So now that I’ve had a bit more time to do stuff – here’s a proper v0.1 of the BETA. I called it the ‘Wall’ update because I think giving updates a name is more interesting and memorable than numbers. And I worked on the wall-jumping a little this patch, so that’s why. When you load the game, make sure there is a little “v 0.1” in the top left corner of the main menu – that’s how you’ll know you’re playing the latest version.
There’s not a great deal of new content in this one. Mostly I’ve been working to fix all the bugs, and just improving technical things (such as the wall-jumping, so please let me know if it’s better for you now).
I’ve also added a feedback form so that I don’t have to read through the page’s comments – and so that feedback and be more organised. Please, please, pretty please take a few minutes to fill in the form after you’ve played the game :)
Next week I’ll be addressing more gameplay related issues, such as the itemisation and character class balance. I’m looking to rework the Assassin class a little bit (particularly the left branch of its skill tree).
Happy testing! :) And thanks for the tremendous amount of feedback from last week!
UPDATE 3 July 2012:
Thanks for the continued testing and feedback! Just so you know (anyone who posted on the previous blog post that I ‘deleted’ – your comments aren’t actually deleted. I can see see them, but they are just hidden from public view.
I’ve had over 150 forms turned in now, all with very good feedback :) Thank you guys! I will publish a summary of the feedback for all to see on Friday, as well as the v0.2 BETA and all the things I have done to address the concerns. But so far, to anyone who’s written a form (and some of you have written HUGE posts with excellent feedback!) – Thank you! Together we can make this game as good as it can be :)
The things that seemed to need immediate attention were the UI and balance. I’m working on improvements to the UI (especially for item comparison, and selling, and for skills to have more details).
I also made the fights a little more intense by increasing the damage of the enemies’ autoswing – but also increasing the cool-down. You are supposed to block them now – and blocks will reduce damage by a significantly higher amount. It was 10% before, but in v0.2, it can be anywhere between 15-30% (depending on your stats). There will also be a different effect when you successfully block too, so it feels better.
There was also the complaint that stats were a little bit useless unless your skills scaled with them. I’ve decided to make it a bit more useful now:
Strength increases damage reduced from blocking.
Intellect increases Focus regeneration per second.
Agility increases Crit chance.
Vitality increases Health regeneration per second.
Update Patch Notes (v0.1):
* Nerfed Priests’ Spirit Barrier.
* Buffed Assassin’s Spectral Dash.
* Fixed Assassin’s 3/3 Stun bug.
* Increased looting radius.
* Increased enemy auto-attack CD.
* Increased enemy auto-attack damage.
* Made fixes to the wall-jump mechanic.
* Fixed Waypoints.
* Fixed the bug in town with the shop vendor.
* Lowered Re-Spec costs.
* Added hot-keys to Skill.
* Disabled Full-Screen mode.
* Fixed inventory item-stacking.
* Fixed ability tool-tip bugs.
* Fixed dramatic boss death effect.
* Added level limits to Warrior skill tree.
* Stealthed units no longer emit particles.
* Fixed “undefined %”
* Gold is now saved properly.
* Dying at Zone 1 Boss no longer bugs the game.