Saturday, November 24, 2018

Wind Carrier; Alpha 24.11.18

Hello all!

Not a huge list this week, I had another week where most of my days were spent out of the house doing this or that.
I did manage to upgrade the spell system a bit. Now, all spells, player and otherwise, will interact with one another. I haven't quite tested it in practice yet, but the preliminary testing has seemed rather interesting. I just need to finish adding spell interactions to those that have none as of yet.

Anywho, changelog!


Changelog

-Player spells now react to the damage types of other player spells
-Enemy spells now do the same
-Water puts out fire, fire boils water, earth damage shatters ice, etc.
-Note: Most interactions which are spawned this way, steam, for example, deal damage to everything - the player, their allies, enemies, other spells

-Adjusted the materials for weapon trails to look more appealing

Player Updates:

-Lowered the heal on the scythe's level 1 combo from 6% of damage/tick to .5% of dam/tick
-Increased the tick speed of regeneration from 1/sec to 2/sec
-Note: Done both to mitigate the scythe nerf a bit and buff enemies that utilize the regeneration effect
-Note: I have no idea why I left it so strong for so long. >.>


Card Updates:

-Updated most spell effects to have at least one interaction with the new, upgraded system

-Crystalline shards now only pierce 3 times as opposed to infinitely

-Added the Crystalline Fountain card
-tier 2
-upgrades from Crystalline Barrage
-spawns a turret which fires crystals toward enemies for the duration

-Bastion of Ice
-Now has a 4%/sec chance to stun enemies caught inside

-Crown of Ice
-Increased AoE from 300 uu to 550 uu
-Now has a 4%/sec chance to stun enemies caught inside
-Adjusted tick timer and damage from 10 ticks/sec to 4 ticks/sec and from 1.5 dam/tick to 3.5 dam/tick, effectively from 15 /sec to 14 /sec

-Ashen Charge
-The trail of ash left by the ashen Miirä'där now slowly shrinks along its lifetime
-Increased the life of the trails from 20 to 25 seconds


Enemy Updates:

-Ember Father
-Increased damage of breath attack from 8/sec to 16/sec


Bug Fixes:

-Fixed a bug where Crown of Ice wasn't properly attaching to the player's signet socket


As I said, there wasn't a huge amount of anything this week. I plan to finish up the existing spells and their interactions next week.

Anywho,
Until next time,


-Lucas Cady
Project Director

Sunday, November 18, 2018

Wind Carrier; Alpha Demo 0.1.4

Hello all!

The astute among you will notice that this is not Saturday - it is, indeed, Sunday. I was rather swamped yesterday, so I had to postpone this until today. 

This week is a build week and the newest build can be found: here or from the bar up top. 

We've got a couple of graphical updates this week along with some additions and a new EIR encounter; which I guess technically isn't found anywhere yet as it is for an area that will be added in an update which should be coming soon. 

Anywho, changelog!


Changelog

-Redid all the hummingbird meshes animation and equipment

-Redid some of the pine trees

-Added a new material and gathering node, Cervine Moss

-Updated the AoE mask

-Lowered the chance that it will stay raining if it is already raining
-Similarly, increased the chance that if the sun is shining, it will continue to


Player Updates:

-Increased base produce gain from farmers from 2/unit to 5/unit

-If the produce that the player civ has is less than the population at the beginning of the day, there is no chance that the civ will grow

-Ritual of the Homebound and Ritual of the Dancing Shrines both now close the menu as they are used


Item Updates:

-Added Biting Blue warpaint
-Default crafting type
-Made from water berries and produce
-Increases mana regen and decreases MCM


Enemy Updates:

-Hummingbird WitheredLeaf
-Decreased attack time for both the teleport and the swing from 3 to 1 and 2 to 1, respectively
-Increased alacrity from .65 to 1
-Note: The player's WitheredLeaf follower got a similar treatment, though, the follower version technically got a bit of a nerf, as it was not properly waiting after teleporting away.


EIR Updates:

-Added Tiiru Tööräätenaaraa'idar
-Lit. Shards of broken dreams
-A dense, nigh indestructible tree
-Deals 2.5% of everything's max health in spirit damage per second
-Favorite growing spot of Cervine Moss


Bug Fixes:

-Fixed a bug where buildings being built didn't have the proper material being set immediately
-Fixed a bug where named shopkeepers were spawning with the wrong animations
-Fixed a bug where named shopkeepers weren't showing warpaints



