Tag Archives: prevent the fall

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.

Now Available on WinGameStore

Prevent the Fall is now available at the WinGameStore. It will be on a 20% discount for the next week.

Now Available on the Humble Store

Prevent the Fall is now available on the Humble Bundle Store. For the next week it will be obtainable with a 35% launch discount. This brings the cost down to under $10 for the first time ever.

v1.15 Patch: Vendors & Lockpicking

Our 15th patch of Early access introduces a few new features and adjustments to combat in VR to make it more difficult. Starting with the new features the 2 major additions to this patch are locked chests and a new vendor NPC.

You will find a few of the chests in the dungeons are now locked. You will be presented with a mini-game to push pins to unlock the chests. You need to line them all up roughly at the center of the pins to get the chest to open. It does get progressively harder in later dungeons. There currently is no time limit or “expendable” items right now such as lockpicks, but those could be introduced in later patches.

We also introduced a new vendor “Johnny” to the tavern. He currently only sells items, but he will be buying back your junk and selling consumable items in future patches. He will only try to sell you stuff you are missing or is better than what you have equipped or in your inventory. You can drag items from his inventory to purchase or double click/right click using a mouse, Press A using a gamepad, or single click (or drag) using motion controls to purchase an item. His inventory is updated each time you return to the tavern and is based on your level, much like the dungeon loot is.

Along with these 2 additions we made some adjustments to VR combat. We had an energy system that would burn down if you attacked to fast, but most of the time you could abuse that fairly easily to attack rapidly and run away and recharge. The system has been revamped to massively cut down on damage if your attacks are more than half a second apart (for each hand). It will start at 25% damage (100 to 25 damage), then is reduced by half each time (12.5%, 6.25%, etc). Each time it also resets the timer so if you don’t time your attacks you will do less damage overall. If you continue to attack rapidly it will drain your energy as well, but not as quick as before. We also tweaked the regen timers as you regenerated more easily in VR, it should be much harder to regenerate while in combat now and the time to regenerate increased from 3 seconds to 4 or 6 depending on difficulty.

Finally, we had a handful of smaller changes. A few adjustments to abilities adding new particles and sounds where there were not some before. New conjuration and affliction staff options between levels 8-14, a new high end flaming sword and mithril armor for higher level dungeons, adjusting difficulty on quests now shows the level instead of + or – the level, and a handful of other changes document below.

Audio

  • Added new sound effects for the Fire Strike, Restore Pet, Summon Undead, Summon Elemental, and Arcane Barrier spells.
  • The Roots spell has had its sound effect altered.
  • Added a second sound that is played immediately when the Lightning Barrier spell is used as the delay before the on tick sound was noticeable.
  • Added an on cast sound to the Fear spell. It was previously only playing sounds on land.
  • Added a second on cast sound to the Cyclone ability, in addition to its longer duration sound of the cyclone itself.

Combat

  • In VR there is a new check for melee weapons to greatly reduce damage if you land a strike more often than half a second. Each strike landed after that will reduce it even further and reset the timer. This should make it more beneficial to time your strikes instead of just wiggling or shaking your arms all around.
  • Regeneration rates have been adjusted based on difficulty. Both of the wait times have increased (4 for easy, 6 for normal) from 3 seconds and the restore per tick has stayed the same for normal, and is slightly faster in easy.
  • Regeneration pauses were added in VR for ability and trigger usage along with when a weapon strike lands (either a hit or a block/parry). It works similar in nonVR, but was missing from VR.

Graphics

  • Added some simple particle effects which will be played any time a melee special ability is used to make it easier for players to notice the activation of abilities that didn’t have particles when using gestures and for aesthetic purposes.
  • Added new props for use in the Tavern.
  • Improved dragon breath effects.

 

Items

  • Introduced new magical variations of Conjuration and Affliction staves to fill in the gaps at levels 8 and 14. These have magical bonuses over the standard versions, and more importantly summon higher level pets.
  • A new high end version of the Flaming Sword is now available as a drop but only from level 21-25 adventures, meaning you must increase the difficulty of a dungeon to have a chance at them.
  • Introduced a new magical variation of Mithril Armor which grants what is currently the higher armor level in the game. It is only available on level 20-25 adventures.
  • Added a new level 18 sword featuring a lit weapon particle with disease clouds emitting from it.
  • Added new lower level weapon variations.
  • Increased the magical properties of the Arcane Staff of Power and Mithril Helm of Constitution.
  • Renamed the Uncommon Wood Shield to Reinforced Wood Shield as it had the same name as the Common one.

