Today, we will be introducing the first update topic in regards to “combat”.
This update will talk about a wide range of changes that will take place from the overall system to the small details.
Prior to this, Bless Unleashed PC’s PD Koven Park talks about the future development direction of Bless Unleashed in a separate post which users can check out below.
Keep on reading to check out how the combat system is planning to change!
Fundamental Changes to the Combat System
The Round8 studio development team is currently preparing for updates that will change the fundamentals of the combat system and aims to provide a completely different combat experience. Key elements of this combat update focus on “deep strategic skills and enhanced combo” and “speedy character growth through the fast combat flow”.
1) Changes in the blessings and skill system
The current skill system is designed in such a way so that the fixed skill changes as users equip blessings. The purpose was to allow users to choose blessings according to the situation by giving each blessing a different personality.
However, this means that the skill selection after selecting the blessing is limited, therefore the degree of freedom of skill selection is restricted. These factors have been identified through a number of feedbacks, and internal reviews to discuss improvements in this aspect were conducted.
As a result, skills can be acquired through character level regardless of blessings, and without the skills being dependent on blessings, the blessings can naturally be selected and used according to user preference.
Please refer below for more details.
➤ Unique buffs for each blessings and strengthening the variety of combat
Each blessing has a unique combat mechanism, so character operation differs based on the equipped blessings. E.g.) If wearing a specialized blessing for the Crusader class burning blade skill, the skill will be strengthened, the usability of the skill will be improved, and the cooldown and consumption amount will be lowered. This effect changes the characteristics and propensity of the class and the way the skill works, deriving different combo roots and making more diverse combos available.
In this upcoming update, there will be a fundamental change in the skill system, which we believe will allow users to experience the ‘freedom in choosing and using skills’.
In addition to simply using combos and skills, please look forward to the changes that will allow users to experience various combat styles depending on their blessings.
2) Strengthen class personality by improving skill usability
The Round8 development team is currently reviewing ways to enhance the usability of all skills. We believe users will be able to see the individuality and combat capabilities of each class as skill system improvements are applied.
➤ The main skill updates are as follows.
Improved usability for all skills Improved performance for less popular skills Addition of new skills to enhance class personality Combination/deletion of skills with similar concepts
E.g.) Berserker ‘Madness Explosion’ (tentative name), which deals wide-area damage is an upcoming class skill that will blow away nearby enemies as its anger explodes. Of course, with the improvement of this new skill, there will be risks to damage oneself as well.
As shown in the short example above, we are undergoing major updates with the motto of changing to a skill suitable for each class, or a skill composition that can better represent the class personality. Through this update, users will definitely be able to find each class more attractive.
3) Changes in skill & combo usability to improve combat flow
While expanding upon the current combat method, an update is in progress to increase the usability of combos, skills, and dodge, the three crucial elements of combat.
First, the most representative change users can feel is that the combo phase will not break even if users dodge while using the combo. This change will be applied equally to specific skills. Even when using skills to help combat, such as the Ranger’s reload or Crusader’s warcry, the combo phase will not be initialized and will be changed to avoid interfering with the combat flow.
In addition, after using the skill by strengthening the association between the skill and combo, a new skill specific combo can be followed. The update will add various elements so users can continue to experience a more natural combat flow. For example, when using a skill in the midst of a combo, the skill activates faster than before.
Finally, even if users try to dodge during an action, they will feel the change in the overall combat experience through the quicker timing that triggers the dodge.
In addition to the changes mentioned above, the Bless Unleashed development team is reviewing other updates and improvement plans in diverse areas based on user feedback.
As a sneak peek to additional contents being added/changed in the future, the range of distance classes will be increased. Moreover, the lock-on method will be improved so there is no inconvenience of the camera view being fixed.
As explained above, we are reviewing and adjusting each and every one of these user feedbacks. Please look forward to the next Bless Unleashed PC update news coming in the following week.
Greetings, This is Koven Park, the PD of Bless Unleashed.
Through the previous CBT, we were able to analyze all user feedback and responses. Thankfully, we were able to discover how to further improve the game through these feedbacks, and establish bigger goals to create an even better gaming experience. Once again, I would like to thank all the users who participated in the CBT and showed their passion and interest in the game.
