Monthly Archives: June 2017

v1.05 Patch Notes

The next patch brings a variety of combat fixes and adjustments improving blocking and squashing a few more combat related bugs in VR. A new crypt dungeon is also being introduced that features many traps and culminates in a wave event.

Not included in the build notes is the time spent on the new tutorial zone. We hope to have it introduced during the week as work is almost finished. Along with the new tutorial zone we should see more VR bug fixes including a few lingering online issues along with some Oculus Touch adjustments to bring it to fully supported.

Combat

  • VR gamepads now have a damage bonus to better balance them with motion controllers.
  • VR Characters can be hit with projectile attacks once more. This was bugged.
  • Shield blocking is now effective against melee attackers when using a motion controller.
  • Some types of projectiles can now be blocked.
  • Energy will no longer be consumed when you block with your shield using a motion controller.
  • You can now parry more effectively with off hand weapons when in VR.
  • Fixed a bug which allowed motion controller players to deal damage multiple times per swing to the same opponent.


Graphics

  • It will no longer display multiple particles on a single swing vs. a single target when in VR mode. This corrects an issue where you could get numerous sparks while parrying and which could degrade performance.
  • Improved lighting on some treasure chests.
  • Improved Dust and Bone impact effects.
  • Optimized some of the cave set pieces by adding or improving Level of Detail.


Items

  • It should now be easier to strike very nearby enemies in non-VR mode.

 

Levels

  • Introduced a new crypt based layout which features many traps and culminates in a wave event.
  • Mobs in the Cave theme layouts should spawn a bit more quickly, they had a delay which allowed players to get pretty close before they were spawning.
  • Tweaked spawn rates in the cave wave event.
  • Optimized the Cave Wave dungeon.
  • Fixed an issue which was preventing the rockslide from blocking off the rear portion of the map in the cave wave event.


Miscellaneous

  • Small optimizations to VR characters.
  • Fixed a potential bug with GUIs zeroing out values in multiplayer in some cases.

 

NPCs

  • Shrooms now attack from further away.

 

User Interface

  • Fixed an issue where if using a gamepad and you picked up a dropped item a tooltip would show up.

v1.04 Patch Notes

While the first three patches of Early Access were almost entirely responsive to player feedback, this patch is a mixture of that and some new features.

The largest of which is a new NPC scaling system which can increase NPC stats based on the dungeon level the role of that NPC in the dungeon. For example, in some higher level themed dungeons the standard mobs were previously several levels below the bosses. In the new version the standard mobs will be upscaled in levels but with lower stats than the bosses. This change will make dungeons more challenging and allow some NPCs to have a wider level range of representation than was previously the case.

The treasure system has seen similar changes, and is now adjusted based on the NPCs category, as well as the dungeon level. Coin loot has also been increased.

 

Audio

  • Added new rockslide sound effects.

Combat

  • If a player, pet, or NPC is stunned or mesmerized it will now display stars around their head to make it easier to notice.
  • If a player, pet, or NPC is hit with a movement impairment it will now display brown particles which start at the head and then swirl to the legs. This is a uniform indicator that the impairment has taken effect, and is in addition to other spell or ability specific effects.
  • Fixed a bug which was causing VR gamepad swings to miss.

Graphics

  • Created new particles to indicate status effects on players, pets,  or NPCs.
  • Added new wood splintering effects.
  • Added a new door arch type.
  • Improved level of detail of some of the cave pieces.
  • Added new particles which are used as dust after a rockslide.

Interactive Objects

  • Collectible objects can now display optional and per-object definable particle effects when destroyed or collected.
  • Barrel collectibles now display splintering particles when they are collected.
  • Introduced a new door type which can be locked by external objects. It will be used in the upcoming tutorial, but could also be reused in future dungeons.
  • Added new prop types which incrementally update the quest helper and objectives, and can unlock doors or sections of a dungeon incrementally. These are being utilized in the upcoming tutorial but could later be used in future dungeons.

Items

  • Increased the size of the collision areas of numerous weapons.

Levels

  • Introduced a new Cave based layout which culminates in a wave event forced after a rockslide blocks your exit.
  • Improved cave1 lighting.
  • Tweaked spawn rates in the fortress wave event level.
  • Fixed a spot in the cave1 map where VR teleports would fall through the floor.

