Hey all! This week, I've got a bit of a look back at how each class in the AVCon build has been performing, and what we might be looking at in the future for them. Huge thanks to all who gave Crystal Horizons a shot over the weekend; we got heaps of feedback and are already in discussions for what direction the game should head from here.
To start with, Knight performed as consistently as always, taking plenty of damage and striking back with powerful basic attacks. We're overall satisfied with how the class felt to play, and how intuitive Active Defense is. We may look at some changes to the order at which they acquire skills, but don't have any major plans to change it at this stage.
Lumimancer was given a few more tools this time around, including the Blessing passive (Healing an ally grants Blessed, granting them additional healing whenever the Lumimancer deals Light damage to an enemy). This ability allowed players to perform a quick heal on an ally in danger, then continue dealing damage while passively healing the ally further, which made the class feel more fluid than before. The real star, however, was Judgement, a new single-target damage spell. Despite it's extreme MP cost, players still ended up using it a lot, draining the class of it's MP very quickly. Our intention was for Judgement to be used with the critical damage bonus from the Illuminated status, while Flash was used as a cheaper damage spell, so we may look into better communicating this or making some changes to the skill.
Enchanter made it's debut performance here, and results were all over the place. Due to it's expansive kit, we saw many ways the class could be played. Some players used it as a buff-bot, ensuring the rest of their team had haste, regen and lifesteal as often as possible. Some played it as a pure spellcaster, using Aspected Spark and Aspected Flare almost exclusively. The few times we did see a player interacting with the Cut and Tie mechanic, the class performed extremely well, so we're mostly just looking at improving communication for the class at this stage.
Thief unfortunately was lacking in this build. While the class does have the highest potential damage in the game right now, it does not feel particularly good to spend two turns just applying buffs and then doing a massive backstab. We also saw very few players interact with the Dirty Fighting skills, which are meant to be a core aspect of the class, inflicting debilitating debuffs.
I'll go on a brief tangent here to talk about Move skills. Initially, these skills, which consume the unit's movement for the turn instead of their standard action, were granted only to a focused selection of classes. Knight's Active Defense and Pyromancer's Invocation were originally designed as Move skills, as both classes are incentivized to not move for various reasons. Elemental shift skills on Archer and Enchanter were later changed from standard actions to Move actions, as the class flowed significantly better when they didn't have to spend a turn not dealing damage to switch element.
As the game has developed, we've come to appreciate Move skills as tools to massively increase the fluidity of classes, and have been implementing them on more classes to great success. Lumimancer, and other classes that wield the Staff weapon, have access to the Staff Weaponskills list which include a number of Move skills. Thief, however, we were initially very reluctant to grant a Move skill to, as the class was carefully designed and calculated to function using purely standard actions.
Recent playtests have shown us that Thief has some issues, and can be one of the less engaging classes to use. We're still early in on concepts for this, but we're looking at giving it a unique Move skill that helps blend their Dirty Fighting skills into their setup and burst backstab combo. The current damage combo involves using Fade Out to gain Elusive, increasing Critical damage, using Sharpen to empower the next basic attack, and then attacking the enemy from the rear to do tons of damage. While dealing over 100 damage in a single hit feels good, the setup turns are boring, and the class isn't interacting with the powerful debuffs applied by Rending Slash and Rupturing Strike.
Our current plan is to grant Thief access to a Move skill that can be used only after executing a Critical hit with a Dirty Fighting skill. Using this Move skill will allow the Thief to move while applying Elusive, at a shorter duration than using Fade Out. This change should allow the class to deftly weave between setting up for backstabs and applying powerful debuffs when needed. We're still working out the details, but feel pretty good about this direction for the class.
This post ended up being pretty long, so I'll stop here for today. Our next upcoming goal is the Closed Beta, invites to which will be offered to members of our Discord server! I can't give a definite time on when that will be, but we're working extremely hard to get it all ready. I'll keep you posted in future updates; until then, thanks for tuning in!
(Additional note: Due to technical difficulties, this post was delayed by a few days. Future posts will be back on schedule!)
It's been a great experience for us, the Uncover the Smoking Gun team, here at ReLU Games.
From the Next Fest, to launch, to the sale that we had for the last two weeks got us to meet with all the detectives and we cannot wait to meet more of the propective detectives as we go on with our updates and other sales.
Thank you so much and don't forget to take advantage of the last 4 hours remaining of the launch sale for Uncover the Smoking Gun!
