target uses Optimal, but will keep attacking the target it picked until dead our out of range. Closest is using the previous system that is only distance based and Disabled removes auto targeting.
  • The camera when it swivels for auto target will now only rotate the yaw making it much less jarring as it won’t attempt to straighten the camera’s roll or pitch now.
  • Regeneration has been changed. You will now regenerate fully a lot quicker, but there are now checks in place to prevent regeneration if the stat has been reduced or you attacked.
  • Arcane staves now use a faster overhead animation.
  • Projectile casting staves should all be fixed and much easier to use/aim now.

 

Graphics

  • Added a new leg sweep attack animation.
  • Added particle effects for the new abilities.

 

Items

  • Maces have a new Sweep Legs ability which has a chance to prevent movement by affected NPCs in its sweep radius. This is activated using a sweeping motion for VR controllers.
  • Holy Swords now have a Cleanse ability which is activated by using a circular motion on motion controllers, or the 2 key with hotkeys. Cleanse will cure the wielder of any damage over time, stun, mesmerizing or rooting effect. It does have a 10 second cooldown however. If you have a Symbol equipped it will first attempt to use the longer cooldown cleanse, and if it is on cooldown it will then use Holy Wrath.
  • Light Staves have a new Circle of Healing spell which creates a circle near the caster which will heal any players who stand near it. It lasts for 10 seconds and has a total of 5 healing ticks. It is activated using the third ability key/button, or by using a Rising motion on Motion Controllers.
  • Silver and Lightning daggers are now held better in VR gamepad mode.
  • Warhammers will now falls back to the Wind Up ability if you had a Symbol equipped but Holy Strike was on cooldown. If both abilities are on cooldown it will do a Crush.
  • Minor optimizations in the holy sword ability code.

 

Levels

  • Introduced a new cave based layout.


Miscellaneous

  • It should now be easier to grab interactive objects with motion controllers.

 

User Interface

  • Added an ingame menu. It currently has Exit Dungeon, Options, and Quit Game.

0.5.7 Patch Notes:

The 0.5.7 patch is now live. Full build notes are below:
 
Combat
 
  • Fixed a bug which was allowing it to use the “aim at target” code when you were using motion controllers which prevented players from manually aiming and leading. This code was only meant to be called for gamepad users but a recently introduced bug was overriding that.
 
Graphics
 
  • Brightened some of the helmets.
  • Optimized Undead Strike particle effects.
 
Items
 
  • Added a Wind Up ability to War Hammers. This ability is triggered using a Spiral motion if using a motion controller, or the first ability assuming you are not wielding a Symbol in the off hand (in which case it will use Holy Strike instead). It will knock targets backwards.
 
Levels
 
  • Fixed navigation related issues on the Cave4 and Cave5 maps. These could cause NPCs to stand and stare at players rather than pursuing in certain locations.
 
Miscellaneous
 
  • Save data now go in a folder based on your SteamID. This is in case more than 1 steam accounts play the game on the same computer they won’t interfere with each other.
  • Fixed a bug which could cause a crash if your difficulty modifier and level combination was below 1.
  • Fixed an issue with the VR character not setting some armor stats or unequipping weapons if they are activated and removed from the equipment panel.
  • Fixed an issue where a weapon was swapped out and active and it would continue to use the old weapon. It now will switch out the weapon to open hand so you can switch to the new one.
  • Fixed a bug which would switch navigation modes even if you held the grip trigger for long enough to activate the map when using a motion controller.
 
NPCs
 
  • Altered the collision and damage of Orc Warlord attacks which should make them more challenging.
  • Decreased the size and difficulty of Giant Crabs.
  • NPC attacks no longer get halted if they came into contact with another NPC. This prevents an issue where if a large group of NPCs surrounded a player most of them would hit one another which would not do damage but which would consume their attack.
 
User Interface
 
  • Item tooltips now work properly in VR mode.
  • You can no longer access the old and outdated character sheet by using the V key. This was mapped temporarily while we converted to the new GUI and with that complete we have removed the old mapping to avoid confusion.

