I've been hard at work rewriting the game for what seems like an eternity, and I've been promising 0.6.0 of the game ever longer than that. Somehow, someway, I'm nearing an actual release - even if that release is two months behind where I had originally hoped for.
I have only two remaining features to finish up before the new release is ready: campaign missions and the tutorial. I will finish up the campaign mission feature and then release a "Beta Branch" as I finish up the tutorial.
Beta Release
I'm hoping to release a Beta release branch so that players can "kick the tires" on the Beta branch as I develop the tutorial. While I have learned my lesson about committing to an actual timeframe, I'm guessing I'll have the beta branch ready for release in roughly two weeks.
I'll probably leave the beta release out for a few weeks as bugs are identified (and commensurately squashed) and I tidy up the AI. From there, 0.6.0 will be ready!
Mercenaries, Armories, N' Other Stuff
I surprised myself at how quickly I was able to implement a few features over the last few weeks: mercenaries, leveling up, and "The Armory." Check out some of the screenshots.
Mercenaries
Level Up
More Pixels!
Even as I rewrite the game's code, I continue to commission the last few pixel assets I need for the game. I'm excited to get the new version out if just to start sharing some of the awesome pixel art by the fantastic Benvictus. Take a look at some of his excellent, excellent work.
This week, we have been very busy squashing bugs and adding features & contents to Trimurti online in preparation to Open beta!
- Move the teleport progress under the player character and reduce its size
- Added the 5 missing New Mandara Bulletin Board Quests
- Fixed an issue where Monster Teleport System was not applied to field bosses, dungeon bosses & dungeon monsters - (The bug) They will not teleport to the attacker if they are stuck or unable to attack back
- Fixed an issue where sometimes a dead monster can teleport to your location and damage you
- Added rarity to special items - Quest Items - Old Rare items like Life Kakana of Ajaka, Strong Kambu etc - Collectibles like wings
- Checked and updated all the tribe's armor sets from level 30 to 48. - All Armor parts that has missing meshes has been reported for future fixes
- Fixed an issue where the Varabana Mittens is using the Visamnaha Mittens material
- Fixed an issue where the Visamnaha Mittins is using the Varabana Mittens material
- Fixed an issue where some structures in Tomb of Avatara
- Added 3 new Mandara Bulletin Board Quests - [Subjugation] Hunt Aprah Varaha Raja - [Collection] Big Canine - [Collection] Boa's Snake Tooth
- Fixed NPC Walkers - There was a minor bug that randomly triggers leading to the NPC walkers to walk outside of its roaming area
- Fixed an issue where the Party member's name is behind its class icon
- Disabled the feature to split items during Trade & during refinement
- Smoothen the right side of Tomb of Avatara so that players can climb into the right-cliff spawn of Aprah Varaha Raja
- Fixed an issue where Tars Garb & Muresan Garb will change the wearer's skin color when equipped
- Fixed an issue where inventory is prompting to be full even though you still have plenty of open slots
- Removed the Background overlay from the confirmation widget
- Fixed an issue where the gold distribution in party
- Fixed Party EXP not properly distributed among party members - New Party Ruleset - Members starts gaining EXP within 100m from the one who kills a monsters, previously only members 80m from the party leader gains the EXP.
# Balance
HP & TP Regeneration (Out of Combat)
- Increase the HP Regeneration while out of combat - 7% increase while standing - 15% increase while sitting
- Increase the TP Regeneration while out of combat - 5% increase while standing - 8% increase while sitting
Note: Regeneration ticks every 4 seconds
Archers
- Adjusted the damage formula of Bow by 20%
- Fixed an issue with Bow where it uses the default attack speed and not the attack speed of the bow itself - Players who uses bow now uses the actual bow speed they are wearing
- Increased the Arrow stack from 250 to 500
Warriors
- Increased the defense effectiveness with shields on warriors
- Increased the threats it generates for warrior skills
Items
- Reduced the cooldown for Amritas - Dahara Amrita & Atanu Amrita is now 10s from 10s|15s - Amrita & Spara Amrita is now 15s from 20s|25s
Note: No changes to Panaka type medicines
- Adjusted & Amrita & Panaka drop rate - Normal Monster drop rate from 10% to 5% - Dungeon Monster drop rate set to 10%
Loot Pickup Ruleset
- 2 Minutes = Loot ownership belongs to the one who kills the monster in solo hunt
- 2:01 Minutes ~ 4:59 Minutes = The Loot enters into FREE FOR ALL where anyone can pickup the loots
- 5:00 Minutes onward, the loots will disappear
Note: The change is between the first 2min where only owner can pickup, the F for autoloot wont try to pick them up for other characters
Our intention is that each character archetype (attack, skill and tank) has multiple layers it can benefit from. Tank characters have layers like absorption, mitigation, negation and avoidance for example. Tanks should use as much from those layers as possible to be effective since they act as multipliers when calculating "effective health".
