Monthly Archives: August 2017

v1.22 Patch Live

The focus of our latest patch was on adding new rare item drops and improving the lighting quality in a handful of maps in the game.

4 “sets” of equipment were added as rare drops. These will drop much less often than all other drops and are much more powerful than the equivalent equipment at that level. The 1st set is a “Blood Stained” Set with the health leech effect when dealing damage to a target. They range from level 4 to 20 and features all the melee weapon types. The next set are 4 rings that provide continual health and magic regeneration. They are rare and are level 10 and 18 drops. Next, there is a “Quick” set of Staves ranging from 3 to 20. They reduce the cooldown of magical abilities by 20% along with providing a lot of damage and generally lower magic consumption. Finally, there is a set of “Spiked” Armor from level 3-18 that provides a 15% damage shield along with a slight armor boost.

Along with the new rare items we modified the lighting in the main menu, tutorial, tavern, some sewers, and all caves. This are slight tweaks that should improve the baked quality of the lighting and in some cases reduce the size on disk for the lighting as well.

Items

  • Rings Rarity adjustments to better match their actual rarity (most of them were marked one tier higher than they were. Ex: Uncommon when they were common).
  • Added Blood Stained Dagger. It is a rare level 4 drop that has a health leech effect.
  • Added Blood Stained Sword. It is a rare level 7 drop that has a health leech effect.
  • Added Blood Stained Axe. It is a rare level 11 drop that has a health leech effect.
  • Added Blood Stained Holy Sword. It is a rare level 14 drop that has a health leech effect.
  • Added Blood Stained Mace. It is a rare level 17 drop that has a health leech effect.
  • Added Blood Stained War Hammer. It is a rare level 20 drop that has a health leech effect.
  • Added Ring of Health Regeneration. It is a rare level 10 drop that restores health even out of combat.
  • Added Ring of Magic Regeneration. It is a rare level 10 drop that restores magic even out of combat.
  • Added Ring of Health Restoration. It is a rare level 18 drop that restores health even out of combat.
  • Added Ring of Magic Restoration. It is a rare level 18 drop that restores magic even out of combat.
  • Added Spiked Leather Armor. It is a rare level 3 armor with a 15% damage shield.
  • Added Spiked Plate Armor. It is a rare level 10 armor with a 15% damage shield.
  • Added Spiked Mithril Armor. It is a rare level 18 armor with a 15% damage shield.
  • Added Quick Staff of Breeze. It is a rare level 3 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Summoner’s Staff. It is a rare level 7 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Staff of Light. It is a rare level 10 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Storm Staff. It is a rare level 13 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Earth Staff. It is a rare level 16 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Necromancer Staff. It is a rare level 18 staff that reduces cooldown of magical abilities by 20%.
  • Added Quick Inferno Staff. It is a rare level 20 staff that reduces cooldown of magical abilities by 20%.
  • Damage shields are now properly specified for magic and items. The value will be the % of damage it returns to the npc.
  • Fixed Arcane Staff attack particle placement so it appears at the tip.

Levels

  • Improved lightmap quality on the main menu, tutorial, tavern, some sewers, and all cave dungeons.
  • Added additional lights to some parts of the Dwarf1 map.
  • Optimized the Fortress2 layout.
  • Made LOD adjustments which have optimized performance on the Sewer3 layout.
  • Fixed some spots where players could fall through the map in the Dwarf1 map.
  • Fixed some rocks which were levitating slightly above the ground on the Cave4 map.
  • Fixed some floating torches in the Fortress2 layout.
  • Fixed two dark spots in the Sewer3 layout.

Miscellaneous

  • Reduced the disk space requirements of many of the map layouts.
  • Fixed a problem where the old training points were being used to display a message that you had unspent training points, rather than the newer talent point system. This was only noticeable to players who had old points previously. The message is still in place but now it displays based on the newer system.
  • Fixed a bug which could cause the player to fall through the world and crash.

User Interface

  • Keyboard users should now be able to use the direction keys in addition to WASD when picking locks.
  • Mana restoration now has a different color in the floating text for players.
  • Tooltips in VR now will show over the Escape Menu.

v1.21 Patch Live

With the 21st patch we are happy to introduce a few adjustments based on feedback received and a fairly sizable adjustment to all items in the game to provide a better progression for new weapons upon leveling.

First, we made some small adjustments to combat. There are now improved blocking and parrying animations on both players and some NPCs. These are on a blended animation channel so they can play with the animation currently playing. We also introduced a new knockback effect in VR where you can knock back an enemy if you have high enough energy.

Moving on to the larger chunk of updates in this patch. We adjusted the available level for nearly everything in the game. Some items are able to be earned earlier, some later than before. Weapons (melee in particular) were clumped together at certain intervals and now they will be spread out a few more levels. This was done for every item in the game. You might now have items you shouldn’t have yet if you are playing and some items that are slightly less effective than before if they are a lower level than before. For the most part quite a few things were made more effective than less effective.

