Update #120 brings a week's worth -- that's a lot! -- of balances, fixes and improvements to the Witch. We've fixed crashes, clarified Talent text, add more Skill connections to her Talents and balanced out her options to make sure she stands but is fun and fair within the game's meta.
If you are enjoying the new hero, please be sure to leave a review!
Our upcoming heist RPG is on the way!
Right now ~1,000 of the Kickstarter backers for our next game, Cyber Knights: Flashpoint have access to the game’s private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure you’ve wishlisted and followed Cyber Knights for news and a special discount when it’s released! https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Fixed Crashes
Crashes were top priority - the Respec crash and crash when viewing some of the Witch's Talents are now resolved. Please report any others.
Skill Links
Some of her Talents have had their Skill links redone and these are all clearly stated, along with their effects in the Skill leveling screens. Malediction is linked to Sorcery and Lifeforce Regeneration is linked to Conjuring now, for example.
In additional, Skills now have a bigger impact on Malediction and Lifeforce Regeneration. Malediction has had its base Damage reduced but now gains bonus Damage equal to (Sorcery x Talent level) which can be a pretty mean bonus if you invest enough in the Skill. In the same way, Lifeforce Regeneration relies on Conjuring and gains a (Conjuring x Talent level) bonus to its healing power.
Bones of the Earth healing Talent continues to use Lore and gets the same healing bonus always granted, (Lore x Talent level).
This new Skill arrangement helps push a much more interesting meta around what Skills to train for the Witch, now forcing you to dump Skill points into your curse Skills more actively to power them and reduces the easier choice to just focus on Spears.
Level Restrictions
The Witch's Talent level restrictions were not correctly setup when she was launched. We've resolved that with this update. The following Talents changed their requirements -
Req Lvl 3 = Leyline Gravity
Req Lvl 6 = Quagmire & Cabal of One
Req Lvl 12 = Edgescatter & Preternatural Speed
Rebalances - Ups and Nerfs
There have been a set of boosts and nerfs across the Talent set.
The SP cost of all of Syvana's empowered attacks has been reduced -- Skewer, Edgescatter and Blinding Strike. We've also fixed the missing bonus Damage and bonus Accuracy for Edgescatter and Blinding Strike which will make these Talents significantly more interesting. Blinding Strike's 9th and 10th level also debuff -2 AP (ohhh, Hex Web anyone?)
Cabal of One gained more Earth Damage to make this angle of its buff more appealing.
In the nerf category, Occult Calling lost a point of max throwing range for spears, maxing out now at 5 instead of 6. We also removed the redundant +X All Melee Skills (because the Talent is already granting +X Spears Skill) and the bonus +Dmg to keep it fair and put more emphasis on empowered attacks.
Malediction now costs 2 AP to use.
Hex Web - One to Many
There were icons and text in the game that confusingly indicated the Hex Web was a multi-target AOE curse. It is not - it is a one-to-many Talent that can push curses. We have adjusted the in-game text and display to make this clearer.
Keep Posting Feedback and Bugs!
We've made a huge heap of improvements and critical bug fixes based on the community's feedback already so keep it up. Adding a new character with new abilities affects so much of the game it's impossible for us to account for all possible interactions. If you encounter any bugs with Syvana, let us know at https://discord.gg/TreseBrothers or through the Steam forums, and we'll roll out a patch.
v5.1.3 - 3/12/2023
- All new character, Syvana the Witch! - Fixed potential crash with Respec on Witch - Clarified many Talent descriptions and rules - Swapped multiple Talents between Lore, Conjuring and Sorcery for better groupings, clearly stated which Skills raise Duration and AOE targets - Significantly reduced SP cost of Skewer, Edgescatter and Blinding Strike empowered attacks - Added missing bonus Accuracy and Damage to Edgescatter and Blinding Strike - Fixed level requirements on Talents - Req Lvl 3 = Leyline Gravity, Req Lvl 6 = Quagmire & Cabal of One, Req Lvl 12 = Edgescatter & Preternatural Speed - Increased Earth Dmg bonus from Cabal of One - Level 9 & 10 of Blinding Strike cause -2 AP debuff - Clarified that Hex Web is a single target debuff which can push curses to multiple nearby enemies (one to many, not many to many) - Reduced Occult Calling's max throwing range for spears from 6 to 5 - Removed redundant +X All Melee Skills and bonus +Z Dmg from Occult Calling - Malediction costs 2 AP to cast, reduced base damage but added bonus damage by Sorcery Skill - Reduced Primeval Regeneration Death Curse range to max 3, reduced base healing but added bonus healing by Lore Skill - Fixed oodles of typos
First off, it's been a while since I updated. My work situation has been incredibly rough and so I've focused on development instead of devlogs.
The next version is underway, but needs a few more days to wrap up some remaining issues and balancing stuff out.
This version changes up industry and hotel balancing and also adds in the first set of 3x3 buildings. It also rebalancing difficulty slightly among other things.
