In yesterday’s Devstream, Phil, Elliot and Josh revealed new changes coming to the Hero Deck, new gameplay changes, new Abyss Lord details and some upcoming UI changes! Here’s an overview of the stream (with timestamps courtesy of CharrLegion on YouTube):
New Abyss Lord Minion Reveal: Bone Archers (7:40):
Long-range sniper tower that can see and attack in two directions at the same time, allowing it to cover multiple lanes. The Abyss Lord’s Direct Command will make the Bone Archer unleash a rapid-fire volley of death.
Abyss Lord Abilities (9:25):
Direct Command:
The Abyss Lord’s signature move. Use Direct Command on your minions to activate devastating attacks. Direct Command will make the Abyss Lord a powerful ally during Combat Phase.
Summon Abyss Stone:
Short-term, area-of-effect pulsing mine ability. Place up to three at a time down the length of a lane of stack them in an area -- your choice.
Knights of the Abyss:
The Abyss Lord summons a fallen soldier from the spirit world to stun, knockback and damage enemies in an area.
Hero Deck/Gameplay Changes (23:50):
What’s Releasing in the Update:
New User Interface, Hero Cards:
We’re starting our UI revamp beginning with the Pause Menu and Hero Deck screens. Hero Cards will display your hero’s iPWR, name, level, title and costume. You can easily view other player’s decks, iPWR and gear. We’ve also made it easier to manage your party.
Shared Hero Deck Experience:
All cards in your deck will gain XP together!
What We’re Working On:
Quickswap Heroes (F1 - F4):
Quickswap between your heroes using hotkeys! We’re excited to get this highly requested feature into the game. :)
Combat Phase Quickswapping:
We’re going to experiment with letting players quickswap between the four decked heroes during Combat Phase.
Strategic Revamp (Prototype):
Working on changes to defenses and enemies to improve the strategy of the game, beginning with removing Physical/Magical resistances and revamping towers/enemies to have more defined strengths and weaknesses. More details soon.
What We Will Be Working On:
Swap Into Deck During Build Phase:
We're going to experiment with letting you swap heroes in and out of your deck during Build Phase, which will let you bring more than four heroes into a match. Only heroes in your deck will gain XP, get loot and be available for Combat Phase hotswapping. We haven't figured out all of the details, but that's the overall idea.
Loot For All Heroes In Deck:
Loot will drop for heroes in your deck.
What do you think of these changes? Let us know in the comments below!
In yesterday’s Devstream, Phil, Elliot and Josh revealed new changes coming to the Hero Deck, new gameplay changes, new Abyss Lord details and some upcoming UI changes! Here’s an overview of the stream (with timestamps courtesy of CharrLegion on YouTube):
New Abyss Lord Minion Reveal: Bone Archers (7:40):
Long-range sniper tower that can see and attack in two directions at the same time, allowing it to cover multiple lanes. The Abyss Lord’s Direct Command will make the Bone Archer unleash a rapid-fire volley of death.
Abyss Lord Abilities (9:25):
Direct Command:
The Abyss Lord’s signature move. Use Direct Command on your minions to activate devastating attacks. Direct Command will make the Abyss Lord a powerful ally during Combat Phase.
Summon Abyss Stone:
Short-term, area-of-effect pulsing mine ability. Place up to three at a time down the length of a lane of stack them in an area -- your choice.
Knights of the Abyss:
The Abyss Lord summons a fallen soldier from the spirit world to stun, knockback and damage enemies in an area.
Hero Deck/Gameplay Changes (23:50):
What’s Releasing in the Update:
New User Interface, Hero Cards:
We’re starting our UI revamp beginning with the Pause Menu and Hero Deck screens. Hero Cards will display your hero’s iPWR, name, level, title and costume. You can easily view other player’s decks, iPWR and gear. We’ve also made it easier to manage your party.
Shared Hero Deck Experience:
All cards in your deck will gain XP together!