Please make sure to follow us for future updates and work that we'll be putting into the game!
The game is still very much in development. This Playtest gives access to an early alpha version. It has most of the core gameplay mechanics, but still lacks content to be a proper demo. I am very interested in getting your feedback to help me refine the core gameplay loop and make sure the game is enjoyable. Once the core mechanics feel fun and cohesive, I will focus on adding a lot more content. So please share your suggestions on the Steam forums! I am really eager to discover your ideas and take them into consideration for the rest of the development.
How much content is there in the Playtest?
You can experience a run of 16 enemy waves, including 3 bosses. There are four unit types, a dozen buildings, and around 24 effects in the upgrade tree. The meta progression is however nonexistent for now, there is only one leader to play. But I think this is enough to get a feel for what the game is about. I hope you will enjoy playing and get excited to stay tuned with the development of this project.
What is next?
I need to spread the word about this Playtest! Having a playable build on Steam, even an early one, makes things so much easier to promote the game. I can now start to contact content creators and streamers. I am eager—and a bit nervous too—to see people engage with the game. Meanwhile, I will also keep working on the game: plan content, tweak things thanks to your feedback, refine my tools and development process, prepare for switching from prototyping to production.
I am very happy about reaching this new milestone in this project. I am convinced Comet Force has a lot of potential, and I hope we will build a nice community around it to make this game a great indie gaming experience! As always, thanks for your support, and see you next time!
ikuns! Kun Kun Zi and Kun Kun cosplay, DLC is now available on Steam! Want to dress up as Kun Kun to scare your teammates and the cute Kun Kun Zi! The first release discount lasts for 14 days! Players who like it should hurry up and buy it!
Thank you all for your patience! 0.3 took me much longer than expected, but many changes were to be expected. Here is the patch note, knowing that 0.3 is only the first update of 0.3, bug fixes and numerous balancing improvements are to be expected in the coming weeks.
Change of direction
After discussions with the community and numerous votes, I changed the direction of the game. The RPG-oriented aspect has been greatly reduced, leaving mainly the hack'n slash system at the heart of the game, namely the customization of your character. Thus, the following elements have been removed: Crafting with components to be picked up on the ground, swimming, puzzles, quests (you will have missions per area as well as a progress log.). All this makes it possible to lighten the code, remove many elements which were not finished and which would therefore have taken me more time. The start of the game will be more random and dynamic, you will have more different locations to explore and more choices of skills and equipment changing your play style from the first hour.
New content
Added 26 powers for equipment.
Added 29 new runewords, in addition to making more of them usable.
Added 12 new gear sets.
Added 49 new stats.
Added new skill category: Satellite, Tornado, Posture.
Talent additions for warriors, mage, ranger to increase the experience received as well as reduce the price of skills upon purchase.
The challenge tower, in the center of the guild, offers 6 new game modes:
You will need keys, found during the campaign, to try your luck. The keys will be rare to find and the high-level content will bring many rewards, therefore profitable quite easily, knowing that the new currency that you find during this content will be useful to you in several situations. Thus a mix between campaign content and challenge tower content will be created to progress in the most optimal way possible.
Dummy Damage: Deal maximum damage to the dummy in 1 minute, the more you do, the more you reward.
Resistance test: Resist as long as possible against the plains dragon, the longer you stay, the more you will be rewarded.
Wave of monsters: Face as many waves of monsters as possible, this stops when you are overwhelmed or dead, the chosen difficulty level increases rewards and ranking points.
Dungeon Boss: Kill minor bosses then face the final boss in this monster-filled dungeon, the rewards are fixed, you can choose the difficulty level before starting. Several random dungeons will be offered.
Monster Dungeon: Take on a dungeon full of monsters and kill as many people as possible within the time limit. You can choose the difficulty level. Several random dungeons will be offered.
There are 5 bosses in the arenas currently planned, for now these will be replacement bosses. Each boss will have its minimum difficulty level, for example difficulty: 5 then, 20, 50, 100, 150, you can perfectly choose to face boss 1 of the arena on a higher difficulty level for a better reward. The final boss of the arena will be of "Divine" rank in a later version.
Improvement
Class descriptions now offer additional information with tags about what defense, buff, and attack types they tend to have, such as “Fire, Cold, Energy Shield, Melee, Attack Speed, Mana”.
Upgrade items now have a specific interface, they no longer have weight and are account-bound if you are not playing in loneWolf mode.
