This week we uploaded another patch to the frontline beta, featuring a bunch of smaller updates! The biggest changes, from the patch notes:

World Map Completion: Based on a suggestion on our forums, we’ve added completion tracking for the World Map! It tells you how many cards, drops, fishes, quests and secrets you have yet to find in any given area. This should help people figure out what it is they’re missing for that juicy 100 % completion! Note that the Achievements and Crafting completion is still tracked via their own menus.

Damage Numbers: The new default setting for displaying damage numbers is “Composite”, which turns your damage into one big number per enemy instead of many small numbers. We did this change mainly because some builds dish out so many hits that the old damage numbers cluttered everything, and in multiplayer this happened pretty much regardless of builds. It also makes damage over time a bit more readable, as well as how much damage a flamethrower or blade flurry cast actually does in the end! For people unhappy with this change, there’s a “Classic” option that mimics the old style, as well as an even more streamlined option called “Minimalistic”, and of course… an option to turn off damage numbers completely!

HP Bars: Enemies now have HP bars above their heads by default. These appear after an enemy has taken damage, and fade away after a while if no new damage is taken! Also, low HP allies in multiplayer also have their HP displayed above their heads. Both of these types of HP bars can be disabled, or set to always appear if an enemy or player is below full HP.

There’s also the accessory shop, among other things (which we already began preparing in last week’s post), and a bunch of new characters!

Joining his sister in the store will be this young fellow! Yes, it’s a guy, you know the drill, Vilya can’t draw guys… though I think they do look a bit manlier now…maybe (ignoring the braids)??

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Anyway! Being the heir to their father’s business, he’s sick and tired of the boring stuff and would like nothing more than to become a collector. Perhaps there’s some way you can help him? We actually haven’t decided on any quests surrounding this family but it would be pretty cool :)

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There’s also the father of the accessory store’s shop keeper and her brother! This is one famous merchant, visiting to check up on his daughter who has moved abroad to open up a shop of her own:

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As mentioned before, he’d like nothing more than for one of his children to take over his business, but with the daughter setting up a store of her own and his son’s lacking interest… Whatever will become of it?!

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Now, remember the person entertaining a bunch of artifacts in the first part of Tai Ming?

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Well, they’re back! Only this time in the second zone! Some of the artifacts have been replaced, and this Helmet appears instead!

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Not much is currently known about Helmet, but I’m quite sure Teddy has come up with some awesome dialogue for this guy (or girl). I mean, life has to be kind of cool as a helmet, right?

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…Right?

Now, as always before a patch, there’s a bunch of smaller things to be edited or fixed!

First up, the accessory-siblings. We adjusted the skin tone of the brother slightly to make him fit in better with the rest of his family, and changed the hair color of the shop owner girl for the same reason:

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We also played around with the Accessory shop title, which previously was called “Accessory & Co” but is “Ruby’s Rubies”. Our current favorite (and the one who made it to the patch) is the middle one:

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Next up, we wanted the Accessory shop to stand out a bit more, so I was tasked with changing its colors! Below is the previous version as well as two color alternatives for the shop. We’ll probably go for the standard wall color, though in the future I might go back and edit the houses in Evergrind City in general.. Who knows what colors the walls will end up having then?

Before:

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After, version 1 and version 2:

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The ruins in the west needed their own title to appear as you enter the area as well as a name! We settled for Ancient Ruins for now, subject to change if we come up with something else… :)

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Some of you noticed the chest closing in the present after you opened it and the water is low. Fear not, it has been solved – the chest will now remain open. Though where did the plants go? :o

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Then, since a flashback scene with Mana and the children (Zhamla and Tessen) has been added, so I got to make a bunch of new expressions for our favorite nanny! :)

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Finally……. Back to the third Tai Ming map and that old shrine!!

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Aside from being a place to battle enemies in the present, this room will also hold another flashback orb, with the people of Tai Ming enlisting the help of the Flying Fortress crew to deal with a certain threat.

Since I don’t know exactly how much of the room will be shown in the flashback orb yet, I’m keeping the past version quite bare for now. I’ll probably add more decorations once I know where and how the cutscene will play out :)

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Next week we’ll continue working on the third part of Tai Ming, and since the holidays are coming up and we’ll spend some time apart we’ve begun having more design meeting so everyone knows what’s coming next in the game! For those cases when we want to work but can’t get a hold of the others to ask questions, you know. Therefore, I expect the next two posts (or so) will contain more design talk and mentions of upcoming features…. But we’ll see :)