- You cannot pause in Boss Fights (I'M SORRY, too many pause boss exploits that I will not be able to fix I think, reach out to me if you think this ruins the game too much) - Remade the entire boss dialogue/boss title system. They will only play once per save, period. - SFX added to Ice Elemental Lord - Remade the room before Warrior Statue - Great Spin Slash damage fixed (Sharpening Stone damage boost was wrong) - Improvements and fixes to the Great Slash Spicy Nut interaction - Fixed Spin Bounce not working unless you have Wall-Bounce - Tweaked Ice Physics, fixed an issue where coyote jump would not trigger the ice boost (made it feel inconsistent) - Added new sound effects when running on ice - Fixed a bug where Frozen Depths music would start after an Undergrounds Astral Gate - Tweaked Dark Protector laser shoot speed - Some improvements to the Green viewing eye - Improved the Frozen Depths Boss theme - Changed the size of the boss trigger and improved some boss deaths - SFX given to Huge Wallclinger - Improved hit detection on Acid Crawler boss - SFX tweaks - Fixed the completion not being 100% accurate
======== MAJOR =========== Started the sixth and final level! Last level of the game was laid out - includes new monsters, rock climbing holds, and the return of JELLYCATS The finding Alma cutscene was added Last last level got new tiles and camera work (Multiple charge jumps, or the ability to chargejump after a wallclimb hold. If you touch a wall or a ring or any monster you can ride, your charge jump resets! Title screen was redone - the layout is WAY better and makes more sense When you beat Kaiden for the first time, rough cutscene art was added Fixed when you fired bullets, the music would desync problem Messed with the save game flags when you update all objects on john mule. There is still some lag there, but it's better!
======== MINOR =========== Tabs, Issac, and Scylla now have bullet shells When you die, the active companion will 'respawn' next to you When you duck, the active companion will duck down with you 'Endgame' Issac and Tabs both have companion sprites His weapon was messed with a bit, too! His bullets will appear in front of you, always. They also move a bit faster, too! When you fight Kaiden - and die - Issac will yell at you. What a nice guy. Gilbert bullets are back in the object pool + despawn correctly DRGN-DPYERS make sounds when they see and fire upon you When Xer gives you the dash boots, his cutscene panel is not blurry anymore Alma will animate better when you see her in the caves (also hid the song note when you normally see her everywhere else in the game. Really weird that was happening...) Alma's landing beep and jellycats are back in the sound mixer, where they should be! The caves had a few areas where you could see off the level... oops.... Moving platforms in the abbo level was made bigger, so it's easier to jump on Lurkers liked to spin ontop of Leto. Again. I think I fixed it for real this time. Maybe. We'll see. ================================
Thanks for reading! As always, you can find me in the Discord. :]
It has been 2 weeks since the release of Mr. Mat Hematic and the results are amazing! Over 3 million impressions, nearly 2k players! You can find the detailed results on my YouTube video below: https://www.youtube.com/watch?v=wGTW5IFR1DE&t=3 I want to thank all the players who have supported me in this journey. But as someone wise once said: it is not the end, it is only the beginning!
So what's next now?
We have started working on our next game! We are not ready to reveal all the details yet, but it is planned to be a multiplayer game. If you are interested in staying updated on our games, you can check out our website and subscribe to our mailing list: Shahmuradov Games Website: https://shahmuradovgames.mailchimpsites.com
another patch is live and here below are the changes made to the game:
- Few UI, texts and typos fixes, synched with the new text style; - Thyra now looks less sweaty; - Animation and transition fixes and smoothing; - First jump animation now appears only in idle; - Crouch head back bone disabled; - Crouch camera rotation extended; - Head bobbing movements 1% increased; - Head animation constraint increased so that the head bone views in front; - Crouch animation blend to less fast; - Camera sensibility setting ranges decreased; - Camera vertical pitch rotation bug solved where it entered in gimbal lock, vertical speed decreased to fit horizontal speed; - Camera position and max look up degrees range increased (90, -48); - Activable objects detect range increased; - Jump force 10% decreased and jump z velocity increased. Thyra jumps higher; - Fall damage distance slightly increased, ground offset removed, fx and debuff increased; - Air control in falling increased; - Run speed and accelleration increased; - Climb up and hands IK less inaccurate and less hand deformations; - Jump idle sound now works; - Landing sound check implemented (it happens not on every jump) and footsteps are less inaccurate; - Crouch jump bug where when you are crouched you could jump and hear the jump voice, solved; - During walk and crouch hairs on camera fixed; - Directional light intensity slightly decreased and post process exposure changed the type and intesity increased; - Rebuilt collision meshes on some meshes/rocks to simplify character's jittering and collisions performance; - Small world edits;
Here a preview of the new jumps of Thyra...
Have a wonderful day, the Utgardr Team...
P.s: The new zone has been reallocated to the next week. Be ready.
Now you can add bots in the games. We leave you a video so you can see how it works. It is a simulated combat between 8 bots. The AI needs to be polished, but now the game will be even more fun.
We keep moving forward so that you can all enjoy the game as soon as possible.
Mythgard servers will go offline at 10 AM CDT (3 PM UTC) on Monday, March 13th, for approximately 2 hours. This is a server update, and we'll start a phased rolling out to Android users first on Tuesday and Wednesday (March 24 & 25th). We'll then push the update to Steam and Web on March 21st. iOS users will start getting the phased rollout on March 21st - 23rd. Update notes will be posted Tuesday.