The Tiiru Tööräätenaaraa'idar, also featuring the new AOE mask

The Tiiru are found in the northern reaches of Goldrath, near the Cervine homelands. The trees are the favorite growing areas of Cervine moss, which is used in more traditional Cervine crafting. As such, the gathering caste of the Cervine are generally considered to be their most physically resilient. 
The Cervine homeland is surrounded by barren ground, almost all plant matter having been killed and absorbed by the Tiiru. The Cervine worry not about invasion - even the Leonen have decided that it is not worth what they would gain; the Tiiru would need to be uprooted before the land would be worth anything to them and it is much more difficult to uproot a Tiiru than it is a traditional tree, as their root systems are large, dense, and constrictive. 
It is a rite of passage for the young gatherers to venture alone into the barren Naaraavaanet, the dream lands, to gather as much Cervine moss as they can muster. Many fail and are felled by the parasitic nature of the Tiiru, but those that survive are ranked and placed into appropriate families based on their performance. Those that fail to bring anything back are stripped of their gatherer titles and forced into the merchant caste - the lowest in their society.


A quick, ugly shot of the new pines, along with the updated sheets material. I only uploaded this because I noticed that I had it, heh. :p


Anywho, that's all for this week. If you have questions, concerns, opinions, or bugs which you wish/need to share with us, you can e-mail us at cloudsofglassgames@gmail.com

Until next time,



-Lucas Cady
Project Director

Saturday, November 10, 2018

Wind Carrier; Alpha 10.11.18

Hello all!

I know it's technically 11.11 right now, but for more than 80% of the viewership, it's still 10.11, so, that is the title that I'm going with!
Not a super, super huge changelog this week; I was busy running around for half the week, so I did what I could.
I did manage to get Ob Minaar (lit. wet mountain) finished along with some extras that go along with that. Ob Minaar was previously a large, mostly empty section of mountainous plateaus south of So'ria'ra. It is now densely populated with: plants, minor creatures, random encounters, and enemies. Also water, a fair amount of that. >.>

To the changelog!

Changelog

-Updated the typewriter text to no longer play a sound when characters between asterisks are printed, denoting a descriptive text, rather than a verbal one
-When dismissing a dynamic dream, the player will now gain a random number of mana crystals based on their level
-Added a smaller interaction to the world, simple yes/no decisions
-Minimized the chance that enemies/minor creatures/eir encounters will spawn under the map
-Finalized the external section of Ob Minaar along with adding a small, internal cave network that can be accessed from the top of the mountain


Player Updates:

-Experience to level is now:
-(level * 5)((level/10)+1)


Item Updates:

-Added Saarnar Li'ieri
-Unique
-Dagger
-Fire damage
-When the player is hit, there is a chance, based on the damage that was done, that a damaging spirit AoE will be spawned and the player will be healed for 35% of the damage that caused the recoil to spawn. The chance is 100% if the player takes more than 75% of their max health in damage in one hit.


Enemy Updates:

-Updated a large number of enemies which were technically part of the wrong civs

-Updated the S'Hae's suggested level, currently 18

-Saurian Treefeller
-Increased melee damage from 65 to 80
-Increased throwing ax damage from 25 to 35
-Decreased melee attack delay from 2 to 1 sec


Dream Updates:

-Added the dream Of Feather and Bone
-Short
-Vulpine
-Negative Influence
-Found in the caves under Ob Minaar


Bug Fixes:

-Fixed a bug where, when Kerankohora's base level would spawn, the civ interaction menu would open. This was a weird bug. :/
-Fixed a bug where A Single Drop wasn't properly spawning the well water properly
-Fixed a bug where when a follower teleported to the player position, they would occasionally attempt to move back toward their previous position
-Fixed the position of a few quest indicators
-Fixed some incongruities caused by dreaming on slower machines



Ob Minaar

I haven't really considered the cultural relevance of this mountain yet. The dream Of Feather and Bone, which is found within the depths, very clearly tells that the location is of some significance to the Vulpines who worship Li'Kuntuu. If that has anything to do with the mount itself or if it is simply because it is out of the way is yet to be seen.

Funny side note: The interior to the cave is not actually where it should be at this moment in time. There was a bug with the world composition which placed it back at 0,0,0 and I'm going to have to sort that out next week. Yay. -.-



Anywho, that's all that I have until next week; next week being a build week.

Until then,


-Lucas Cady
Project Director

Saturday, November 3, 2018

Wind Carrier; Alpha 03.11.18

Hello all!

We've got a whole host of bug fixes this week, along with some scaling fixes that I had no idea existed. >.>

Anywho, changelog!


