Hello everyone! So I posted a preview about this change last week, and its finally here! The Potion rework is now live and ready to play. I’ll include some more details below, including the issues with the old system and the reason for the change. Apologies for it taking a bit longer to get out, I coupled this with UI updates to the Potion shop as well, so there was quite a bit of artwork to get sorted for this one change!
I hope you all enjoy the change. It's never easy to make a mechanic change like this to an already fully established system, and I always prefer to err on the side of caution when doing so. There were a number of ways to address the issue, and there was a lot of feedback and suggestions as well. In the end, I did like a lot of things about the Potion system as it stood, and wanted to ensure the change adhered to two of the main tenets of the game:
Force players to make meaningful and lasting choices.
Allow prior knowledge to inform choices.
As I mentioned in this preview post, the two main things I wanted to address were;
Limiting the amount of Potions that could be used in a fight, promoting more use throughout the run, rather than the Potion dump that came at the end of a run, vs the Void.
Allow an option for players to use Potions reactively, instead of proactively.
Also, as with everything in VotV, I really wanted to try and stay away from established systems in similar games, and look for something slightly different and unique, that fits the style of game that VotV really is, leaning into its idiosyncrasies.
Lets talk about the change in general, and how those ideas play into it.
Potion Changes
Potions now have two effects, they’ll have a “Brew” effect, and also a “Belt” effect. Each of these are different (except the Health Potion). Before a fight, you’ll have the choice to assign a Potion to your Brew slot, and your Belt slot.
Brew
Brew slot is where you assign a Potion to have its effects last the duration of the battle. This, in essence, is the old Potion system, just now with a limit of 1 Potion. Too often, Potions would be forgotten about or not used until it was too late, and saved up for the Void fight. I really liked how this system used to work, with a prior choice needing to be made before each fight. The limit to 1 now encourages people to use them more often during a run. It also harkens back to both of the core philosophies mentioned earlier. Once Brewed, that Potion is spent. And knowing which Potion to take into which fight comes from experience.
Belt
Belt slot is a system which allows you to use Potions in a way that is familiar to other games. You can take a single Potion into a fight to be used reactively. If you don’t use your Belt Potion during an encounter, it isn’t consumed! (so there really is never a reason not to have something in there). Their effects are usually a single time strong effect, that may help swing the tide of battle in tense moments!
I wanted to answer a few of the most common questions I’ve had during this process:
Why the limit of 1 Belt Potion. I’d much prefer 2 or 3! This actually was thought about quite a bit. In the end, Vault's potion drop amount makes it so that this becomes not much of a choice (there isn’t that many during a run). You'd easily just Belt up most of your Potions for fights, rather than actually have to think about which to take. Looking back at the core philosophy, Vault wants to make players make tough choices, ideally ones informed from past play, and opening up more slots (or access to any in your collection) removes a lot of that I feel.
Are you worried about the complexity of the system? Originally it was something to be aware of, but the key I felt was delivering the UI in a simple and easy to use way that helped make the system make sense. Part of that was also auto equipping a Potion into your Belt, if it was empty. I think it also removes some weight in the fact they’re not cards anymore. Often that was confusing for players starting out.
At the end of the day, I know its a big change to an established system, and there might be some trepidation! I’ve been in close contact with those testing the new system and so far, even for those who were a bit hesitant, most have ended up with a positive response. I hope everyone gives it a try and finds it to be positive also!
In the end, thanks for sticking by me as I work through changes like this! Always a scary time as a dev!
Balance Changes
So, you’re probably thinking “What about that Spider Nest fight?”. You know the one, the one you’d save all those Exploding and Crippling Potions for...
Yes, that fight has been tweaked!
So Dabor and I have sat down and gone over a bunch of balance changes. Nerfs, buffs etc. We’ve analyzed the data from the last few months and really addressed a few outliers (I see you Birth Pit, ending everyone's runs!). This is a constant ongoing process and we’ll continue to keep an eye on things moving forward. Expect a potential tickle up of things in the next week or two depending how this all shakes out as well! A full list of the changes can be found below.
Bug Fixes
So, there has been a surge of new players recently, which I’m very thankful for! Welcome to you all! However, one thing is a few more crashes have shown up, which is only natural. I’ve had my hands tied as this Potion patch has been brewing for sometime. However now the builds will be up to date - so I’ll be keeping a closer eye on things and hotfixing daily anything that shows up again.
I’m very sorry if you’ve been affected by these bugs. I’m usually able to tend to all bugs within 24-48 hours, however the way this patch cycle has gone, because of the major change, required a bit longer sorry!
I’ll leave things here for now, this is already quite long and I feel bad for the awesome translators!! Thank you as always for the flood of lovely reviews, I’m so glad to hear you’re all enjoying Vault! There is lots more things in the works, can’t wait to share more with you all!
Thanks again -- happy Void hunting!
All for now. - Josh
Patch Notes - Brand new Potion system has been added! - Two new Potions have been added. - Forgotten Fuse now has a counter showing how much damage it will do.