Levels

  • Sprinkled locked chests into numerous dungeon layouts. In some cases these replaced one of the existing chests (typically the easier to obtain one) and in others they are new additions.
  • The Tavern now features a Merchant and additional props related to him.
  • Covered up a visible seam in the Cave1 layout.
  • You can now complete scouting missions in the Fortress3 map.
  • Fixed a collision issue with the doors on the Dwarven maps which allowed players to glitch through them and reach outside of the world.
  • Fixed an issue with the chests in the Fortress3 layout clipping into the wall.

Miscellaneous

  • We have introduced Locked Chests. These chests will initiate a lockpicking minigame. Your goal is to line up the pins in a row to unlock the chest and to be able to loot what is inside. The difficulty of the lock is determined by the dungeon difficulty level and some random elements. You can control the lockpicking minigame using WASD, the DPAD or the Thumbstick/Trackpad. You can exit the minigame by pressing backspace, escape, motion controller shoulder or grip buttons, or the b button on gamepads.
  • Johnny the Merchant was added to the tavern. He currently only sells items that you might still want or need. He will buy items and start selling consumables in future patches.
  • After changing the difficulty level of a dungeon at the Tavern Keeper it will now display the current level of the change, rather than a +/- value. For example a level 20 player asking for the first rank of a difficulty boost before would display as +1, now it displays as Level 21.

NPCs

  • Fixed a bug which was causing Undead Dragon fireballs to fire sideways on occasion.

User Interface

  • Adjusted the tooltips on the storage items when in VR so they wouldn’t clip off the side of the screen.
  • Removed the old merchant options from the Tavern Keeper’s dialog since it is no longer useful with the new merchant. This should make his dialogs a little bit easier to read through.

v1.12 Patch Notes: Voice Chat

The latest patch includes a few combat fixes, voice chat for online play, some minor UI adjustments, and some adjustments to gamepad buttons in combat.

The combat adjustments are somewhat minor, but random damage was clamped, magical bonuses are now being properly applied, staves doing consistent melee damage (mostly in VR), and symbols now add an additional 25% damage to undead if attacking with a melee weapon.

The buttons used by the gamepad also got switched around in this patch. Ability 3 was originally mapped to B and ability 1 to X. This was right to left and not the easiest to process, so it was switched to X being ability 1, Y being ability 2, and B being ability 3.

Finally, we enabled voice chat when playing online. It is enabled by default and always on. If you wish to use push to talk enable it in your Steam Voice settings.

Combat

  • Magic Bonus was being multiplied for all non physical damage to npcs. This was removed as there is now a bonus applied on attacks/spells. This should impact focus stones if you used them mostly.
  • Random damage was clamped a decent amount. It should be closer to the damage specified. Due to the way the random damage was calculated, the adjustment should yield slightly higher averages as well.

Items

  • Introduced new Rings of Reflection. These high end rings are only available on level 21+ dungeons. They will reflect a portion of incoming damage back to the attacker when worn.
  • Adjusted the melee damage routines resulting in staves now doing half their listed damage. Some staves were doing more, others less before.
  • All melee damage is now increased by 25% if you hit an undead creature with a Symbol in your other hand.
  • Abilities and magical attacks should now properly check damage bonus effects.
  • Focus Stone had 2 magical bonuses applied, this was fixed to only use the one displayed in the tooltip.
  • Focus Stone will now clear out the ability list and ability bar when switched to.

Miscellaneous

  • Enabled voice chat when playing with playing online via Steam. Due to the lack of buttons in VR voice is enabled all the time (no push to talk), if you wish to use push to talk enable it via the Steam Voice Settings.
  • After modifying the difficulty level of a dungeon through the Tavern Keeper it will now display the current modifier such as +2 or -1 in a text banner. This combined with your Character level determines the level of NPCs in generated dungeons.

User Interface

  • Ability use on the gamepad has been reversed. Holding down the trigger and using X will now trigger ability 1 and B will trigger ability 3 as it is more logical for it to go left to right. The helper and display information has been updated to reflect this change.
  • Empty ability slots are now invisible on the cooldown/action bar.
  • Tooltip for a magical ability now displays its magic cost.
  • Tooltip for magical staves now display their magic cost.
  • Fixed Staff of the Hurricane and Staff Of The Wind as they were missing their abilities.

Low Level Screenshots

 

v1.09 Patch Notes

The v1.09 patch is now online and includes an assortment of bug fixes, and game refinements. This includes improved golem pets, ability and item improvements, crypt optimizations, improved hit reactions, new particle effects, more challenging low level bosses, and more.

Audio

  • Added an audio effect when you gain a new level.
  • Added a new sound effect that is played any time you train a skill.

Combat

  • Made improvements to the hit reaction system for both players and NPCs.
  • Arcane Staves’ attack radius (Blinding Light)  has been reduced slightly.
  • Fixed an issue with Nullification not firing when using an arcane staff in the right hand.