Changelog

-The daily resources widget no longer pauses the game, it appears on the side of the screen, waits, then slowly scrolls downward

-EIR encounters and random encounters will no longer spawn if the player is nearby on load

-Removed a no longer functioning test dungeon

-Updated the shrines tutorial to be more clear

-Added a tips section to the loading screen


Player Updates:

-Lowered the toss speed of throwing axes


Item Updates:

-Added A Fallen Fern
-Macuahuitl
-Deals earth damage
-Unique, dropped from A Sodden Mount


Enemy Updates:

-A Crazed Cleric should now properly cast his abilities
-His vine shot now explodes when hitting something, creating the bramble at that location
-Bramble no longer blocks movement

-Brindlebark
-Buffed sapling damage from 3 (?) to 15, also buffed their healing from 1.5 to 7
-Buffed radius from 200 to 225 uu


Dream Updates:

-Added A Sodden Mount
-Saurian aligned
-Platformer
-Boss


Bug Fixes:

-Fixed a bug where a null card would sometimes be added to the deck when manually discarding
-Fixed a bug where the targeting reticle as being collided with in certain situations
-Fixed some scaling issues on the shop and crafter widgets along with some issues involving menus
-Fixed some rather egregious map tears (one of which was found by JonnyCrazyHound from itch.io)
-Fixed a bug where the player could theoretically fly by tossing throwing axes at their feet forever
-Fixed a bug where the resources gained widget wasn't properly clamping the values for the produce gained/lost
-Fixed a bug where the loading screen wasn't appearing when loading the game from the pause menu
-Fixed a bug where Tho-to was intractable from too far away
-Fixed a looooong standing bug where the menu required you to click it before it could be closed with any of the close buttons. [rant] Turns out they changed how the focusing worked and I must have missed it. It was literally just one tick box in the root variables for the damn widget. I am more than a little annoyed that this little thing was causing such a huge problem. It worked at one point a long time ago, but they changed the damn thing and probably just put a tiny side note somewhere about it in one of their changelogs. [/rant]




A Sodden Mount's dreaming location


There's another dream that I've been mulling around recently that'll probably be worked on a bit in this next week. I also need to finish A Poisoner's Paradise... with that update, I'll probably be adding a new weapon class as well.

Anywho, until next time,



-Lucas Cady
Project Director

Saturday, October 27, 2018

Wind Carrier; Alpha 27.10.18

Hello all!

I spent a fair amount of time working on a new dream, along with making general improvements to dreams over all. The new dream, A Sodden Mount, is a stone's throw away from being completed, just have to test and tweak the jumping sections.

Along with that, I made the new stun less punishing and changed the dodge to be more flavorful plus having more utility.

Anywho, changelog!


Changelog


-Cleaned out an absolutely massive number of old, unused files


Player Updates:

-When failing a dream, the player now has the option to 'Wake,' sending them back to the location in the world where they entered the dream while keeping xp, items, and crystals that they have found

-The dodge now transforms the player into a tornado temporarily, dealing air damage to those they pass through
-Base damage is equal to 10% of player level

-Added the skills Cutting Dodge I-III
-Increases the damage from base to 15/20/35% of level

-Can now switch between primary and secondary weapons while in the card use stance

-Lowered Stunned time from 2 to 1.25 secs

-Lowered the stun chance from 5% at max health to 1% at max health

-The threshold for attacks that have no chance to stun the player now scales at the rate of 5 damage/ level
Ex. At level 10, the player will not have a chance to get stunned when taking any damage less than 50.
Note: This was done both to make lower level enemies less of a threat and to keep smaller tick damages from stun locking the player.

-Swimming is now a thing


Enemy Updates:

-Adjusted Fennoc Fire's damage from 10 ticks/second and 6 dam/tick to 4 ticks/sec and 4 dam/tick (From 60 dps to 20 dps)


Dream Updates:

-Added area bounds to each dream that did not have them


Bug Fixes:

-Actually fixed the bug where a taken skill would still display 'Take Skill'
-Fixed a discrepancy in the damage window for spear light attacks 1 and 2
-Fixed a bug where certain skills weren't saving correctly
-Fixed a bug where multiple EIR encounters could spawn in the same place
-Fixed a bug where macuahuitl that were equipped as secondary weapons weren't properly being attached to the player
-Fixed a bug where when swapping primary and secondary weapons, the secondary being swapped would be duplicated



A quick shot of the not-quite-ready A Sodden Mount dream.

Everything is done save making the jumping section perfect. This includes the unique which for this one is a macuahuitl!


Swimming, woo!



Anywho, that's all I've got this week. 

Until next time,



-Lucas Cady
Project Director

Saturday, October 20, 2018

Wind Carrier; Alpha 20.10.18 - Hotfix 0.1.3.1

Hello all!


There were a couple pretty hefty bugs in the last release. I will be uploading a new build here in a minute, which can be downloaded, as always, from the banner or from here.

This week there weren't a huge number of changes. I spent the majority of the last two days working on getting the topography down for the map between Ardor and Granforn. I am happy to say that that work is basically completed. I just need to chunk the map and, well, populate it with stuff. :p

I've also blocked out the location of the home city of another race. I'm not entirely sure what it is going to be, but we'll see in time.

