Monthly Archives: May 2017

0.5.4 Patch Notes: Inventory Revamp

We unleashed our largest patch of beta testing today. This patch revamps the inventory system which will allow for greater expansion in the future, and also allows players to take different weapon types out of their quick switch rotation. This includes both cosmetic upgrades, and major under the hood changes.

Another noteworthy change is a new ability system display which will be shown when you switch items held in your hand to indicate how to activate the abilities for that weapon. This GUI will automatically detect if you are using mouse/keyboard, gamepad, or motion controller and display the appropriate type. Other changes include 4 new dungeon layouts and the addition of Phoenix NPCs.

Audio

  • Added new footstep sounds for stepping on metal surfaces.

Combat

  • Knockdowns are now supported.

Items

  • Numerous changes under the hood to get the item system working with the new inventory system.
  • There is now a storage chest in the Pub. You can transfer items to/from it and they will save.
  • Maces now fallback to the Crush or standard Attack abilities if you attempt to use a special ability that requires a Symbol when you do not have one.
  • Fixed a bug which was preventing the Slice ability (Daggers) from working when using a gamepad or mouse/keyboard.
  • Fixed a bug which was allowing Affliction Stave users to Summon Undead with the first ability when it should have only been on the third.
  • Eliminated a bug with the Inspiring Smash ability used by Warhammer/Symbol combinations which was checking the wrong timer allowing you to chain use the ability.

Graphics

  • Introduced new lava impact particles.
  • Upgraded the ball graphics used in Pendulum Traps to now feature spiked balls.
  • Added new icons to be used to display keyboard, mouse, and motion controller actions in GUIs.
  • Continued optimization of the Dwarven theme.

Levels

  • Introduced another layout utilizing the dwarven underground city theme. Unlike other maps this one was completely built by hand to create a scenario that is similar to running the gauntlet. Thin walkways with swinging traps.
  • Added a new Crypt based layout.
  • Added a new Cave based layout, utilizing some new generated pieces.
  • Introduced a new Sewer themed layout.
  • Added destructible objects to some levels which were missing them.
  • Treasure chests now reward treasure to each player instead of only one.
  • Repaired some problems caused by the instancing conversion process which had two pieces of geometry in the exact same spot which had a performance impact.

Miscellaneous

  • The Gamepad Dash movement in VR will now allow you to step up small surfaces on the dashes if they are walkable. This does allow you to do things like dash onto small steps, etc.
  • VR mode will now fade to black and back during level transitions.
  • Removed some debugging codes that were left in the client to help track down a bug which has since been fixed.

NPCs

  • Introduced the Phoenix species into the game. These are flying NPCs which come in young and adult variations at level 6 and 12. They are immune to fire and vulnerable to cold.

Traps

  • Pendulum Traps now knock players back further and deal more damage.

User Interface

  • Introduced a new Ability display window. This window will display how to activate each of that weapons abilities and will be displayed after you switch to any new weapon. It will display the activation sequence utilizing whatever controller you are currently using. So if you are using gamepads it will display gamepad icons, if you are using a motion controller it will display motion controller icons, and if you are using mouse and keyboard it will display keys and mouse buttons.
  • A laser point will now emit from your controller when you are in the tavern in VR mode or whenever your inventory window is open to make it easier to align your aim to interact with the GUI.
  • Added new graphics for the inventory, equipment, and container window.
  • Moved the stats over to the new equipment window.
  • Improved the UI focus when opening/closing inventory, equipment, and container windows.
  • Holding the system button with a Motion Controller will now pop up both the Inventory and Equipment windows rather than just the character sheet.

0.5.3 Patch Notes: Rescues and Inventory

This patch introduces several noteworthy features including Rescue Quests and the start of what will be a major inventory system overhaul.

Artificial Intelligence

  • Introduced new NPC captives. They will whisper instructions to the character, and when freed they will flee to the entrance. They will only appear during rescue quests.

Audio

  • Added new cage/captive related sound effects.
  • Footstep overrides are now being set up properly for dungeons.