This concept of "layered defences" is being bypassed by teams with very high amounts of absorption through healing and/or shields, to the point of combats being unending when 2 teams like these fight each other. Runs where this happens must be abandoned and this is obviously unintended, but we still want to enable teams that rely heavily on absorption.
We're not making changes like nerfing skills that grant healing or shields across the board, since the "infinite healing" problem could still happen with enough investment anyway. We're also not adding a "combat timer" where you lose the combat when it ends or that ramps up all damage infinitely instead, because that would heavily disincentivice building tanky teams.
We want teams to require a balance between offense and defence, so that their defence buys enough time for their offense to kill the opposite team. That could mean a fully offensive team where you risk killing quickly before dying, or a fully defensive team where you slowly kill while staying alive as much as possible, or anywhere in the middle.
The problem we want to solve is only the "staying alive as much as possible" part, because that can go literally forever. Initially we established maximum values for other mechanics like Damage Reduction (90%) or Dodge Chance (60%) with the concept of layered defences in mind, but currently characters can brute force immortality using just absorption.
Health Gain
Our main solution here is applying the concept of "diminishing returns" to Health recovery, so that as characters recover Health further healing gets slowly diminished, eventually reaching a point where damage taken can be effective again. This works in the following way:
All characters have a new "Health Gain" stat that multiplies Health received
Health Gain starts at 100% and can be lowered to 0%
Healing lowers Health Gain based on the percentage of Maximum Health recovered.
For clarification, only "effective" Health recovered lowers Health Gain, meaning that a character with full Health won't be affected when healing.
Since this is intended to be a slow reduction, characters lose 10% Health Gain each time they recover Health equal to their Maximum Health, meaning that characters can fully heal 10 times before their Health Gain reaches 0% and they can't heal anymore.
Shield Decay
Shield already had a form of diminishing returns due to Shield Decay, but its fixed 5% value wasn't enough to prevent the infinite shield problem. We made the following changes:
Shield Decay now starts at 0% (previously 5%) and can be raised to 100%
Gaining Shield increases Shield Decay based on the percentage of Maximum Health gained as Shield
The increase in Shield Decay also only takes into account "effective" Shield gained, so that characters gaining more Shield than their Maximum Health aren't affected by the excess for example.
This is also intended to be a slow increase, but since Shield is lost per second due to Shield Decay, characters gain 5% Shield Decay each time they gain Shield equal to their Maximum Health, meaning that characters can gain up to 20 times their Maximum Health as Shield before their Shield fully decays in 1 second.
Closing
Teams should still be able to rely heavily on absoprtion to survive longer, just not forever. We can keep tweaking how fast or slow the stats change if our initial balance was off, but ideally most combats shouldn't be affected by the changes and this should become noticeable primarily on combats where the infinite healing would've been a problem otherwise.
Hello! I have been very busy with personal life stuff the last couple of months but I am finally back in the saddle and happy to announce the release of West of the Witchland's first significant new system! Two new NPCs have been added to the main camp each with their own function. With the foundation for camp NPCs set up I am excited to add more dialog and depth to the existing characters as well as add new ones in the near future.
CHANGELOG
NEW STUFF
============ New NPCS!
Chef
An uncorrupted Gnoll saved from the wastes, players can pick foods off of his rotating menu to obtain per-run stat buffs
Gunsmith
An ex-bounty hunter turned smith, she keeps track of the firearms you've discovered, and with enough use of them can improve their handling for permanent stat buffs
- Added a character stat window to the inventory menu for better tracking of status & buffs - Improved controller aim assist feel by changing the snapping to a more subtle behavior - Updated portal visuals - this has been on my to-do list for awhile, the portal is now a proper object in the environment rather than a floating sphere - Motion Blur Visual Effect - Some new post-processing that I think adds a lot to the game visually. This can be tweaked and/or completely removed in settings
============ - An issue with graphics settings resetting when loading a level has been fixed - Optimized enemy AI performance to be less CPU intensive - Various UI navigation bugs fixed