Visual improvement to the Masochist's Blood Spray skill.
Balancing
The physical power and magical power stats no longer exist, you will only have skills with “power” on them now, knowing that strength and intelligence give damage bonuses to melee and ranged skills instead.
Crafting components have a weight that is equal to the “normal” version of their type. For example, a legendary “stone” weighed 15 kg before, it weighs 3 now, like all the other stones.
You start creating your character with 6 stats everywhere instead of 5.
The slash skill for the ranger has been removed and the forester's “bramble” skill applies bleeding to enemies hit, instead of slash, the skill has been renamed to “otherworld bramble” and requires points to be used of soul to be used.
You no longer need to have a certain number of Ortharion fragments to be able to unlock classes or increase the level of your skills and their rank, the level is still required.
The sale price and power of random items have been reduced depending on whether they have powers + set + runic power or socket. They sell for slightly more at rare and lower rarities and cheaper at high tier.
The crafting components found in the world or on monsters no longer exist, instead, you will have more gold as mission rewards and on the guided evolution interface of your character.
Legendary zone bosses drop an additional item.
Powerful melee elves still make Fire Dots, but less consistently.
You have a greater chance of randomly getting a scroll from your class.
Modification for statistics
Dexterity: critical chance increased from 0.3% to 0.6% per level, dodge increased from 0.3% to 1%.
Energy: gains 5 energy shield, +1% more energy shield, +1% chance of finding additional magic items and 1% more mana.
Vitality: Gains 12 lives instead of 10, gains 2 endurance per level with 0.2 endurance regeneration and 1% bonus life per level.
Charisma: instead of reducing the amount to purchase skills by 1%, earns 1% additional gold from all sources, also gains 1% damage bonus for summons and spirits.
Damage taken when dodging and parrying has been reduced from 75% to 50% base.
Chance of activating “ninja” while moving activates twice as often.
Equipment
The price of unidentified items no longer takes into account the real value of the item as if they had been identified and the base price is reduced by 10%, so it will always be more profitable to identify an item.
You can have any set on any gear of “rare” rarity or higher.
You can have any power on any equipment of “rare” rarity or higher, those that were previously unique to certain rarity types now have bonuses or penalties.
Weapons such as Staff, wand, spell book give power, instead of magical power, which will also be useful in the case of melee builds and in particular for hybrid specializations.
Powers on divine rank equipment have been improved.
Affliction chance on equipment powers has been increased.
Powers that gain defensive status buffs have a greater chance of activating them.
The power that improves your energy shield at the expense of life: -30% life instead of -50% and gains 40/60/80/100% instead of 30/40/50/60%.
Item upgrades when they fail lose 5% to 10% instead of 10%.
Classic set: Bonus 4: instead of giving +30 power, give +20% power.
Unkillable Set: Bonus 2: Gives +10% to dodge, parry, block, instead of +5%
Power that allows you to gain maximum power accumulation: Gains 1/1/2/3 in maximum stack depending on rarities, instead of 1/2/3/4.
Damage bonuses for certain categories have been increased at level 1 and reduced over the long term. They remain higher than the damage bonuses per type of element (fire/cold/lightning etc).
Damage bonuses per element type have been increased by 1.5 starting at level 1.
Talent
The warrior no longer has a mana regeneration talent.
General competence
There is no longer a mana reserve, the skills that used it either use more mana or another source of resource.
Almost all enhancement skills that have cooldowns no longer use mana to cast, especially for warriors and sub-branches.
Normal skills no longer have stats required to be learned.
Magic skills require 9 stats to learn instead of 12.
Rare skills require a total of 15 stats to learn, down from 25.
Epic Skills require a total of 22 stats to learn, down from 36.
Legendary skills require a total of 32 stats to learn, down from 62.
Divine skills require a total of 43 stats instead of 72.
Chaos skills that use mana: damage +20%, mana usage +20%. (in addition to other modifications such as for example on the casting times below).
Skills that have the “incantation” category see their damage increased by 20% base.
Summon damage when leveling up the skill increases from +7% to +5%. The lives of summons by increasing the skill level increase from +15% to +12%
Damage calculation if you have "mana absorption" is calculated after your energy shield and absorption shields.
AOE skills that had a range of 12 meters or less are now 15 meters.
Projectile skills have a minimum distance of 20 meters now, compared to between 15 and 18 before.
The skills of archer, poacher, mage archer, bard, forester, hunter have a range of 30 meters.