Bugs - Fixed a number of missing translations. - Fixed the crash that was happening on the Soul Collector. - Fixed a crash based on Tutorial display. - Fixed a crash at the Spell Singer. - Fixed a bug caused by card images losing their parent. - Fixed a bug with card trails. - Fixed a bug on card images caused by alternative artwork. - Fixed a bug caused by monster previews being wrong.
Balance - Void Spider AP increased by 1 and Frenzy lowered by 4 on all difficulties. - Bruce's AP scales less later on the floor. Has 1 less AP and 1 more Frenzy on Impossible so he scales particularly less in long late-floor fights. - Birth Pit has 2 less AP across all difficulties, and Pinkies have 1 less AP on Impossible - Corpse Mound has 2 less AP on Impossible - Dolus has 3 more AP across all difficulties - Congregation's Peck replaced with do-nothing Squawk ability. Changed to have 2 AP with 2/3/4 Frenzy depending on difficulty. - Arkaos Axe has 1 more AP on Normal and Hard - Berserker has 1 more AP on Impossible - Taxidermist Creations have 1 more AP on Impossible - Hag applies 1 more Burn on Normal - Starcallers have 2 more AP across all difficulties - Dragon Whelpling on Impossible does 1 less Burn and traded 1 AP for 1 Frenzy (so he starts the same but scales less and is easier to debuff) - Dragon Mother's block limiting is now 10/9/8 instead of 10/8/6 across Normal/Hard/Impossible - Future tweaks will likely happen to Bloodhive (too easy on Impossible), the Council (too easy on all difficulties) and and Wicked Worshippers (killing side enemies isn't a viable strategy).
This may come as a surprise, despite us mentioning throwing balance out the window down the drain, there are still changes that were needed for M.A.S.S. Builder's combat to bring everything to a certain level that's nearly the same. As mentioned time and time again before, our goal is to make everything feels overpowered so that nothing is overpowered and all playstyles feel good to use. So today, we'd like to reveal these changes, our goals to improve the combat in M.A.S.S. Builder in 0.9.0.
Problem: While close combat feels much better and regarded by most as a great playstyle, its performance was still lower than we wanted. Boss enemies does not provide enough time for players to freely attack them for a full combo or two. Melee players felt they need to use certain methods to be effective in playing, such as dash attacks spamming. Quantum Break still feels slightly off. Defensive nodes still overlooked.
Solution: Adjust their attack patterns and vulnerable windows. Raise melee damage and speed in total, even higher in later combos to compensate for their downtime (as mentioned before in gameplay speed adjustments). Write more codes to allow the modification of shield recharge and quantum break activation time through nodes (FINALLY). At the same time, create changes that would provide something more to ranged playstyles as well.
Bosses Changes
Bosses will have a longer wind-up time before some attacks, such as the first boss' ground stomp, the multi-headed runner boss jump attack.
Bosses will now "fall" for a longer period of time to create a window for combo attacks to chain until the end. These windows of attack should also benefit slow firing weapons such as detonator and single shot weapons more.
Bosses will recover their stamina from melee attacks less.
*There's something else planned as a big update coming to boss fights that both close combat and ranged players can utilize, which these changes will compliment. We cannot reveal them yet until its ready.
Dash Attacks
Reduced dash attacks' damage multiplier by around 20%.
Dash attacks now has a cooldown of 0.4 seconds. Normal players won't feel any difference, but dash attack spammers and macro users will not be able to utilize it to the same power as before.
While changing this might not seem enough to deter players from using it, please know that we don't want that kind of playstyle to die out completely as we wanted everyone to play however they wanted and still have it as a possible playstyle.
Others
As mentioned before, increase melee attacks' animation speed in their combo attacks. The deeper the combo is, the faster the attack is.
Certain defense nodes now have a passive increment to armor in addition to triggered defense increase.
There are now nodes that allow faster shield recharges and quantum break activation. We just had some time to code them in so now there's more choice of nodes to help with your playstyle. Glass cannons ranged players can now regen their shields much faster with a single shield regen investment node while others can have a much lower downtime.
Quantum Break can now utilize "trigger at end combo attacks" tech nodes on every of their 'nth' hit. We're still unsure what 'nth' will be.
Welcome back Miolhrians!! Happy First of April! April Fools!
First off, I would like to apologize about the delay. We have new characters, pets and storyline to include with this update! Check below... Storyline Update! Ultra-Abilities Update! Map Update including New Areas! (Some locations are coming soon) Life Abilities Update! New Pets Added to Miolhria! Battle Tower for Sludge Biome Added! New Items and Vending Machines! Mini Hordes Added! Item limit max for some items reduced (99)! New Selection of Gloves, Pants, Tops and more! Updated Storage with all Clothing! Updated Icons for tons of Items, Clothing and Tools! Clothing and Weapons now have stats! All Loot locations updated with more items to spawn! New Main Quest(s) and Updated Quest(s)! Active Ultra Abilities- Multiple can be active at the same time! (Check Abilities Page) Passive Active Abilities- Only one can be active at the same time! (Check Abilities Page) Research Benches Updated! Research now uses your Rest (Depending on time to research)
Rarity Update! Controller Support Added back in and updated! Updated all NPC Models! Clothing, Faces, Eyes and some hair models! Deconstructor in now upgradable! This device can now be used to clear out inventory! New Clear POI Quest(s)!
