The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary. Magic-users, amirite?
Balance
Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.
Bugfixes
We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway. The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...
The Tavern’s received a makeover, just in time for Thanksgiving! The Tavernkeeper is really proud of the feast he’s laid out. Make sure you wash your hands, and no weapons at the dinner table, please. We’re looking at you, Squire. No, you can’t use a sword to cut turkey...
The harvest is upon us! The Apprentice is all geared up for the season in his new Scarecrow costume. We tried to tell him a simple spell would work, but he insists on getting all dressed up. He seems to think he’s really scary. Magic-users, amirite?
Balance
Some of you have been getting rich off of corpses. Well, we’ve reduced the drop rates from normal enemies on the Spooky maps, so that may put an end to all this grave robbing tomfoolery. We also reserve the right to use the word ”tomfoolery” whenever we please, so there.
Bugfixes
We’ve fixed the bug where Shellium shards are getting sent to the Scavenger and then destroyed. Maybe. We think we fixed it, anyway. The Scavenger is kind of a scary dude, and he’s got the crazy eyes. Let us know if he keeps stealing your shards, and we’ll take care of it. Or maybe send the Squire after him...
Working with the level designers on the Boss encounter we are building. Working on his new build items and how they will be different in structure compared to the other build items we’ve done. Working on Set items and how builds will eventually evolve into that, and finally working on Item Enhancement and other designs with the rest of the team.
Sorry no riddles or quizzes for a while as my brain is preoccupied with all of the above stuff ;_;
Danny Araya, Creative Director (@DannyAraya)
Working on a new skin design!
Tim Shannon, PS4 Producer (@TimmyTrashTier)
I’m up at Human Head Studios in Madison, WI, working on finalizing our massive Content Update 1 for the PS4. You’ll hear more about it very soon!
Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on a chat system proposal, a new event, and 3 new builds for the Apprentice, Squire, and Monk. Afterwards I’m focusing on a progression proposal to improve the 20-50 game, which has positive downstream effects on the late game.
This week I’m continuing work on our new boss, it’s coming together well. I can’t wait to see players tackle him - he’s bringing some interesting new things to the party and will hopefully provide an interesting challenge to players.
Now that some creative secret hunters have uncovered our SpooOOooOky secret, I can stop refreshing those threads all day to watch the progress. I really enjoyed how inventive y’all got during the hunt - and it’s definitely got us excited to add more complex secrets in the future.
Steven Collins, Lead Level Designer (@Esorath)
Congrats to Diamond Doge, Con.rar, Kaptain, and Spy_Master for unlocking the spookiest secret of them all. This secret was much more fun than anticipated and can’t wait to do more. You guys gave us some great ideas for how to make some new secrets with more complexity.
Other than that, we are currently looking into how to fix some of the downtime that happens in Free Play when trying to break into End Game.
Abraham Abdala, Lead Tech Animator (@Broham)
Lots of setup work for the Harbinger, gameplay related and cinematics related. Helping the animation team stay focused and trying to have ready anything they need to succeed.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Hard at work to develop a fantastic November and December full of AMAZING new content... Just you wait! :)
Jason Yu, Associate Producer (@urfyness)
The past week has been full of meetings with some meetings being about meetings. Every so often, we complain that there are too many meetings so we schedule a meeting to discuss which meetings we can cut. When we cut these meetings, we end up with some miscommunications so we schedule a meeting to discuss why it happened and how to fix it. Guess what’s always recommended as the solution. You guessed it; more meetings! Suddenly, everyone loves the idea of more meetings. Meetings! Meetings! Meetings!
All joking aside, I’m working with several programmers to develop a solution for beta testing. In our previous “beta” tests, we’ve asked the community to create a new steam account so we could manually copy each person’s profile. With the new method, we’ll create a specialized build that automatically copies people’s profiles which allows us to have more people in the tests. Pretty nifty stuff.
Jesus Diaz, World Builder (@N3oDoc)
Working side by side with the artist team to polish the Boss level, adding some nice touches, doing a collision pass, bringing some live by adding some moving actors and much more! Also been working on the tavern level so expect a nice surprise!