What We’re Working On:
Quickswap Heroes (F1 - F4):
Quickswap between your heroes using hotkeys! We’re excited to get this highly requested feature into the game. :)
Combat Phase Quickswapping:
We’re going to experiment with letting players quickswap between the four decked heroes during Combat Phase.
Strategic Revamp (Prototype):
Working on changes to defenses and enemies to improve the strategy of the game, beginning with removing Physical/Magical resistances and revamping towers/enemies to have more defined strengths and weaknesses. More details soon.
What We Will Be Working On:
Swap Into Deck During Build Phase:
We're going to experiment with letting you swap heroes in and out of your deck during Build Phase, which will let you bring more than four heroes into a match. Only heroes in your deck will gain XP, get loot and be available for Combat Phase hotswapping. We haven't figured out all of the details, but that's the overall idea.
Loot For All Heroes In Deck:
Loot will drop for heroes in your deck.
What do you think of these changes? Let us know in the comments below!
Join us on Friday at 5PM EST for our Devstream! This week, we’re diving into the new Hero Deck changes, along with some other tasty morsels that we won’t share just yet.
Throughout the stream, we’re giving away free codes for the Ebonfire Warlord Squire costume!
Join us on Friday at 5PM EST for our Devstream! This week, we’re diving into the new Hero Deck changes, along with some other tasty morsels that we won’t share just yet.
Throughout the stream, we’re giving away free codes for the Ebonfire Warlord Squire costume!
Looking forward to the community playtesting the Abyss Lord this week. (See Jason Yu’s post below.) I’ll be jumping in on that after hours late at night. The more tire-kicking on this dude the better. Feedback on his active defense playstyle will help us make him rock. We want to know about the subtleties and things you like and don’t like, especially minute details. Everything else is percolating along and I don’t want to steal anyone else’s thunder in the Dev Log, but I do want to squeeze in an off-topic: go, go, Connor @TheNotoriousMMA
Jason Yu, Associate Producer (@urfyness)
If you want to get involved in the Remote Playtesting Group and help us test the Abyss Lord, contact dani.moore[at]trendyent[dot]com!
Working really hard to get the Abyss Lord out to our community playtesters so they can give us their first impressions on him. The build is somewhat unstable right now, but we’re working really hard to get one together. Thanks for your patience.
Also, I can tell this week is going to be crazy already. This morning, our lead programmer, Javier, tells me that he worked all weekend to put in the first-pass implementation of account leveling and committed it into the build. He also worked on optimizations when first loading into the game. That’s some dedication!
It’s almost guaranteed that these changes have broken other systems in the game, so our designers and QA will be working with Javier throughout the week to fix and document these issues. Changing our leveling system from individual heroes to account wide will be an interesting experiment!
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
In the PS4-verse we’re moving forward on the Harbinger and Carnival work. We’re focusing on UI engineering and memory optimization that will make your heart skip a beat and give you that sensation of butterflies in your stomach (well… it would if you could see it, honest.)
On the live team side of things we have a brand-new patch that is all kinds of shiny and chrome. We've heard your feedback so far on the new Monthly Mission. We're trying to find rewards that aren't new pets for the Monthly Missions, so please head to this thread to let us know what you think would be rewarding for future Monthly Missions! We’ve turned on client logging so we can get some better information on some of the core technical problems with the game. Onslaught rewards should now have proper iPWR ratings. Finally, Poison Tips should no longer cause server stability issues.
Steven Collins, Lead Level Designer (@Esorath)
Moving forward with some prototypes on enemy and tower adjustments. This is part of the way we want to introduce more strategy to the game so cookie-cutter builds are less desirable ways to complete maps.
Joshua Javaheri, Lead Do-Er-oF-All-The-Things (@Javahawk)
The last few weeks, the art and features teams have been working hard to redesign a few systems - and in the process, the visual design of our user interfaces to be simpler and cleaner.
