A week later with a new version of the combat gauntlet! Thanks to Dhuran, Willsama974, VIXsigma, dRow, and all the rest that have given us detailed feedback over the last week.
35 open bugs last week, now 58… isn’t that backwards?
As Daniel said this week, “Well, if the fans are noticing it, it’s probably a high priority bug.” as opposed to the ones we have just logged internally. Most, if not all, bugs reported by you have been fixed.
Our internal definition of a bug has changed with the general improvement of the build.
Last week: crashing, stupid, or embarrassing
This week: Doesn’t play well, not clear or is misleading
We resolved all of the crashing/stuck/frozen issues.
Build 13.1 Release Notes
Rebalanced all the monsters, spells, and combat scenarios. Scenario 2 is now more clear and therefore easier to pass.
Reworked weapons significantly. They are much more awesome. Dropped single hand AP cost 3->2, two-handed 5->3. They are now more viable.
Changed the build to run windowed 1600x900. Hope that isn’t a problem, provides greater compatibility to more displays.
Added new VFX to Teleport spell
Revised how the castbox displays. It’s bigger, centered, and appears faster. I love it, hope you do!
Updated Banish, Fly AP values
Added ESC now closes character sheet screens
Revised enemy AI to only attack props in their way getting to the player, not just any prop! (whoops)
Fixed bug with Crossbow in back row
Fixed flying buff bugs
Fixed HP bars not visible when enemy is floating
Removed HP bars from decoration objects, simplifies the combat display. You can still see the HP through the tooltip.
Fixed frozen/crashing after dying and going back to the beginning
Updated Stamina to now use whole numbers, instead of % with decimals. This allows us to change the player’s max stamina based on wellbeing, buffs, and other factors without being weird.
Fixed standing up AP cost: it was setting AP to 3, throwing away AP that was saved up.
Updated combat log to expand easier and scroll nicely
Revised prone/fly camera position for player. It’s not great, but better than it was.
Many other fixes and improvements.
Still To Come
We didn’t quite have enough time for these big changes:
We’re implementing an initiative based turn order. The game is about being a solitary mage fighting groups of bad guys. This means you are always outnumbered, and it just doesn’t feel great to cast 2 spells and then get hit 12 times, then cast 2 spells, then get hit 12 times. Soon the player will be able to go more often, based on speed, breaking up the monotony. We’ll see how you like it next week.
Couple more spells will get their own VFX