With all the offensive skills in the game, we’re taking a break from skills before looking into how to spice up the supportive ones. Instead we’ve done a bunch of quality of life-improvements to existing systems. One of the more visually interesting of these changes are the new critical strike indication!

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Before, critical strikes were displayed as regular damage numbers that blinked white at the beginning, which was difficult to see if you didn’t know what to look for. These fancy new animated numbers, however, should be hard to miss!

Another thing we’ve been working on is Steam integration. Don’t read too much into this; this is not in preparation for an imminent release, but we want to start migrating the beta over from Desura.

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While Desura has been great, there are certain limitations with the platform that makes it sub-optimal for running a beta. The biggest disadvantage compared to Steam is that all uploads to Desura must be approved, which is a process that can take several days.

The Desura staff has been really cool about pushing our updates quicker than that in emergencies, but it’s still not as good as the instant deployment available on Steam. Steam also saves all revisions, making it possible to rollback to an earlier version should we accidentally upload a way too broken build.

Another advantage is how easy it is to have a primary and secondary branch for the game. This means that we can have one stable release, and one “in house” build with very new features. Right now we only have one branch, and thus the updates are few and far between since we don’t want to break the game. With an opt-in superbeta we can have dedicated players testing the brand new features and not just ourselves and our close friends.

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Now some of you might be wondering what happens to the existing testers and, of course, what about the thread on IndieDB?

Of course, existing testers will get access to the new version! However, this only applies to users that have posted feedback in the forums or have been making videos of the game (you are safe, IHeartPie)! In other words, people invited to the beta that hasn’t given anything in return will no longer be receiving updates.

Regarding new beta invites, we will still be sampling from the IndieDB thread, only we’ll send a message and ask for your Steam account name.

As you might have noticed if you’ve been following the blog, we’ve been focusing pretty hard on finishing up all the offensive skills, and we’re happy to say this week features the very last one: Berserker Style!

BerserkactivationClick!

The Berserker Style might be our most game-changing skill. It’s a two handed skill which will change the rules of how energy works, forcing you into a offensive play style. When you activate the skill, you will get a varied range of effects depending on the charge level. All charges increases your damage by 15 %, and damage taken is increased by 15-45 % depending on level.

Every time you strike an enemy, you’ll get a stacking attack speed buff which stacks up to 10 times for 30 % bonus on level 1, and 40 % bonus on level 3. Also, on level 3, you will also get a big crit chance buff along with the attack speed.

The biggest change, however, is that energy decays constantly, but you will also gain energy by striking enemies. What this means is that the tactics surrounding energy restoration is completely reversed. Instead of playing defensively while your energy recovers, you must now play offensively in order to use other skills!

Since there are both pros and cons to having the skill active, it has a pretty high skill requirement to use efficiently. It can be really strong if you can manage to play to its strengths (offensive bonuses, energy control) while mitigating the weaknesses (defensive debuff, energy penalty on defensive play).

Vilya has been inside the portrait factory the entire week converting to the new style, and here are some of the latest ones, featuring the priest and nurse from Arcade Mode, as well as Nysbruden, one of the very first NPCs you run into:

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Are you tired of watching gifs and reading about new skills? Hopefully not, because here’s a skill super post about what we’ve cooked together over the past week!

First out of the gates is the revamped Spirit Slash, which has gone from a pure AoE spell to distributed targeting, and at the same time gone through a big visual makeover.

SpiritSlash_v2Click to view animated gif!

As you release the Spirit Slash, it will start picking targets around you, striking at enemies one after the other until the max number of slashes has been reached. If there’s only one target around, each consecutive strike will deal slightly less damage.

Due to its random and non-instant nature, it’s a bit trickier to use than regular AoE-attacks (like the Whirlslash or Ice Nova), but also fits into more situations. At close range, it can be used as a simple damage amplifier both to single and multiple targets, and when battling slow enemies it can even be used for kiting.

Then we have the new earth based skill Insect Swarm, which shockingly isn’t a type of lettuce, but a swarm of insects!

InsectsVsPillarMountainsClick on it, we dare you!

The Insect Swarm spell is a soft-summon, meaning they behave like a pet but for a limited time only, and they only consume energy rather than block it out completely. The other soft-summon in the game is the Plant spell, which we added way back!

When cast, an insect swarm will spawn from the tip of your hands, traveling straight forward. If it hits an enemy, it will swarm around it, dealing damage over time until the swarm dies off, or the enemy is defeated. If the swarm gets the last hit on a monster, it will revive a portion of its lost members, increasing its duration. When the targeted enemy dies, regardless who killed it, the swarm will move on to another target and continue dealing damage until the last insect has died off.

While the spell is easy to use and deals consistent damage (unless you miss completely), getting optimal results is a bit more tricky. Due to its self-healing mechanic on kills, you’ll get more damage out of targeting monsters with low health, making it suitable as a follow up after softening enemies up with something else.

Last off, we’ve implemented the Flame Thrower silver charge!

FlamethrowerLv3

Unlike the regular version, which required you to stay put in order to complete the channel, silver charge lets you strafe around while casting, opening up for new and more efficient ways to use it.

If you just can’t get enough, here’s a VOD of a massive 8 hour stream Fred did, featuring mostly animation work but also some Arcade Mode gameplay.