0.5.6 Patch: UI Work

The 0.5.6 patch has gone live. The biggest changes were UI, Combat, and Camera related.

Camera

  • Camera shifts should now be more smooth.
  • Adjusted the speed and lag settings of non-VR cameras.
  • Added a sensitivity control for the gamepad to adjust the speed of the camera rotation.
  • You can now hold down Caps Lock or Middle Mouse Button to rotate with the camera when stationary.
  • You will now attack toward the direction the camera is facing if you do now find an auto target. This should make it a bit easier in melee and help a lot with ranged attacks.


Graphics

  • The player and NPC burning particle effect should now stop playing as intended.
  • The Earthen Roots spells special effects now last until the spell expires.

 

Items

  • Increased melee weapon damage by 25%.
  • Increased the amount of health healed by healing abilities.
  • Fixed a bug which was preventing armor from displaying in some cases.

 

Levels

  • Adjusted the trap spawners on the Dwarf2 map in a way to prevent an exploit of the bosses.
  • Adjusted the death trigger on the Dwarf2 map so that mobs fall further before dying.
  • Made an optimization pass on all Fortress based maps.

 

Miscellaneous

  • Fixed an input issue where you had to click on the window to force the game to accept focus/input.
  • Fixed a bug which could in some cases could allow the left hand to stay active even after it should have stopped swinging in non-VR mode.

 

NPCs

  • Decreased the chances that NPCs will block or parry incoming attacks.
  • Decreased the amount of time Ratlings spend in defensive mode.
  • Increased the armor level of Giant Spiders.
  • Increased many NPC aggro ranges.

 

User Interface

  • There is now Floating combat text above the head of players which notes which special ability they have used.
  • You can now move items around in the inventory and storage containers using Y on a gamepad.
  • Dropping of items moved to right bumper as not to drop things on accident when you meant to move them.
  • Equipment window is now working properly with a gamepad allowing full movement. Only feature missing that you can do with a mouse is splitting.
  • Added an extra two pixels to the Text Banner area to even out the maximum lines and avoid clipping.
  • Added a small border around the minimap.
  • Increased the NPC/PC tracking speed on the minimap so they will display more smoothly.
  • The map now checks if a NPC is dead and hides their dot instead of waiting until they are purged from the game.
  • Added a new status bar for the player. It has the level, exp circular fill, and the health and energy bars were moved to it.
  • Split the main UI display used for VR and non VR to better able to handle the position of UI elements for both.
  • Adjusted the placement of the VR UI so that it is better centered on the players screen.
  • VR GUI updates are no longer send out updates to other players. This was flagged erroneously.

0.5.5 Patch: Gamepad Inventory

The 0.5.5 Beta patch has gone live. It includes a new hand-created wave oriented dungeon, trap floors, knockback traps, Oculus Touch improvements, and gamepad navigation of the Inventory.

Graphics

  • Added new particle effects used with the new gate traps.

Levels

  • Introduced a new hand-crafted fortress based dungeon which places players into a scenario where they will inevitably fall into a trap and then be forced to fight their way through waves of enemies to survive.
  • Improved our internal capability to test specific dungeons.

NPCs

  • Improved our NPC spawning system to allow for greater complexity in certain boss encounters. These changes provide greater flexibility in waves allowing for things like having multiple escalating boss waves in a single encounter.

Pets

  • Pets should now do a better job of following players.

Traps

  • Introduced a new trapped gate type which will both damage hurl players if they try to access it. These are extensible and allow for different particle, damage, and knockback values per gate.
  • Trap door or fake floor traps are now supported.

User Interface

  • Added gamepad support for Inventory and Container windows. You can drop items in your inventory with Y, use/equip/move items with A, and use the triggers to switch between windows.
  • Made some adjustments to improve Oculus Touch controls. If anyone who doesn’t have a Touch experiences any issues, please let us know.
  • Holding the Left Motion Controller for a second will now pop up the Inventory and Equipment windows similar to how it works for the right controller.
  • It should no longer switch weapons when you press your motion controller right trackpad button. This was a mismatch in how the Touch and Vive handled this input.
  • Fixed a bug which was switching weapons while you interacted.