The development team has been constantly preparing to greatly improve the game and maximize user needs in the wake of Bless Unleashed PC’s launch. The main goal is to improve the depth and quality of combat, to significantly ease growth and economic stress, and to make contact with key contents at a much easier and diverse level than before. Rough details regarding these changes as well as our plans will be explained below.
Why is the Final Test in May?
First, I would like to apologize to all users who have constantly been waiting for the PC launch. The Round8 development team strives to share deep communication and apply various feedback from users, so we believed it was more important to begin official service after implementing all the positive changes to Bless Unleashed rather than proceeding quickly at the current level. Moreover, we believe the correct path is to meet users through the Final Test with the upcoming updates and collect further feedback.
We believe that users will understand our motive if we explain the upcoming changes as well as our purpose. Therefore, through the upcoming Final Test in May, we will introduce a new Unleashed world. We will try our best to meet user expectations.
Bless Unleashed’s Revolutionary Change
As mentioned previously, we will present more seamless and diverse content, including the transformation of Bless Unleashed’s combat system and a better optimized PC environment. Based on user feedback, we plan to share our development progress on a weekly basis.
Listed below are the three major development directions we are currently working on.
"Increasing skill and class personality to maximize combat enjoyment"
Strengthen class propensity + significantly change the bless system for strategic skill management
Strengthen continuity of combos and skills, and provide a smoother dodge by expanding action cancel
Deeper character action, extended and smoother character growth
For example, the characters of each class will be enhanced by the ability to add or change class unique skills, allowing users to customize skills they would like to use. Users can organize their desired combination of skills without being limited to blessings, and depending on the blessings equipped, the strength, usability and skill combos will change.
In addition, a variety of item effects will be opened, a combination that can be equipped with specialized blessings/skill specific option composition will be created, and the stress of enhancement will be greatly relieved by reinforcing items and reducing hurdles in collection.
Moreover, there will be a big change based on user feedback given about the cut off of combo. Skills for resource replenishment and buff skills can be cast in the middle of the combo, and dodge will not interfere with connecting combos. This will result in a faster overall flow of combat and easier skill dodge.
"Providing UI/UX optimized for the PC platform, enhancing the convenience of in-game communication between global users:
Enhancement of keyboard + mouse operation for better convenience
Chat update to align with our global one build
Addition of an expression method other than text
Among the inconveniences identified by previous CBT feedback, we placed the highest priority on improving keyboard & mouse operation and applying all related improvements. Because Bless Unleashed started off as a console service, we are aware of the various inconveniences experienced in PC and are making improvements that can be provided in a form suitable for the PC environment as much as possible. In addition, we recognize there are some difficulties in communication from chatting to community and plan to make overall communication easier.
There are many more points of improvements that we plan to share in future detailed posts.
“Make existing content more fun, comfortable, and challenging while delivering new additional content”
Appearance of more enhanced Unique Bosses
Supplementation of quest production and contents to increase game immersion
Strengthen convenience of dungeons
Additional content from new experiences
In the case of main content, the most important point is to improve participation methods, such as the difficulty level, the low playtime, and the need to wait for matchmaking. More opportunities will be made available to improve the experience with Unique and Elite Bosses, and we are also planning on adding new monsters and dungeons to provide equipment with the various effects mentioned earlier.
Dungeon matchmaking will become easier, rewards will be more powerful, and the difficulty level will be subdivided. A challenging dungeon will be an opportunity to earn more valuable items, which will further reduce accessibility restrictions so many users can access key content.
Due to the many changes mentioned above, March will consist of sharing the overall changes of the combat system, UI/UX, and content. From April, we will further explain the changes in more detail through CM streams, videos, and screenshots.
Round8 considers user communication to be the most important factor.
We are continuously communicating with Bless Unleashed users and are working hard to collect questions and communicate various topics through our Dev Discussion content shared on our community channels. We will continue to listen and actively reflect on user feedback. The development team will also continue to develop the upcoming updates for a better gaming experience.
Super High Ball: Pinball Platformer - Poupito (Dev)
First tiny patch for the B-Roll update. More to come! This one fixes the issue with achievements. Players couldn't unlock achievements, which should be fixed now!
