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Friday, March 31, 2017

Wind Carrier: Pre-Alpha 1.52

Hello all!
I managed to get a nice bit of work done this week (I'm pretty sure that I got all of the enemies updated to work with the new combat system) and, don't you worry, I plan on releasing the newest demo version here soon-ish, but for some inexplicable reason, the packaged game isn't running properly. I'll be dealing with that until I get it fixed, so the next demo should be up later today or tomorrow.
But, changelog time!


Change log, 1.52

-Worked on map tears and removed the awful 'hills' mesh

-Added a small particle to differentiate allies from enemies

-Normal level enemies now respawn when it becomes day

-Stronger enemies now have a chance to respawn as it becomes day and as it becomes night. If they have already spawned, they will despawn.

-Increased time speed by 50%

-Shortened the night by 50%

-Added a randomly spawning merchant to the player's home, there is a 25% chance the first day without seeing him, a 33% chance the second, 50% chance the third, and 100% chance the fourth day. He carries random wares, which I reserve the right to change around at any given time. :p

-Added similar random merchant spawns to each major city: Ardor, Käykäl'niis, and Kerankohora.

-Updated the shop-keep's possible inventory



Player Updates:

-Updated the spear heavy combo

-Updated the animations

-Delays increased from .35 to 1 and .35 to 1.2 respectively for combo levels 1 and 2

-Increased damage from 135% to 150% and 135% to 155% respectively

-Updated the throwing axe combo

-Added a level 1 heavy attack, a simple melee attack 100% damage

-Added a Statistics screen to the Character tab in the menu

-Leveling up increases Melee Damage Multiplier and Health Regen by .005

-Leveling up decreases Mana Cost Multiplier by .005

-Leveling up increases Mana Regen by 1

Note: Melee Damage Multiplier (MDM) and Mana Cost Multiplier (MCM). These stats have been in the game for a while now, and I figured I may want to shine some light on them. Most if not all were unaware of their existence, but they will likely play larger roles in game play decisions as time goes by. MDM multiplies all damage that you do with melee by itself. Its default value is 1, meaning it does nothing. :p But, with these leveling changes, by level 10 it will be 1.05, meaning all melee damage that your character does is increased by 5%. There is only one piece of equipment thus far that increases it, the Marauder's Cross, but it will be something that you can stat for in the future.
Similarly, MCM decreases the mana costs of all spells you cast. It also begins its life at 1, but instead of increasing, it decreases; spells costing 95% what they originally did at level 10.
I will likely fiddle with the level gains for these a hundred times before I am satisfied


Item Updates:

-Desiccated Healing Sapling

-Increased the experience for consuming from 1 to 2

-Mushroom

-The mushrooms dropped by Vulpine Ritualists and others can now be picked up by simply touching them.


Card Updates:

-Vulpine Poisondrinker

-Increased basic attack time from 1 to 2 secs

-Increased basic attack damage from 15 to 25


Enemy Updates:

-Increased general AI stability

-Vulpine Ritualist

-Added an AoE before Fennoc Fire is cast

-Increased movement speed from 200 to 350

-Brindlebark

-Healing Sapling

-Decreased the experience from 1 to 0

-Increased the mana drop from 1-1 to 2-3

-Added a particle effect as it does damage

-Vulpine Shaman

-Added a warning before minion summoning

-Increased summoning time from 1 to 2.5 secs

-Increased the range for which the shaman will cast thunder egg

-Increased delay for basic attack from 1.5 to 2 secs

-Increased damage from 40 to 65

-Increased the casting delay for both thunder egg and fennoc breath from 1 to 2 secs

-Increased the damage of its thunder egg from 40 to 70

-Crystalline Golem

-Increased basic attack time from 1.5 to 3.5 secs

-Increased base damage from 35 to 90

-Increased Crystalline Barrage cast time from 3.5 to 5 secs

-Increased Crystalline Barrage damage from 10 to 20 per shard, or 50 to 100 for the full attack

-Increased Health from 500 to 650

-Decreased armor from 25 to 20

-Increased mana drop from 20-35 to 40-75

-Increased experience gain from 8 to 12

-Leonen Ironhead

-Increased basic attack time from 1 to 2.5 secs

-Increased basic damage from 45 to 125

-Decreased casting time of Shimmering Bubble from 3 to 2

-Decreased damage of Shimmering Bubble from 25 to 0

-Increased casting time of both Metal Pool and Metal Mist from 0.0 to 1.75 secs

-Increased damage of Metal Mist from 3/tick to 5/tick or 112 to 187 at max

-Increased damage of Metal Pool from .6 to .7 on the first tick or from 12 to 14 on the last tick

-Added an entourage of IronPaws

-Lizard Spearman

-Increased basic attack time from 1 to 2 secs

-Increased basic attack damage from 15 to 35

-Decreased armor from 35 to 15

-Decreased health from 250 to 200

-Increased experience from 4 to 5

-Nameless Snake Enemy

-Increased basic attack time from 1 to 3 secs

-Increased basic attack damage from 50 to 75

-Increased casting time for Scale Storm from 1 to 2 secs

-Increased duration of Scale Storm from 10 to 15 secs

-Can now only cast Scale Storm once

A New Challenger Approaches!

-Leonen IronPaw

The Leonen IronPaw is a foot soldier to the Ironhead's sergeant, they bare their grafted iron upon one of their hands, slowing their movement to an almost crawl. They attack at the same beleaguered speed, allowing gravity to deal most of the damage that they do. They serve as more of a challenge than the Vulpine Ritualists, but much less than some of the stronger fighters. Almost all beasts trump them in ferocity and power.

A New Challenger Approaches!

-Lizard Treefeller

The Treefeller's primary function is, in fact, felling trees, but as sometimes happens, they are occasionally expected to fight. They fight with a combination of melee, using their woodsmen's axes, and thrown weapons. Through all their hard labor supplying wood to Käykäl'niis they have grown strong, providing a significantly higher challenge than the lowly Ritualist or IronPaw, rivaling the Vulpine Shaman or Leonen Ironhead in strength.


Bug Fixes:

-Fixed a bug where, sometimes, the description box for items from a merchant wouldn't properly populate with information

-Fixed a bug where, if a follower was summoned on uneven ground, their rotation would match that of the ground


Coming Up:

I've had a few comments about the card system being a bit unwieldy, having to use 1-4, and I've been formulating a way to alleviate that; which should be added next week. So, next week I'll be working on:

-the magic system, and all that entails

-dealing with bugs, there are still a few outstanding ones that keep bothering me

-probably expand the map a bit more


And now for a few screenshots.

This was just a random shot from my latest foray into playing the game myself. It was a nice moment; I remember it was actually feeling like a game, like a game that I was having fun playing. I've said that before, but as it gets built higher and higher it keeps surpassing what it was and it keeps amazing me, I guess. I mean, it's not really anything ground breaking, but it's the fact that I, we, Clouds of Glass Games, made this. It's a really satisfying feeling.

An IronPaw, swinging his iron paw! Which is currently just a sphere on his paw. :p

Sapling explosions! You can see it there in the bottom right. I took a bunch of pictures of this, but this was the only one that wasn't messy as shit. 

The stats menu. I liked the idea of the colored stats when I first thought of it, but now that it's like that, I'm not entirely sure that I do, in fact, like it. :p

Well, that's all I have for now. Hopefully in a few hours I can get the next demo build up. If not, I'll be slaving on my day off because I was an idiot and did SOMETHING that f-ed up the game. u.u

Until next time,

-Lucas Cady
Project Director

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