Daniel Diaz, World Builder (@DanielKaMi)
Working fast alongside the art team mates to get the Boss level fully polished by the end of this week so technical artists can go on with the optimization work!
Dani Moore, Remote QA Manager (@Dani)
Checking the latest hotfix and looking forward to getting stuck into the beginning of the next major content,
Also preparing for a special big preview test with the community regarding a large scale preview of upcoming loot changes. More details to follow!
Josh Isom, Community Manager (@iamisom)
Preparing for the upcoming Loot Change testing! I’m excited to see how players feel about the changes. Also, I’ve been peeking into Designland on some future ideas they have brewing. #hype
Working with the level designers on the Boss encounter we are building. Working on his new build items and how they will be different in structure compared to the other build items we’ve done. Working on Set items and how builds will eventually evolve into that, and finally working on Item Enhancement and other designs with the rest of the team.
Sorry no riddles or quizzes for a while as my brain is preoccupied with all of the above stuff ;_;
Danny Araya, Creative Director (@DannyAraya)
Working on a new skin design!
Tim Shannon, PS4 Producer (@TimmyTrashTier)
I’m up at Human Head Studios in Madison, WI, working on finalizing our massive Content Update 1 for the PS4. You’ll hear more about it very soon!
Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on a chat system proposal, a new event, and 3 new builds for the Apprentice, Squire, and Monk. Afterwards I’m focusing on a progression proposal to improve the 20-50 game, which has positive downstream effects on the late game.
This week I’m continuing work on our new boss, it’s coming together well. I can’t wait to see players tackle him - he’s bringing some interesting new things to the party and will hopefully provide an interesting challenge to players.
Now that some creative secret hunters have uncovered our SpooOOooOky secret, I can stop refreshing those threads all day to watch the progress. I really enjoyed how inventive y’all got during the hunt - and it’s definitely got us excited to add more complex secrets in the future.
Steven Collins, Lead Level Designer (@Esorath)
Congrats to Diamond Doge, Con.rar, Kaptain, and Spy_Master for unlocking the spookiest secret of them all. This secret was much more fun than anticipated and can’t wait to do more. You guys gave us some great ideas for how to make some new secrets with more complexity.
Other than that, we are currently looking into how to fix some of the downtime that happens in Free Play when trying to break into End Game.
Abraham Abdala, Lead Tech Animator (@Broham)
Lots of setup work for the Harbinger, gameplay related and cinematics related. Helping the animation team stay focused and trying to have ready anything they need to succeed.
Joshua Javaheri, Lead Technical Artist (@javahawk)
Hard at work to develop a fantastic November and December full of AMAZING new content... Just you wait! :)
Jason Yu, Associate Producer (@urfyness)
The past week has been full of meetings with some meetings being about meetings. Every so often, we complain that there are too many meetings so we schedule a meeting to discuss which meetings we can cut. When we cut these meetings, we end up with some miscommunications so we schedule a meeting to discuss why it happened and how to fix it. Guess what’s always recommended as the solution. You guessed it; more meetings! Suddenly, everyone loves the idea of more meetings. Meetings! Meetings! Meetings!
All joking aside, I’m working with several programmers to develop a solution for beta testing. In our previous “beta” tests, we’ve asked the community to create a new steam account so we could manually copy each person’s profile. With the new method, we’ll create a specialized build that automatically copies people’s profiles which allows us to have more people in the tests. Pretty nifty stuff.
Jesus Diaz, World Builder (@N3oDoc)
Working side by side with the artist team to polish the Boss level, adding some nice touches, doing a collision pass, bringing some live by adding some moving actors and much more! Also been working on the tavern level so expect a nice surprise!
Daniel Diaz, World Builder (@DanielKaMi)
Working fast alongside the art team mates to get the Boss level fully polished by the end of this week so technical artists can go on with the optimization work!
Dani Moore, Remote QA Manager (@Dani)
Checking the latest hotfix and looking forward to getting stuck into the beginning of the next major content,
Also preparing for a special big preview test with the community regarding a large scale preview of upcoming loot changes. More details to follow!
Josh Isom, Community Manager (@iamisom)
Preparing for the upcoming Loot Change testing! I’m excited to see how players feel about the changes. Also, I’ve been peeking into Designland on some future ideas they have brewing. #hype