All melee skills have an attack distance of 8 now, up from 7 generally before this.
Several skills have an increased attack zone, legendary and divine skills have a minimum of 3, magical and rare skills have a minimum of 2 and several time skills especially for mages have also been increased.
Shouts now all have movement speed, reduced damage, and reduced cooldown.
Most skills that have weapon damage have increased weapon damage and take slightly less power damage into account.
Cone attack skills have an attack range increased from 90°c to 120°c.
The “Infantry Support/Spirit/Blade/Trap” skills have a reduction as they level up to follow the same evolution as most upgrade skills.
Change to damage categories
Projectiles that explode on hit now have the “AoE Damage” category.
Skills that had “cone” in category have been replaced with “area damage”.
The “multi projectile” category is no longer visible on the descriptions of certain skills.
Projectiles that only hit one person now have the “Single Target” category.
Changed the “Power” category to “ranged attack”, avoiding giving too much damage bonus for skill types with “magical power” and improving certain physical type archer skills.
Skills with the “shout” category also gain the “melee” category.
Channeling skills have “area damage” as a new category, except energy beam which gains “single target”.
The following skills gain the “melee” category: Spear of Spade (Gladiator), Escape (Prowler), Force Block (Protector), Winning Parry (Duelist), Acid Shield (Protector), Harp of Time (Bard).
The following skills gain the satellite category: Cold Armor (Shaman), Fire Aura (Elementalist), Soul of the Infantryman (any class).
The following skills gain the single target category: Lightning Shield (Protector), Call Lightning (Druid), Blow for Blow (Brawler).
Fire Pet (Pyromancer) gains the “area damage” category.
The following skills gain +20% damage and lose the “power” category: “Fierceness of the mighty” (fighting mage), “thunderbolt” (warrior), destructive strike (assassin).
Specific skill
Quick Heal (all classes): Casting time increased from 0.7 to 1 second, Life returned +20%, cooldown increased from 12 to 9.
Power (all classes): Cooldown reduced from 40 seconds to 20 seconds. Damage bonus increased from +20% to +18%.
Lightfoot (all classes): Maximum duration increased from 5 to 6 seconds. The movement speed bonus increases from 25% to 30%. The gain per level goes from +1% to +0.5%.
Muscle Strengthening: Cooldown reduced from 45 to 25 seconds.
Warrior and subclasses
Sand Tornado (Gladiator) no longer has a cast time (0.8 => 0), no longer has a cooldown (20 => 0) and no longer knocks back enemies.
Call to arms (knight): No longer gives +1 in maximum number for wolves and skeletons and gives +10% additional base health points, as well as 10% maximum duration.
Infinite Mana Aura (Knight): Now a Paladin skill.
Call for Carnage (Knight), is now a soldier skill.
Crippling Lightning (Knight): No longer does damage with the weapon, power-based damage has been increased.
Blood Pact (Paladin): becomes a skill for Knight, goes from rare to epic, cooldown goes from 40 to 20 seconds, reduces damage taken if you have 100% health.
Summon Train (Paladin): Becomes a thief skill.
Sword of Justice” (paladin) loses the “projectile” category.
Summon Infantryman (Paladin) becomes a knight skill.
For the Protector: Force Block, Acid Shield and Shield Bash do damage with the weapon in addition to “power”.
Poison Parry (Duelist): Gain +10% damage per stack of slow poison on targets, instead of putting slow poison on enemies hit, gain weapon damage and lose damage based on power.
Power Shout (Insane): Cooldown reduced from 3 seconds to 0 seconds.
Cry of rage (barbarian): Cooldown reduced from 30 to 0 seconds, damage reduced from 700% to 300%, the skill requires rage to be cast.
Devastating shock (insane): Attack zone increased from 90°c to 360°c
Shadowstep (fighting mage): Attack zone increased from 90°c to 360°c
Power of the Enraged: Gains 0.2% life per second instead of the basic 0.3.
Defense Improve (Warrior): Damage reduction increased from 10% to 12% and changed from rare to magical rarity.
Mage and subclasses
Earth Turret (Shaman): Cooldown reduced from 30 to 15 seconds.
Holy Light (Cleric) no longer has a cooldown. (4 => 0)
Chaotic Blast (Priest): Casting time increased from 1.5 to 1.2 seconds damage +40%, mana cost +20%.
Pillar of Frost (sorcerer): Casting time increased from 1.2 to 1 seconds, damage +50%, movement speed increased from 30% to 50%, mana cost +20%.