Miscellaneous

  • Increased DPAD movement speed when using motion controllers.
  • Potentially fixed an issue related to interacting with potions with multiple VR players if you were a client.
  • Fixed a discrepancy in the energy calculation between VR and non-VR players.

NPCs

  • NPCs now use a new scaling system for their stats based on their difficulty and the quest level. Some NPCs this will have little effect, others it might make them harder or easier. If the NPC is now a higher or lower level than before this of course will impact them as well.
  • Treasure rewards from NPCs should now be consistent based on the difficulty. Minions will reward no treasure, Normals rarely, Tough a bit more often, Mini-bosses half the time, and bosses all the time. Gold rewards were upped as well.
  • NPCs are now able to stun players with melee attacks.
  • Mini-bosses and Bosses received a slight bump from these new changes and should be a little bit harder, but not massively.
  • NPC corpses should be easier to fire past.

v1.03 Patch Notes

We’ve released the third patch of Early Access, v1.03 is live.

NPCs and AI were once again at the forefront. We wanted to thank all of the players for their feedback and suggestions. It is extremely helpful as we refine and get everything right. NPCs should now rotate more smoothly towards players, and we’ve introduced numerous balance, range, and AI tweaks in this patch.

Melee swings which make contact with worn NPC armor will now see some of their damage absorbed by that armor. The amount absorbed varies by the armor type. We also spent some time tweaking particles, audio, and performance, and fixing bugs.

Audio

  • Fixed an issue with rolling sounds on non VR players.

Combat

  • Melee swings which contact armor on an opponent will now do reduced damage, rewarding players for aimed shots.

Graphics

  • Added a new sparkle particle effect to be used on some collectible items.
  • Optimized Dragon Fireball particles.
  • More tweaks were made to flaming sword particles.
  • Added new tanning and arch props.

Items

  • You will no longer receive stats from weapons or held items unless that item is currently being held.

Miscellaneous

  • Fixed an inconsistency in the maximum stats between VR and Non-VR modes.

NPCs

  • NPCs should rotate more smoothly before attacking if they didn’t have to move, only face toward you.
  • Undead Dragon slashing attacks now deal damage. A collision issue was preventing that in previous builds.
  • Drak Tailspin attacks now deal physical damage so they can be absorbed properly by armor.
  • Reduced Drak Tailspin damage.
  • Reduced golem size to make it easier for them to fit through spaces.
  • Golems (both Ice and Rock) received a small boost to their hit points.
  • Reduced Fairy Dragon healing effectiveness.
  • Ratling Shaman will not try to heal dead NPCs any longer.
  • Orc Warlord should perform mostly abilities that will hit you head on now, there are still a few wild ones in there to catch you off guard though. He also is slightly less defensive than before and hits a bit harder than before with both weapons.
  • Lizardman Chieftain and Darkwater Guardian now chases a bit faster than before like his LIzardman brethren.
  • Adjusted Drak AI so it shouldn’t go into odd rotations due to attacks and defense getting mixed together.
  • Ghouls are now less defensive.
  • Werewolf Pack Leader values were fixed up, looks like they got reset.
  • Darkwater Warlock like earlier caster fixes will not cast through walls.
  • Drak Shaman is slightly less defensive than before and will heal more often.
  • Troll is slightly less defensive and won’t attack as far out as before.
  • Ogre animations are now playing more cleanly.
  • Wyvern now moves a bit faster.
  • Skeletons now attack from a little further away so they crowd you less.
  • Goblin defensive jumping reduced a bit as it was causing it to get locked in odd rotational angles.
  • Increased goblin attack range.
  • Fixed a Chimera animation that wouldn’t hit you.
  • Fixed an issues where dragons would not properly rotate and couldn’t attack.
  • Fixed up some animation issues on dragons. They should look better.
  • Fixed a missing emitter for the fire breath attack on the red dragon.
  • Fixed a rotational issue with VR and npcs facing toward you properly in some rotational scenarios.

Quests

  • Collectible Tomes and Crystal Balls now have a sparkling particle to make them a little bit easier to spot.

Spells and Abilities

  • Circle of Healing can now restore health to pets, in addition to players.
  • DoTs were not applying properly on players, they will now properly tick every second until they expire.
  • Corrected a bug which was causing Holy Wrath and Holy Strike abilities to deal more damage than was intended.
  • Fixed a bug with Circle of Healing which was healing targets more than once per tick in some cases.

User Interface

  • NPCs now receive a floating text message when healed with the amount.