Graphics

  • Blinding Light features new and improved casting particles.
  • Added summoning particles to Necromancer, Affliction, and Dark Summoner Staves.
  • Improved blood particles.

Items

  • Granite Skin on earth staves was not working properly. It should now give an armor and max Hit Point bonus.
  • The Fog ability has seen significant adjustments. It is no longer effective against boss or mini-boss NPCs, but is more effective than was previously the case against other NPCs.
  • Increased Summoner’s Staff Damage up by 1 (3 to 4).
  • Fixed a bug which was preventing the Staff of the Necromancer from summoning its Zombie pets.

Levels

  • Optimized Crypt theme layouts.
  • Added collision to some shrines in Crypt Themes where it was missing.
  • Moved a book collectible spawner which was hidden in a very tough to see spot in one of the crypt maps.
  • Fixed a location in the southwest corner of the tavern where you could move through the wall.

Miscellaneous

  • Particles for Earth Staves should now be properly firing in the correct direction.
  • Particles for Wind Staves should now be properly firing in the correct direction.
  • Reduced client memory usage.
  • Fixed particles for Root Ability as well.

NPCs

  • Some of the lower level bosses have been made more challenging.
  • Spiders now support pain reactions.
  • Shrooms now support pain reactions though they are very subtle due to blending issues with their whirling attacks.
  • Increased Orc attack ranges.

Pets

  • The golem pet is now faster and slightly bigger.
  • The golem pet’s animations are now much better looking, it should swing much more vigorously now.
  • Golem pets stats were adjusted. The highest end staff should now load a slightly stronger golem than before.
  • Fixed an issue with pets not rotating properly to face an opponent that was causing them not to engage in combat.
  • Fixed an issue with the golem pet not being able to land attacks. It should be much more effective now.

User Interface

  • Bonus damage caused by Flanking Attacks will now appear above the player’s head when they are successfully executed when in third person.
  • The Exit Dungeon button is now disabled when you are in the Tavern.
  • Moved the Screen Scale slider up to where the Sensitivity and Invert Control buttons are and away from the UI Distance slider. This was done because the UI Distance Slider alters the window with a motion controller and you typically click the trigger to end the interaction but if you accidentally hit the Screen Scale slider and didn’t realize what you were doing you could adversely affect performance.

v1.08 Patch Notes

This patch is released a bit early to fix an issue that could cause the options menu to crash the client. It also fixed an issue with using the gamepad in VR mode in the tavern. Along with these fixes we introduced some new body location based damage points for NPCs and adjusted parry and dodge attempts. There were also some difficulty adjustments put in place with more coming.

As for new features, we added a rotation option to the movement options for each hand in VR. This will allow you to rotate without fully rotating the HMD and your body. This is useful if you plan to simply sit in a chair and swivel around a small amount. This will allow you fully rotate the character while remaining somewhat stationary. The speed can be adjusted by changing the Gamepad Sensitivity in the options.

As you can still control rotation with your HMD it is recommended to do your full rotations with either the HMD or the new option, not both. The rotation is only for the “Yaw” or “Swivel” rotation, so to look up/down you will still need to do that in the headset. This should also keep it from being disorienting when used.

Combat

  • The overall difficulty has increased a bit. Please provide us feedback on how you feel about these changes as we continue to balance.
  • Damage is now adjusted based on the body location damaged. For example, head shots will deal additional damage to most NPCs. This does not affect all NPCs in the same way.
  • NPCs now have a chance to strike through parries.
  • Players should no longer be able to block attacks with the wooden portion of staves.
  • Made damage adjustments to help balance between VR and Non-VR players.
  • Made some small tweaks to the VR fast swing stamina drain whose impact had become reduced after the regeneration changes two patches ago.

Miscellaneous

  • There is now a rotational mode in the movement options. This is for chair VR play so you don’t have to fully rotate your headset/body to play and allows you to use the trackpad/thumbstick to rotate your character. For example, you could use rotational mode in your left hand and teleport or dpad movement in your right, or vice versa.
  • Gamepad Sensitivity should now work in VR mode as well.
  • Reduced stamina regeneration rate.

NPCs

  • Made small tweaks upwards to NPC difficulty to Minion, Mini-boss and Boss NPC ranks.
  • Increased Ratling Warlord difficulty.

User Interface

  • Switching movement modes will now say right or left in the banner text.
  • Switching to a gamepad in VR mode in the tavern should now work properly.
  • Updated the control displays for Touch and  Vive to include the new controls. Also added a few missing controls for holding down the side and top buttons.
  • Fixed an issue that could cause a crash when loading the options.