Welcome to Version 1.1.0, Build 8.6 - the BUEU!
Hey everyone, it’s been a while! We’ve been hard at work on our latest game PAC-MAN 256, but now that work has wound down on that (for now) we’ve managed to sink a bunch of time into Fight The Dragon development to get some really cool new features for you all to play with!
OSX FTD versions are now only 64bit
Due to a bug in ALL of the latest Unity versions that make OSX 32bit builds insta-crash on launch, we have had to move FTD on OSX over to 64bit only
This change will only affect users running anything older than 10.6.8 (we think) and if that is you, please contact us in the forums and we’ll see what we can do about getting 32bit builds happening again, but that might take some time as we wait for Unity to fix the bug.
If we don’t hear about any players being hindered by the 64bit move, we’ll keep it like this going forward.
New ability loadout system
http://steamcommunity.com/sharedfiles/filedetails/?id=502443777
Our big new feature this update is our brand new ability loadout system, giving you much more flexibility and a greater degree of customisation for your characters. If you’re level 5 or above, you’ll notice a new book beside your house in the Home screen, this is where you can customise your abilities.
We’ve added four new abilities for each class, each one unlocking every 5 levels (which means if you’re level 35 or greater, you’ll already have all of the abilities unlocked). When customising your loadout, you can see how much mana each ability will cost - you’re no longer limited to an even distribution of mana costs. This means that you can take multiple abilities with the same mana cost into an adventure!
You can still only take 4 abilities into an adventure, but you can now choose which out of the 8 per class you love the most.
Multiplayer difficulty improvements
Since release we’ve had a lot of feedback on our difficulty balancing, particularly in multiplayer games. In Version 1.1 we’ve made significant changes to balancing in multiplayer games that will hopefully make multiplayer adventures more dangerous and exciting!
Many enemies have had their special attacks modified in order to better deal with multiple players, particularly Mini-Bosses. Lightning elementals can now summon more than one lightning attack, Necromancers can summon more than one skeleton at a time, etc, etc.
Some enemies can now also attack more often when multiple players are in a game, and some enemies are faster.
Any enemy that summons other enemies (Spawners, Necromancers, Rock Golems) will now be able to summon more enemies in total when in multiplayer games. So the Necromancer was able to have 12 skeletons active before this patch, now the Necromancer can have 21 skeletons active in a 4 player game.
We’ve also increased the base damage and attack speed of almost all enemies when in a multiplayer game, as well as a slight health increase in 3 and 4 player games.
New ACK feature: Random Node
http://steamcommunity.com/sharedfiles/filedetails/?id=502444134
A particularly exciting new feature in the ACK this update is our new Random Node - this node allows you to create unpredictable scenarios in your adventure! When editing a random node, you’ll have access to 5 outputs - when you fire this Node with an event, it will pick randomly from one of the outputs you’ve hooked up and fire the appropriate events.
You can also customise the rules of the randomisation: want to make sure each outcome is eventually fired? Set the rules to “No Repeats” and the node will only select from outputs it hasn’t fired yet. Want pure randomness? Just set the rule to “Random” and your Adventurers will be at the mercy of the dice...
New ACK feature: Camera Shake Node
http://steamcommunity.com/sharedfiles/filedetails/?id=502444751
We’ve seen some creators use destructible walls hidden away from the player to simulate a screen shake, so we wanted to make that process a little easier. You now have access to a Camera Shake node, with a customisable radius and magnitude.
Keep in mind that if a player has CameraShake off in their game options, they won’t see the shake.
New ACK feature: SFX Node
http://steamcommunity.com/sharedfiles/filedetails/?id=502444440
Our new SFX Node allows you to play a variety of new sound effects in response to events in your Adventures. Each node has a customisable range and volume, so you can tweak how your players hear the effect.
1.1.0 (Build 8.6) Change List
New
- Added 4 new abilities for each class
- Added a new menu in the Home Screen to customise your ability loadout
- Added a new Lock feature to prevent accidentally dropping/selling loot items
- Added an option to disable the “Are you Sure” prompts when donating valuable loot
- Added a death effect for the Pyromancer
- Added some new character skins
- ACK: Added new ladder teleporter types
- ACK: Added a new “On 50% HP” event for enemies, fires once when their health drops below 50%
- ACK: Added new Random node
- ACK: Added new Camera Shake node
- ACK: Added new Audio SFX node
Changes/Improvements
- Spawners (Static and Necromancer/Rock Golem) now increase their spawned enemies cap by 3 for every extra player that is in the game
- Necromancers can now spawn more than one skeleton at a time in multiplayer games
- Rebalanced enemy health and attack speeds in multiplayer games
- Pyromancers can now summon multiple fire attacks in multiplayer games
- Slightly increased base damage output on Rats and Scarabs in multiplayer games
- Elemental enemy special attacks can now target multiple players
- Removed player-player collisions in multiplayer games
- Added particles when a player enters/exits a multiplayer game
- Added a screen shake to the Fighter’s “Shield Push” ability
- Tomes now fire their effects twice when triggered
- Added a small light effect to Tomes
- Improved animations/polish on a heap of UI elements in the Menu
- Improved enemy pathfinding and state logic, especially when navigating around obstacles
- Fixed enemies not being able to navigate around Static Spawners
- Necromancers and Pyromancers can now reposition between attacks
- Rats and Scarabs now award half XP
- Reduced size of enemy ragdoll colliders, should be easier for players/enemies to navigate/walk over
- Fixed lots of popping light sources on enemy projectiles/death sequences
- Improved the initial camera rotation in the Dragon Arena
- Removed the “Notice a Bug?” load screen message (there are no more bugs :P)
- Increased "Flash Freeze" freeze duration from 3s to 5s (Ice Wizard’s ability)
- Increased damage from "Aimed Ice" (Ice Wizard’s ability)
- "Aimed Ice" now freezes enemies for 2 seconds (Ice Wizard’s ability)
- Fghtter "Beserk" attack now registers an effect, so a countdown is visible near the health UI
- Added new timeout for initial online server pings to prevent game from stalling when blocked by a firewall
- ACK: Rearranged menu layout/categories to accommodate new features
- ACK: “Fire Once” event checkbox is now only displayed on events that can be fired multiple times (Will no longer display on one-off events like On Enemy Killed or On Chest Opened)
- ACK: Hovering over an object with multiple events (Enemies, Gates, etc) will now show pink lines for ALL events, not just the first event - YAY
Fixes
- Spawned enemies no longer take the name of their spawner
- Fixed controls help not reappearing....
... ran out of space the update is so BIG!!!
http://steamcommunity.com/app/250560/discussions/0/558751812886943189/
[ 2015-08-19 06:15:39 CET ] [ Original post ]