To go along with this we made a lot of stat adjustments as well as weapons changed levels. We adjusted the damage scale quite a bit. Early weapons (Level 1-5) might do a bit less damage than before, later game weapons (15-20) now will do more damage (a lot more if they are 18+). Energy was adjusted as well along with magic and you should see a similar change in values. Since weapons are doing more damage the actual energy/magic to DPS should be similar though. Quite a few weapons are now higher level than before and will do more damage as a result.

Magic damage scale was all over the place for magical weapons and all magical weapons were adjusted. Those were tweaked and adjusted with mostly an increase across the board, in particular for AOE weapons (Arcane Staves, Wind Staves, and Earth Staves). Arcane Staves in particular received large damage improvements in some cases doubling their damage. The Conjuration and Necro Staves also received damage updates making them more effective to use as projectile weapons if you are into using pets. Fire and Lightning Staves received less of a bump, but the higher end ones do more damage to go along with the adjustments for all other weapons.

To go along with the these changes we identified a few gaps and introduced a few new weapons at the higher end (15+) and a few new uncommon variants of existing weapons improving coverage in those areas and should make earning those levels a bit easier than before due to more weapons and the weapons at the higher levels now hit a lot harder than before. For a full list of items added please see the notes below.

Animations

  • Block and parry animations now support being played on a reaction channel allowing them to blend better during combat.

 

Combat

  • Melee attacks will now have a chance to knockback enemies in VR mode which is increased by your energy level. If you rapidly attack and drain your energy these will be completely ineffective.

 

Items

  • All weapons received a level adjustment. They were clumped together before around the same starting level (in particular melee weapons). You will find now they are split across more levels now. This resulted in a lot of weapons getting tweaked as they are higher level than before.
  • Tweaked the damage stats for weapons. Lower level weapons do slightly less damage than before and higher level weapons now do higher amounts of damage. Along with the level changes mentioned above most melee and magical weapons were adjusted as a result.
  • Magic damage was adjusted as well. Values were a bit erratic before, they now follow a more strict formula. This mostly increased damage across the board, arcane staves in particular received the largest boost.
  • Magic cost was tweaked along with magic damage. They were sort of tied together and it was adjusted to a different formula. The end result is a slight reduction early on and a higher cost later, but magic damage was also increased with higher level weapons making it a bit of a wash.
  • Cost of weapons were adjusted. It was mostly a net reduction in cost, but a few things might of went up due to level adjustments.
  • Adjusted and tweak cost of armor and rings as well to match the new changes.
  • Introduced new higher level stave variations.
  • There are now additional items which are loot only and can not be obtained from vendors.
  • Introduced a new uncommon Leather Armor variant: Hardy Leather Armor. It provides an extra point of armor and +10 HP. It is level 3.
  • Introduced a new Sword: Sword of Light. It is at level 15 and is a common drop.
  • Introduced a new Mace: Fire Mace. It is at level 16 and is a common drop.
  • Introduced a new Axe: Ice Axe. It is at level 17 and is a common drop.
  • Added an uncommon variant for the Lighting Dagger called the Overloaded Dagger.
  • Added an uncommon variant for the new Ice Axe: Frozen Axe.
  • Mithril helmet is now introduced at level 14, Mithril armor at 16. This is down a few levels from what it was before.
  • Exceptional Mithril Armor was moved down to level 18 (Uncommon armor) to provide a bit of extra help for armor. It also has a slightly higher loot chance than most uncommons.
  • Mithril Helm of Health had an increase in armor value from 5->7 as it is a 21+ dungeon only drop.
  • Introduced a new uncommon Mithril Helmet variant: Sturdy Mithril Helmet at 17. It has 6 armor and a health bonus. It has a slightly higher loot chance than most uncommon items.
  • Staggered the level 1 rings. They are now 1-4 so they are not all available right off the bat. This should improve getting other weapons as well as it takes 3-4 rings out of the loot pool early on.
  • Introduced a new ring: Ring of Stone. It is a Level 21+ drop, improves armor.

 

Miscellaneous

  • Made some tweaks to the lockpicking system to try to fix a bug which could cause online clients to get stuck in lockpicking mode.


NPCs

  • Some NPC types (typically humanoids) now support reactionary block or parry animations.
  • Increased Skeletal Soldier, Skeletal Sorcerers, Liches, Ratling Warrior, Ratling Rogue, Reincarnated Ratlings, and Ratling melee attack ranges.

 

User Interface

  • Added an option to disable Anti-Aliasing to the Options window.

Steam Trading Cards Supported

Steam Trading Cards are now supported by Prevent the Fall. These will automatically accrue while you play the game.