Updated Battle Pets! New Items! Multiple Pet Updated! Environmental Improvements! Updated Clothing Items! Multiple Maps Updated! (Sizes, Items and more...) Brand Center Map Updated! (Battle Tower) Battle Tower has been added to test yourself! Multiple Dungeons Updated! (Updated content and fixes) Updated Multiple enemies! (Bandits, Raiders and Challengers) Updated New Tutorial for training area! Multiple Audio Fixes! (New Audio + Updated Audio) More to come!
...that is all for now Miolhrians! Have a Great Night and Survive Well!
Starlight: Eye of the Storm - Strides Interactive Game Studio
Patch V1.05 Released!
As promised, v1.05 brings about a new play mode which is free for all existing customers as well as many improvements made to the game's performance.
New Features
Survival Mode
This is a brand new mode that combines waves from different stages and segments in the Campaign and Arcade modes to form a unique challenge and experience. Even so, there're modifications made to increase the level of challenge.
There're 4 different Survival stages, and you'll start with a certain amount of crystals and capsules at the weapon shop to spec your fighter. At the end of each survival stage, you'll be brought back to the weapon shop to utilize your earnings. There'll at most be sub-bosses in this mode. Any bosses that might appear will not stand as a defining objective to be destroyed in order to pass. We hope you'll have fun with this new game mode.
P.S. You don't have to complete any modes to unlock Survival. New players may try it out to get a taste of things in the Campaign and Arcade modes. Also, the Survival weapon shops are in full tech level; meaning you'll have access to ALL weapons and upgrades right from start.
Changes
EMP Cannon Level 3 is now permanently dicing; it'll almost never expire.
Increased use of threads across several components. This means the game is less likely to lag due to external influence.
Controls are now real-time sensitive. That means its sensitivity is at its highest and the fighter will react accordingly. Do not be alarmed if your fighter seems to be moving slowly; just hold on to the D-pad and it should pick up speed quickly. The feeling should still be the same as before the patch though the visuals are far more interpolated.
Added a short input blockage between menu transitions. This is to reduce the risk of an accidental button hold, causing the menu navigation to by default go to Start Game > Campaign > Normal - and the game begins in an unwarranted fashion. The blockage doesn't resolve the issue but it does give the player some time to react.
Bug Fixes
Stream Laser Level 1 now has an upgrade cost. Previously it was free and that wasn't meant to be the case.
Fixed a bug where a fresh install using FSWM V-sync will cause the game to run at 1/3 of the speed. This is now fixed to handle both 60Hz FSWM and > 60Hz FSWM
Fixed a bug where mines blowing up within proximity wasn't working. Now if you go near a mine, it will blow up.
Fixed a bug where if you're invulnerable, your bullets will ignore hitting enemy shields.
Known Limitations
Survival mode will be much more intensive than the Arcade or Campaign mode. As a result, the game WILL slow down but will not skip that many frames. But do expect the game to slow down when playing Survival mode.
Known Issues
These are some issues that are known but couldn't be fixed in time or there isn't consistency with it.
Weapon shop UI may sometimes disappear upon 2nd visit onwards. The weapon shop still works but the lack of a background UI is mystifying. Only occurs in the Steam version with overlay so far.
The new build v1.05 uses the new engine's features; as such there might be a chance where the game might still be unstable though so far our tests have come up empty even when it's pushed to its limits.
3D ships in the new build may suddenly get destroyed. This may be fixed over the next 1-2 quick patches if it causes a stability issue.
Conclusion
We still have Boss Rush and Uber Boss Rush to be released. However, the team will be taking a month's break from creating any new DLCs unless it's an emergency bug fixing patch.
We might still introduce new weapons though.
Thanks for your support as always! Hope you'll have fun with the new mode!
Milling Machine Simulator will inspire novices and experts alike. Realistic physics and movements allow you to familiarize yourself with the machine in a 3D workshop setting. Enjoy playing around, learning and prototyping in Free milling mode. Or challenge yourself in Career mode.
Thank you so much for the amazing support towards the Frostpunk DLC pack we released last week! Your support is the motivation to keep improving the game and expanding our selection of content. This is just the start of the great type of content we want to bring to Model Builder.
We have some exciting activity going on around Simfest and the launch of Frostpunk DLC! From streams to sales - take a look at how you can get involved.
SIMFEST STEAM STREAM
As part of the Simfest celebrations, we will be hosting a gameplay stream covering one of the newest models in the game: Land Dreadnought from the Frostpunk DLC right here on Steam! We look forward to seeing you there in the chat!
🕐 11:00 CET 📆 02.04.2022
We look forward to seeing you there in the chat! 💬
CLAIM THE FREE DLC
Be sure to claim the DLC for FREE from the Steam page if you haven’t already.
Test opening hours: April 2 to April 5 How to take the test: 1. Search 'Bounty Game' on Steam--Add the game to the wishlist--"Join the Bounty Game Playtest" to request access permission--The game has been added to the wishlist--wait for the approval