Lightning Shock (Sorcerer) casting time increased from 0.5 to 1 seconds, Mana +30%, Damage +100%, Area of damage +50%.
Black hole (mage) wins the “control” category
Cold Shock (Druid) no longer has a casting time and loses the “casting” category. (0.5 => 0)
Wild vine (druid) no longer has a casting time (0.5 => 0)
The Blood Tribe (Masochist): Loses lives if you have more than 40% of your life instead of all the time.
Divine Aura (Sorcerer): Damage bonus increased from 30% to 25%, damage reduction increased from 20% to 15%. Damage reduction gain as you level up increases from 0.5% to 0.3%.
Aura of life (cleric) becomes magical rarity, instead of rare.
Mana Shield (Chaos Manipulator) becomes magical rarity, instead of rare.
Ranger and subclasses
Forest Cry (forester): Becomes a ranged skill, 4 meters range to 15 meters range, damage -50%
Harp of Time (Bard): Becomes a ranged skill, 4 meter range to 15 meter range.
Pure Energy Bolt (Bard) no longer has a casting time (0.7 => 0) damage +20%, cooldown 10 => 8 seconds.
Lightning Turret (Engineer): Cooldown reduced from 42 seconds to 18 seconds.
Shadow Turret (Engineer): Cooldown reduced from 8 to 6 seconds.
“Death Shot” (Archer) no longer has a casting time. (0.3 => 0)
Acid Bomb (tamer) no longer has a casting time (0.8 => 0)
Return to Earth (tamer) no longer has a casting time (0.5 => 0)
Acid Bomb (tamer) melee category is changed to “ranged”.
Escape (prowler): attack zone increased from 70°c to 360°c.
Knife fan (acrobat): Attack zone increases from 120°c to 360°c.
Shadow Move (Prowler): Level gain for dodging and reduced critical chance increased from 0.4% to 0.2%
Flexibility (Ranger) becomes magical rarity, instead of rare.
bug fix
Fixed a bug on damage calculation when the “piercing aim” skill was learned.
Monster waves can no longer have elites, unless it is voluntary.
Descriptions that increase the size of area damage are correctly visible, such as talent 2747.
Energy shield regeneration during a dodge is done in a fixed amount instead of a value in % of the total.
Flaming Dagger Shot has the “ground blade” category.
Talent 2760 (sorcerer talent tree) no longer creates a bug when loading.
Your specific elemental resistances to certain elements are correctly visible on the description of your character sheet.
Information on the equipment power which gives +X% healing bonus on quick healing: It is indicated “if you use the skill from your action bar”.
Equipment can correctly have gems.
The equipment in its sale price correctly takes into account whether it has a “power” in addition to a set.
The chance of identifying divine items is correctly calculated.
Explosive mutants created from summons do not drop any loot.
Damage calculation on two-handed weapons is correctly calculated after gaining a level or bonus level on them.
Talent 3210 is no longer replaced by talent 3227 in the Shaman talent tree.
Yes, it's not a joke. A boring device has turned into an interesting strategy, in which each calculator you collect sets its own style of play. Can you count all the numbers and prove who's the king of calculations here?
Your goal is to complete the required number of levels in a single run, in which you need to use the buttons on the calculator to get a certain number. Don't think it will be that easy, you'll be met with tricks and difficulties that will make you rack your brain over the strategy.
Game Features:
Choose one of several calculators to complete the game. Each calculator has its own feature and set of buttons. Spend money in the store to increase the size of your calculator, so it can accommodate even more buttons.
Buy some of the numerous buttons that exist in the game. Each button performs its own special action. Some buttons can literally turn the course of the game. Buttons are capable of performing a variety of operations on numbers and other buttons. Earn money by getting the required number in the least number of moves in each round.
Each button has a limited number of uses. Skillfully combine buttons to progress further.
Go through ascensions to unlock new buttons, calculators, and modes. There are advanced modes in the game where the game will become even more difficult and interesting.
Hey everybody! This is just a very small update that replaces some links in the main menu and in the credits window.
I've been working on the next major update, ea-2, for the past few months, trying to implement some of the suggestions I've received. Hopefully it will improve the UI and make navigation a hundred times better, especially with the controllers, as well as fix some of the major progression issues. All in all, I think it's going to be a big one :D But I still have a lot of work to do before I can even publish a highlight.
Stay tuned and thanks everyone for your support, sales are going incredibly well!