Tag Archives: vr

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.

v1.05 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.

v1.03 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.

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.

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.

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.

4/21 Progress: Beta Begins, Refinement Continues

We invited a small group of external testers to begin testing the game last night. This brings us a step closer to early access. Expect a lot of tweaks and refinements based on this feedback in the days to come.

  • You can use the side grip buttons on gamepads to cycle between four different movement modes. The first is standard teleport. Next is similar to teleport except that instead of warping there you will walk. The third and fourth allow you to move using the directional pads but one is oriented to the HMD and the other to the controller. This can be toggled individually for each controller. For example if you wanted to teleport with the left hand and manually move with the right hand this is possible. You can also of course use a gamepad if you desire. A text banner will be displayed when you switch to notify you of which mode you are using.
  • You can now tap the left gamepad button to bash with shields in the off hand in VR gamepad mode. Holding the left gamepad button will block.
  • Added three new caster oriented animations. We still need a lot of animation work for magic weapons but this is a first step. Not all spells have animations but some do now, where none did before.
  • We went through all of the particles in the game and looked for opportunities to optimize. Many particles are now better optimized.
  • Improved performance which was degraded due to a lighting issue on one of the fortress maps.
  • Light Staves now deal additional damage to Undead when a Holy Symbol is in the off hand in all cases.
  • Improved VR shield holding placement in gamepad mode.
  • Removed the directional arrow from teleportation since it was not used.
  • Fixed a bug causing the Staff of Light blinding attack to deal damage in VR mode.
  • Blocking is now replicated properly on server for multiplayer sessions. Previously the animation was played but it wasn’t giving blocking bonus when initiated by clients.
  • Fixed a bug which allowed the Nullification ability to consume an action round even if it was on cooldown.
  • Fixed a bug which summoned more than one phoenix at a time due to a bug in the Conjuration staves.
  • Fixed an issue which was causing some projectiles to make contact with the staff on launch.
  • You can no longer quickly tap the block button to permanently block.