Graphics

  • Spell casting animations are now available on more abilities.
  • Plate and Mithril helmets no longer share the same model.

Interactive Objects

  • Introduced new interactive cage props.
  • Extended the lever system so that levers which are used to open doors can be automatically hidden if the quest you are on does not support those doors.
  • Projectile attacks can now destroy destructibles.
  • Destructible vases are now easier to hit.

Items

  • Introduced new Barbut Helmets which are introduced at level 7. These offer a bridge between the chain coif and plate helmets.
  • Increased the level range of plate and mithril helmets by one level each to make way for the new Barbuts.
  • Helmet mount points now support variable transforms, allowing for more complex differences between helmet types.
  • Fixed a bug in the Firestrike ability which was not granting bonus damage if you had a lightning staff in the opposite hand under some circumstances.
  • Fixed an animation related bug when grabbing random animations for some weapon types.

Levels

  • Added a new Cave based layout.
  • Added a new Sewer based layout.
  • The Cave3 layout has undergone a performance pass.
  • Added new props and destructibles to the Crypt3 layout.
  • Updated some of the older layouts to add support for the new rescue missions.
  • Fixed a mis-flagged pillar in the Cave3 layout which was not lit correctly as a result, and degraded performance.

Quests

  • Introduced a new Rescue quest type. These quests require you to rescue captives from a dungeon. Each of these captives will need to have their caves unlocked, typically by using a lever someplace in the dungeon. The system allows for different layouts to have different numbers of captives.
  • Added new collection types. In total 5 new quest opportunities were added in this build.

User Interface

  •  *Experimental* – Added new inventory and equipment system along with a new interaction/pickup system. System is a WIP and being integrated into the core systems.
  • Moved camera pan up from “Q” to “X”. Added switch left hand to “Q” and switch right hand to * “E” to make it easier to use on a keyboard.
  • Improved map fog of war appearance.

FAQ and Control Updates

Both the FAQ and Controls sections of the site have been updated with the latest tidbits of information. This includes the latest round of control changes, additional information on quest types, and the first mention of the Rescue quests which will be introduced in the next patch.

v0.5.2 Patch Notes

The 0.5.2 patch is now live. We’ve improved the minimap system so that it is supported in VR mode, and features a radar system. We also added in new destructible vases which will occasionally hide loot. In addition to this we saw a number of new graphics, lava, and a new theme added.

Artificial Intelligence

  • NPCs can destroy the new destructible objects. If they do so players will be ineligible to receive any loot that may have been inside of the vase, so it’s good to keep NPCs away from the destructibles.

Graphics

  • Added a slew of new models representing an underground dwarven city environment.
  • New helmet graphics were added.
  • Added several new smoke and fire particle effect types.
  • Lava is now supported.
  • Introduced new Urn and Vase models.
  • Optimized texture sizes, reducing them in cases where we could get away with it.

Interactive Objects

  • We have introduced new destructible objects, such as Vases. These objects are destroyed when they are damaged and will occasionally provide loot.

Maps

  • Added a new layout which takes place in an underground dwarven city.
  • Improved lighting and shadowing in the tavern.
  • Optimized performance at the tavern.
  • The Crypt4 and Fortress4 maps are now packaged in the client, they were missing in the last patch.

Miscellaneous

  • Updated the save/loading routine to be more adaptable in the future. If there are any issues please report them.
  • Lava has been added. Falling into the lava will kill your character.

User Interface

  • Added New graphics for the Options window replacing the stock elements and added a new Font.
  • The minimap now has a player icon with an arrow facing in the direction you are facing along with red dots for enemy NPCs that are visible on the map.
  • Other players will show up on the minimap as a blue dot.
  • NPCs dots on the minimap will now clear out when the NPC is removed from the game
  • The Select button/Special Left button on gamepads will now toggle the map when in VR mode.
  • You can now hold the Grip button on motion controllers to toggle the map. A normal quick press will still toggle between movement modes, but holding it for a second will toggle the map.
  • The minimap is now usable when in VR mode.