Tag Archives: virtual reality

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.

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.

v1.06 Patch: Oculus Touch Support

The v1.06 is now online and features many combat and animation related improvements, as well as Oculus Touch oriented improvements. Included among these are positional damage bonuses, shield strike through, strafe-like movements, better tuned boss encounters, enhanced regeneration rates, new rare items, and Oculus Touch key remappings and additions.

At this point Oculus Touch should now be fully supported. This build sorted out differences in the control schemes between the Touch and Vive controllers and everything seems to be working well. But please let us know if of any problems you encounter and we’ll get them fixed as soon as possible. Along with full oculus support we fixed a few mounting issues with weapons and fixed trajectory issues with projectile weapons in VR now have a uniform firing position.

Finally we resolved a few online issues when a VR player was present that was causing some UI elements to not work properly for both VR and non-VR players.

Animations

  • Adjusted the blending rates when you block with a shield to make it easier to quickly move into blocking.
  • Improved player movement animation blending.
  • Bats now tilt their winds in the direction they are circling.
  • Burrower strafing and backstepping animations have been improved.
  • Improved movement animations for all three weapon configuration types of goblins.
  • Improved Zombie attack animation blending and movement animations.
  • Shroom movement animations have been improved.
  • All forms of Orcs have seen improvements to their movement animations.
  • Wyverns now have sidestepping animations and better blending overall.
  • Improved the animation blending of skeletons.
  • Troll animations have seen significant improvements.
  • Crabs and Scorpions strafe movement has been improved.
  • Animation improvements were made to all forms of Ratling.
  • All forms of Drak have seen improvements to their strafing animations.
  • Lizardman movement animations have been improved.
  • Improved the animation blending of all forms of pets.

Combat

  • Introduced positional damage bonuses. This applies to both players and NPCs, though NPCs receive a smaller bonus.
  • NPCs now have a chance to strike through players shields, preventing a situation where players with tower shields were able to back themselves into a corner and cover up to block all incoming damage. That tactic is still relatively effective, but not completely so.

Items

  • Introduced numerous new rare item variations, targeted at characters level 10-19.
  • Tweaked numerous existing item level ranges and drop rates.
  • Staff of Fire is once again able to cast Flame Tornado.
  • Fire Strike on Fire Staves is now a thrust motion in VR. This is so you can aim it properly.
  • Install Fear on Necromancer Staves is now a thrust motion in VR.
  • Staves now all universally aim from the tip of the staff. This will be an adjustment for those who were used to a tilted aim but it does make all staves uniform and easier to use.
  • Fixing the mount points of most of the wands in VR for both hands.
  • Flame Tornado now appears in the gamepad list for left hand abilities and no longer appears twice on the right hand if using a gamepad.

Levels

  • Ranged NPCs can not hide behind the lightning barriers in the trap floor fortress map.
  • Corrected a problem with some of the wave events. The spawner stats on them got reset from a data modification to the parent and was causing mobs to either not spawn or spawn too many mobs at once in some cases.
  • Fixed a ramp that you could fall through in the Cave3 map.

Miscellaneous

  • Oculus Touch controllers are now be fully supported.
  • When holding the face camera button (middle mouse or caps lock) in non-VR mode you will now strafe and hop when strafing or backing up. This holds your shield in a different position and can be used defensively.
  • When Oculus Touch users cycle between movement modes it will now only cycle Teleport, Navigate, and Hover movement modes since the press interaction movement does not work properly with the Oculus analog thumbsticks.
  • Regeneration now kicks in after 3 seconds of inactivity rather than 5.
  • Regeneration speeds have been halved.

NPCs

  • Decreased the health and damage bonus of bosses and mini-bosses somewhat as they were a little too difficult at higher levels.
  • Increased the AoE radius of Black Dragon breath attacks.

User Interface

  • VR Navigation for motion controllers is now saved to your settings so you don’t have to switch back to it every time you switch zones.
  • There is now a Return to Game button in the System Menu. It just closes the menu.
  • Oculus Touch controls have been adjusted. The weapon switching is now on the bottom triggers and movement mode switching is now on B and Y.
  • A and X on Oculus Touch will now open the System Menu.
  • The invert mouse option also now inverts gamepad look up.
  • The left and right trigger buttons on gamepads will now double as a special toggle and a strafe movement button.
  • Added a Show Controls option to the in-game menu. This option will display a list of controls based on the controller type you are currently using. There are separate displays for Mouse/Keyboard, Gamepad, Vive Motion Controllers, and the Oculus Touch.
  • Moved the VR interface a little further away from the player. We will likely move this to a slider for user customization in the future.
  • Fixed a problem which could have set players into a state where they couldn’t close the Options window in non-VR mode if they were using a gamepad due to popping up the ingame menu and then when you closed it losing focus on the options window. Pressing select while options is open will now close the option window.
  • Fixed a few issues with some UI not working properly online when a VR player was playing (either mixed or with other VR players). This included the status bar, ability tips, and banner text.
  • Quest helper was not working properly in timed VR mode. This has been fixed.

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.

0.5.7 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.

4/22 Progress: VR Special

Today’s update centered primarily around layout work and VR improvements as we try to maximize frame rates and get gameplay where we want it to be for launch.

  • You can now use the Gamepad Y (top) button in VR mode to rotate to face the nearest target. This is to make it easier on players who are vulnerable to VR sickness as turning to rotate can cause nausea.
  • Updated the Hierarchical LOD on pre-existing layouts to improve performance by adding limiting LOD maximum ranges, and also made the transitions smoother in some cases.
  • Due to the Gust attack using a lunging motion to activate in motion controller mode we have adjusted the aiming position when using motion controllers so that you can simply slide it forward and it will aim from the top of the staff. This makes it easier to land attacks with it.
  • Conjuration Staves are now held in a more similar fashion to other staves which doesn’t have much of a gameplay function but it looks better when cycling between weapons.
  • The left hand VR motion controller hold position for Conjuration staves has also been rotated slightly to make it easier to aim.
  • Added a new fortress based dungeon.
  • It’s now easier to land the Necro Staff fear spell.
  • Reduced the strength of the Gust knockback component as it was a bit much.