Summary: The stable is finally updated! Tai Ming is now available in all its supposed splendor, together with a bunch of quality-of-life changes for stable users, like updated world map and damage numbers.
Update Description
For Frontline users, the only things that have changed are an added shield built from Thorn Worm parts, as well as
.
Frontline users might notice that their version now also says Stable, and that's because they are currently one and the same! When new Frontline content comes out, the version will be called Frontline again.
As for DRM free Humble Builds, these will come in about a week! The reason for this is that there is no automatic updates or even update notification system on Humble, meaning if there's some major bug that slipped through, or is caused by getting all the major changes all at once, the game would have to be redownload and reinstalled. Thus, we like to treat the DRM-free version as an "extra Stable" build to save everybody potential extra headaches.
Also, for those of you who have bought the OST, it has now been updated with all the new tracks found in Tai Ming! (Though it's refusing to update for me in Steam for some reason )
Patch Notes
0.700b - Hotfixes
0.700a - Main patch
For Stable users, it's the combined content of several patches, and the best way to get it all listed is to go into the game, view the patch notes and press TAB to aggregate them into one giant set of patch notes. There might be some spoilery stuff in there, though!
What now?
It's been a long time now since we've put our full focus on anything but the story. Me and Vilya had a short stint of it while waiting for Fred's boss animations, and this resulted in the updated World Map and the various new gameplay options (damage numbers, hp bars, etc).
This moment after Tai Ming is a good place for us to do more base game additions and balance changes. At this stage, players have finally unlocked the gold charges on their skills, and there is only one regular dungeon/temple left, so if we want to get proper testing done on the changes we make, we can't wait any longer!
Also, since core- and mechanics changes are usually most intensive on code, and least intensive on animations, it's a great opportunity for Fred to get a head start with the next set of enemies! He's already started working on the foes you'll meet in the next area.
A while ago we toyed with the idea of having the community vote for what features we should focus on before continuing on with the story. However, when we listed all the things we wanted to do, we realized we had such a large web of feature dependency that there wasn't as much room for change as we had hoped. The plan as of now is to implement these things before moving on with more story again:
Player Housing, Support Skills, Major Rebalancing of Combat Skills, Potion Rework, Arcade Mode Revamp, Quest Skipping After Multiplayer Completion, and Some Quests, Secrets and Treasure Maps
For more information on each of these, please have a look at this post from the DevBlog!
These things combined will likely take so long that when they are in the game, both we and you probably want us to get on with the story!
Oh, and we'll also poke a bit at the process of potentially porting the game to OSX and Linux with FNA, both for the obvious cross platform benefits, and also to combat a certain set of bugs within XNA and .NET that's causing trouble for some players.
Update Description
For Frontline users, the only things that have changed are an added shield built from Thorn Worm parts, as well as
Kinton's arm being healed and Sizou being a bit more vague on the subject of how long Zhamla has been gone
Frontline users might notice that their version now also says Stable, and that's because they are currently one and the same! When new Frontline content comes out, the version will be called Frontline again.
As for DRM free Humble Builds, these will come in about a week! The reason for this is that there is no automatic updates or even update notification system on Humble, meaning if there's some major bug that slipped through, or is caused by getting all the major changes all at once, the game would have to be redownload and reinstalled. Thus, we like to treat the DRM-free version as an "extra Stable" build to save everybody potential extra headaches.
Also, for those of you who have bought the OST, it has now been updated with all the new tracks found in Tai Ming! (Though it's refusing to update for me in Steam for some reason )
Patch Notes
0.700b - Hotfixes
- Silver and Gold Charge frosty friends are no longer immune to all damage
- Shockwaves from thrown statues now damages players properly in the second zone of Tai Ming
- Going from 500 points to 1000 points in the arena now grants both rewards in a row
0.700a - Main patch
For Stable users, it's the combined content of several patches, and the best way to get it all listed is to go into the game, view the patch notes and press TAB to aggregate them into one giant set of patch notes. There might be some spoilery stuff in there, though!
What now?
It's been a long time now since we've put our full focus on anything but the story. Me and Vilya had a short stint of it while waiting for Fred's boss animations, and this resulted in the updated World Map and the various new gameplay options (damage numbers, hp bars, etc).
This moment after Tai Ming is a good place for us to do more base game additions and balance changes. At this stage, players have finally unlocked the gold charges on their skills, and there is only one regular dungeon/temple left, so if we want to get proper testing done on the changes we make, we can't wait any longer!
Also, since core- and mechanics changes are usually most intensive on code, and least intensive on animations, it's a great opportunity for Fred to get a head start with the next set of enemies! He's already started working on the foes you'll meet in the next area.
A while ago we toyed with the idea of having the community vote for what features we should focus on before continuing on with the story. However, when we listed all the things we wanted to do, we realized we had such a large web of feature dependency that there wasn't as much room for change as we had hoped. The plan as of now is to implement these things before moving on with more story again:
Player Housing, Support Skills, Major Rebalancing of Combat Skills, Potion Rework, Arcade Mode Revamp, Quest Skipping After Multiplayer Completion, and Some Quests, Secrets and Treasure Maps
For more information on each of these, please have a look at this post from the DevBlog!
These things combined will likely take so long that when they are in the game, both we and you probably want us to get on with the story!
Oh, and we'll also poke a bit at the process of potentially porting the game to OSX and Linux with FNA, both for the obvious cross platform benefits, and also to combat a certain set of bugs within XNA and .NET that's causing trouble for some players.
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