James Reid, Software Programmer (@Driscan)
It’s been an intense last couple of weeks hammering out these new UI flows. I can give you a quick tease here, but if you want to see the full direction we’re going, you’re gonna have to tune into the Devstream on Friday. Now that the design/flow is mostly hammered out, the implementation should really take off and by the Devstream after this you should really see it come together.
Here it is in all its glory! It’s so pretty! Remember this is nowhere near close to final art, style, or information. This is the wee beginnings of the implementation stage.
Super early work on the new UI. Check out the Devstream on Friday to see what it'll look like when it's finished!
Chris Flores, QA Lead (@likethatwhenigothere)
So this week we’re continuing to work on the hotfixes as they come out. But more importantly we’ve opened the testing floodgates on the Abyss Lord and some very, very early prototypes of the Account Leveling. So we’re gonna evaluate the Account Level stuff, learn how it works and then get ready to test it when it’s available -- all while poking fun at the Abyss Lord so he feels bad about himself and gets in shape before he releases. (Hit the gym, fatty!)
The PS4 is also in our hands now, and we’re working on MS21 (the Dragonfall Carnival + Harbinger update) so that it can ship on ********** (that’s a secret). [Ed. Note: Secret as in we don’t have a date yet!]
Also, I believe O’ Irish Dani Moore is getting some playtest builds and groups together to get some earlier feedback and sneak peaks at the Abyss Lord. Contact him for details if you’re interested. And if he’s not the person to contact, screw it. Bother him anyway.
Jesus Diaz, World Builder (@N3oDoc)
We’re almost done with our first Dungeon type level, so at this point we are adding some final touches and waiting for some feedback.
Daniel Diaz, World Builder (@DanielKaMi)
We can't describe the fun we are having working on the dungeon level! It's coming pretty fast and there are more to come!
Dani Moore, Remote QA Manager (@Dani)
I can already feel my inbox burning from your emails. Oh my.
Looking forward to the community playtesting the Abyss Lord this week. (See Jason Yu’s post below.) I’ll be jumping in on that after hours late at night. The more tire-kicking on this dude the better. Feedback on his active defense playstyle will help us make him rock. We want to know about the subtleties and things you like and don’t like, especially minute details. Everything else is percolating along and I don’t want to steal anyone else’s thunder in the Dev Log, but I do want to squeeze in an off-topic: go, go, Connor @TheNotoriousMMA
Jason Yu, Associate Producer (@urfyness)
If you want to get involved in the Remote Playtesting Group and help us test the Abyss Lord, contact dani.moore[at]trendyent[dot]com!
Working really hard to get the Abyss Lord out to our community playtesters so they can give us their first impressions on him. The build is somewhat unstable right now, but we’re working really hard to get one together. Thanks for your patience.
Also, I can tell this week is going to be crazy already. This morning, our lead programmer, Javier, tells me that he worked all weekend to put in the first-pass implementation of account leveling and committed it into the build. He also worked on optimizations when first loading into the game. That’s some dedication!
It’s almost guaranteed that these changes have broken other systems in the game, so our designers and QA will be working with Javier throughout the week to fix and document these issues. Changing our leveling system from individual heroes to account wide will be an interesting experiment!
Tim Shannon, PS4 & Live Producer (@TimmyTrashTier)
In the PS4-verse we’re moving forward on the Harbinger and Carnival work. We’re focusing on UI engineering and memory optimization that will make your heart skip a beat and give you that sensation of butterflies in your stomach (well… it would if you could see it, honest.)
On the live team side of things we have a brand-new patch that is all kinds of shiny and chrome. We've heard your feedback so far on the new Monthly Mission. We're trying to find rewards that aren't new pets for the Monthly Missions, so please head to this thread to let us know what you think would be rewarding for future Monthly Missions! We’ve turned on client logging so we can get some better information on some of the core technical problems with the game. Onslaught rewards should now have proper iPWR ratings. Finally, Poison Tips should no longer cause server stability issues.