I'm excited about working on new areas again. I've grown tired of treading over and over Kerankohora, Ardor, and Käykäl'niis.

Anywho, changelog.


Changelog

-Bonfires and campfires now heal the player by 2.5% of their max health per second while nearby

-The skill point indicator is no longer visible when the player has 0 skill points


Player Updates:

-Adjusted Banquet of Spirit I-III
-No longer procs on player damage, rather player tick
-Decreased proc chance from 10/20/40% on hit to 2/4/8% on tick
-Adjusted the on player attack rate from half of the on hit to twice the on tick (from 5/10/20% to 4/8/16%)
-Spirits now have a much lower rate of acceleration due to gravity
-Spirits now can move up 90 degree slopes
-Adjusted the spirit material to make them more visible
-Similarly adjusted all followers to keep them from getting stuck

-Used and discarded cards now have the slot they occupied replaced as opposed to everything shifting down a slot


Item Updates:

-Finally re-added the Hurttafur Vest


Enemy Updates:

-Brindlebark
-Fixed the tick on the toxic mist it emits


Bug Fixes:

-Fixed a bug where secondary weapons weren't properly being unequipped when equipping another
-Fixed a bug where EIR encounters were spawning at run-time instead of streaming in
-Fixed a bug where Miirä'där merchants were having their animations replaced with incompatible ones
-Fixed a bug where followers who teleported to the player's location would continue to attempt to move toward their previous goal location
-Fixed a few spawners which were under the ground
-Fixed a bug where text was being displayed too quickly
-Fixed a bug where the player could discard the deck into negative numbers


Anywho, that's all for this week. The hotfix should be done being uploaded somewhere around an hour after this was published.

Until next time,



-Lucas Cady
Project Director

Friday, October 12, 2018

Wind Carrier; Alpha 0.1.3

Hello all!


Our play-tester has had his time with the new build, so here it is!

Along with that, we've got a couple reworks for menus and a whole host of changes. So, here we go!



Changelog

-Mana crystal drops now change shape and color based on the amount in them

-Added screens for all the remaining tutorials

-Added a stunned animation for anthro enemies

-Reworked the Skills menu to be more readable and allowing me to have more control on its look
-Each skill now also includes the minimum level and the prerequisite skill name in the tool tip
-Reworked the Rituals menu to accomplish the same

-Added some more sounds

-Fixed some resolution issues with the hand widget

-Redrew all the skill icons

-The icons for persistent rituals now change in the rituals tab based on the level of unlocked ritual


Player Updates:

-Decreased the player pickup radius
-Note: This was done because of a change a while ago which made all items pickup on touch. 

-The player can now be stunned
-The chance is dependent on the percent of health damage that they took

-The 'Take Skill' button will no longer show up if the player has 0 skill points

-When using a ranged weapon and not zooming in, ranged projectiles will now spawn 20 degrees above the player's line of sight

-Added the persistent Rituals Ursine Rage I-III
-Akin to a berserker's rage, on melee attack, the player causes water splash damage that scales based on the player's lost health
-Levels II and III also increase the player's armor multiplicatively based on missing health
Note: With level III Ursine Rage and some luck, the player can become invincible
-Level III Ursine Rage also makes the player immune to the new stunned status effect, regardless of health level


Card Updates:

-Added card art for Capture


Enemy Updates:

-Enemies now properly stop and clear their targets when they get too far away

-Vulpine Trickster
-Lowered melee damage from 45 to 35


Building Updates:

-Added a water material that does not implement distance fields to the well water mat

-Buildings with a civ cost of 0 can now be placed regardless of the player's current civ points


Dream Updates:

-Added a checkpoint widget to checkpoints *cough*


Bug Fixes:

-Fixed a bug where dynamic dreams weren't properly streaming out upon leaving

-Fixed a bug where the player could sleep endlessly

-Fixed a bug where the loading screen wasn't loading when pressing continue

-Fixed a bug where equipping a second weapon caused it to disappear

-Fixed a bug where performing a second persistent ritual wouldn't cancel the first

-Fixed a bug in the ritual menu, where if a player selected a ritual they could perform, then without pressing the 'cancel' button, selected another that they hadn't unlocked, the would be able to perform the second, locked ritual
-Fixed a similar bug in the skills menu



The new skills menu. It's actually legible now, so, woo. :p

Now that I look at it, I notice that I should probably make an icon just for the skill point counter up top. Should probably also just not have it display when the player has none....


Anywho, there were quite a few changes that I was rather happy with this week. I feel like this was the most productive week that I've had for a while. 

Until next time,



-Lucas Cady
Project Director