NB:Existing save games may be broken, cause previously Max stats information wasn't saved down.
New features
AI kill statistics is counted and displayed under stats interface.
Survival and Combat perks system. Player level isn't tied with perk level. Perks system is opened with K (Default) Key, key information is also displayed at right bottom corner.
User can level currently 2 perk classes, Survival and Combat.
Combat experience is obtained through killing AI-s.
Survival experience is obtained through harvesting resources.
Changes
Roamer attack types are executed at random order.
Players on default will pick up now 1 resource, pickup amount can be increased with skill level
First 5 Exp notifications are rendered on screen.
Fixes
Was possible to place beds on top of each other.
Sometimes dropped container inventory broke and cells weren't rendered.
Items loading stopped from loading the game after 99th save.
Was not possible to see build grids at night.
Optimization
Improved build part placement performance.
Textures optimization, to reduce package overall size
We are proud to announce that today we have launched the World Senate Game on Steam so let's hear some words about the game.
World Senate is an online game in which you can have your own virtual life. You can join a country, buy vehicles, items, properties, open a political party, be a country president, world senator or representative, vote world issues and you can do many other activities.
Upon joining World Senate Game a citizen is assigned to a virtual country citizenship based on they're choice when joined the game. Each of these countries are named after an actual country in the real world. World Senate Game tends to be a combined version of the real world with the fun of a game where citizens can play the game and also follow the footsteps of world politics where anyone can be a country senator or country president and they are chosen by direct vote from other citizens. Training, working, fighting in war, taking part in races, and even managing your country space colony is done on a daily basis.
One of the main drawing points of the game is politics and the game is centred around countries where each countries with it's own players compete for higher ranking and each fight done in game counts to the country power, not just to the player. Moreover you decide the time you want to invest in it so you can have fun whatever the time you have for playing games.
The game is free to play and we hope you will like this game so have a great game experience!
- Attachments got a small rework. => This might cause certain builds to no longer being loadable. -- When enabling an attachment it should now spawn in the attachments that matches the panel the best. -- Optimized attachments workflow. => When enabling an attachment you automatically jump to the selection screen of said attachment. - UI rework -- Added labels to the control groupings and rearranged some things. -Undo & Redo -- Fixed issue that UNDO deleted non visible parts. -- Added keybindings for Undo => [CTRL + Z] -- Added keybindings for Redo => [CTRL + Y] or [CTRL + SHIFT + Z] - Small parts should now be better visible when moving them with the handles
- Bug fixes: -- The search for the parts should now work again. -- Fixed a Issue that caused multiple parts to appear in the drag preview -- Removed "2 piece Horizontal cut" from floor panels as this is not possible. -- Fixed issue where you where able to select parts through UI. -- Fixed the wrong positioning the roof panels in the sci fi style set.
BETA 1.02 - You should now be able to view and edit workshop builds - Fixed some minor bugs
Hello, everyone. Today's patch is a small one to improve the way some information is conveyed and squash a few bugs.
Changes and Improvements
Added a couple of additional tutorial screens early in the game to better convey your options in the menu and advanced kinesis controls for larger objects.
Moved the Save and Exit button in the options menu and changed its color to make it stand out more.
Updated the video at the Kinetic Thrust altar to better demonstrate the spell's potential uses.
Removed some enemies throughout the game on Novice difficulty to make some of the encounters more manageable for those looking for a more relaxed experience.
Tweaked the way boulders deal damage in the Heart of the Mountain fight to make them behave more predictably.
Bug Fixes
Fixed a bug where throwing a mana fog crystal off the tower behind the elemental boss in the Otherworld wouldn't properly respawn it to be used in the puzzle there.
Fixed some missing collision on some rocks in the Hidden Forest.
Fixed a bug where knocked down enemies would be killed if they received healing from an ally.
Fixed a bug that prevented you from igniting bombs on goblin mage AoEs.
That's it for today's patch! Keep the reports and feedback coming! We're doing everything we can to improve the game as much as possible heading into full release. As usual, we'd like to invite you all to join us on the forums here or in our discord to share any feedback you may have. Happy adventuring, everyone!