Steven Collins, Lead Level Designer (@Esorath)
Moving forward with some prototypes on enemy and tower adjustments. This is part of the way we want to introduce more strategy to the game so cookie-cutter builds are less desirable ways to complete maps.
Joshua Javaheri, Lead Do-Er-oF-All-The-Things (@Javahawk)
The last few weeks, the art and features teams have been working hard to redesign a few systems - and in the process, the visual design of our user interfaces to be simpler and cleaner.
James Reid, Software Programmer (@Driscan)
It’s been an intense last couple of weeks hammering out these new UI flows. I can give you a quick tease here, but if you want to see the full direction we’re going, you’re gonna have to tune into the Devstream on Friday. Now that the design/flow is mostly hammered out, the implementation should really take off and by the Devstream after this you should really see it come together.
Here it is in all its glory! It’s so pretty! Remember this is nowhere near close to final art, style, or information. This is the wee beginnings of the implementation stage.
Super early work on the new UI. Check out the Devstream on Friday to see what it'll look like when it's finished!
Chris Flores, QA Lead (@likethatwhenigothere)
So this week we’re continuing to work on the hotfixes as they come out. But more importantly we’ve opened the testing floodgates on the Abyss Lord and some very, very early prototypes of the Account Leveling. So we’re gonna evaluate the Account Level stuff, learn how it works and then get ready to test it when it’s available -- all while poking fun at the Abyss Lord so he feels bad about himself and gets in shape before he releases. (Hit the gym, fatty!)
The PS4 is also in our hands now, and we’re working on MS21 (the Dragonfall Carnival + Harbinger update) so that it can ship on ********** (that’s a secret). [Ed. Note: Secret as in we don’t have a date yet!]
Also, I believe O’ Irish Dani Moore is getting some playtest builds and groups together to get some earlier feedback and sneak peaks at the Abyss Lord. Contact him for details if you’re interested. And if he’s not the person to contact, screw it. Bother him anyway.
Jesus Diaz, World Builder (@N3oDoc)
We’re almost done with our first Dungeon type level, so at this point we are adding some final touches and waiting for some feedback.
Daniel Diaz, World Builder (@DanielKaMi)
We can't describe the fun we are having working on the dungeon level! It's coming pretty fast and there are more to come!
Dani Moore, Remote QA Manager (@Dani)
I can already feel my inbox burning from your emails. Oh my.
Nightmare IV Onslaught loot drops now grow to the current max iPWR as intended.
Fixed a bug where item tooltips would sometimes not appear in the Inventory.
Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.
Lane wisps on Throne Room are now displaying the correct color.
Pings should now be working correctly.
Server Updates
We’ve made some changes to our servers that may help with the initial login to the game and initial requests for matchmaking. It may also increase the speed of loading a profile.
Improving server stability and fixing technical issues are at the top of our priority list. We’ve added new logging in this patch to help us determine the cause of these issues, which will lead to us squashing them with the fury of a thousand disappointed mothers. If you’re experiencing crashing or other technical issues, please visit our Support page.
Nightmare IV Onslaught loot drops now grow to the current max iPWR as intended.
Fixed a bug where item tooltips would sometimes not appear in the Inventory.
Fixed an issue where Poison Tips was unintendedly buffing player towers and causing server stability issues.
Lane wisps on Throne Room are now displaying the correct color.
Pings should now be working correctly.
Server Updates
We’ve made some changes to our servers that may help with the initial login to the game and initial requests for matchmaking. It may also increase the speed of loading a profile.
Improving server stability and fixing technical issues are at the top of our priority list. We’ve added new logging in this patch to help us determine the cause of these issues, which will lead to us squashing them with the fury of a thousand disappointed mothers. If you’re experiencing crashing or other technical issues, please visit our Support page.