Once again, Teddy have been hard at work in the Skills Workshop. This week we present the third and final skill of the Air-tree, the Wind Slash.

WindSlashClick to view animated gif!

The Wind Slash is another projectile based skill. What makes it  stand out from the rest of our skills is the way you fire the projectiles.

The moment you start charging the Wind Slash, a spinning, double edged arrow appears under your character. Once the charge is released, two Wind Blades will shoot out from the character in the directions that the arrow is pointing, damaging all enemies they pass through.

At higher charge levels, a second arrow will appear spinning in the opposite direction, firing an extra pair of Wind Blades. This makes it possible to land double hits if the arrows are aligned during the charge release.
The Wind Blade is deviously hard to control, demanding good positioning and timing. If used correctly however, it has the ability to deal tons of damage to multiple enemies at once!

Other than skills, we’ve spent a good amount of time focusing on balancing Arcade Mode. Besides changing a ton of small things such as damage numbers, item costs and skill nerfs, we’re also investigating changes regarding health recovery.

The health recovery is a major element that really ramps up the difficulty in Arcade Mode compared to Story Mode. In Story Mode, every enemy has a chance of dropping a Health Orb which restores some of your lost health. The chance of enemies dropping orbs is also increased the lower your characters HP gets. To top it all off, your death only means having to replay a small portion of the game!

In Arcade Mode, Health Orbs can only be obtained by either clearing a floor or receiving them as a reward for clearing a Challenge or Bet. While this makes things a lot more unforgiving and challenging (which is what we want Arcade Mode to be!) it also makes it incredibly difficult to mount a come back if you’ve taken some heavy hits in a room, and if you die, that’s the end of your run.

To mitigate this, we’ve messed around with adding a small health regain every time you managed to clear a room quickly enough to get the S-grade. What (we hope) this will do is promote more aggressive and risky play when your characters HP is low in hopes of receiving the S-grade and added health regain.

One drawback to this is the creation of an artificial “skill bump”; a player will get better and better at a relatively steady pace, but when he starts getting S-ranks with some consistency the game suddenly becomes easier, possibly causing an unintended spike in the player’s progress. We’re still experimenting with this to achieve the best balance!

Nurse

In addition, or as an alternative, we’re also adding a nurse, which will appear at semi-random intervals and offer you healing for cold, hard cash. The more health you’ve obtained this way, the steeper the price! Our hope is that this will make gold management more interesting than it is now, since buying a better weapon in a shop might mean less healing if you run into a nurse, and the other way around. This solution also opens up healing to every player, regardless if they have the skill to clear a room with S-rank!

The balancing act of both Arcade and Story Mode is a task that we’ll keep wrestling with up until release, but hey, that eternal struggle is one of the twisted appeals of our trade :)

The past week we’ve continued our quest to get all the skills into the game. This time, the third and final fire spell joins the fray! Its working name is Flamethrower, and it’s a close ranged, channeled spell which does massive damage to anything in front of you.

FlamethrowerClick on the image to view an animated gif!

To use this skill effectively, positioning and timing are very important. You’ll want to be able to hit your enemies with the full channel without getting caught by flanking enemies, or hit by a counterattack in case the enemy is too tough to stunlock!

The skill channel is both shield- and movecancelable, meaning you won’t be stuck if things get dangerous. The uncharged version will cancel if you move, but if you get the Silver Charge at level 5, you can move while channeling, enabling you to easier land the full damage.

Vilya has also been getting back into portrait duty. Here are some of the new remakes, featuring the rival Marino, bandit leader Vilya and her minion Teddy:
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The Arena has felt a bit emtpy and dead for a while, so Fred have spiced things up with a live audience! The audience is a single 100×100 animated tile that can be looped seemlesly.

AudienceClick on the image to view an animated gif!

Besides animation work, Fred put in a Arcade Mode session on his livestream this Saturday. For anyone intrested in seeing one of the devs getting stomped by Arcade Mode, you can check out the VOD by clicking here!

This week we’re switching back from Arcade Mode again to work on skills!

Do you remember the snow summon called Frosty Friend, which Fred has worked on for some time? At last, the time has come for it to appear inside the game!

FrostyFriendLvl1Click to view an animated gif!

This is a pretty early prototype, but the foundation works pretty well! As we mentioned a while back, this summon differs from the other two in that it’s a physical participant in the combat, and as such it can take damage as well as deal it. This also means that we must handle how the summon dies, and recovers HP. We’ll definitely have to test and iterate our way to the best solution, but we can share some of the ideas we’re going to try out first.

When the snow creature dies, it will get knocked out from the fight, lying dazed until its owner resurrects it. The resurrection mechanic works just like in multiplayer. That is, you’ll have to stand still beside your pet for four seconds to wake it up. Your pet will regain health automatically in time when it’s out of combat, and become fully healed when you zone. Unsummoning your pet will flag it as out of combat, but it will still take some time to recover health. A knocked out pet cannot be unsummoned.

Skills have been the name of the game in the animation department as well, wrapping up the last animations for the Frosty Friend amongst other things.FaintSnowDeathSnow RabbyRage

The multiplayer implementation of the Arcade Mode is almost complete, and we’ve had a long, sweaty testing session in the “office” today! We could’ve streamed it over at Fred’s Twitch channel, but we didn’t think of that until we were nearly finished. However, we’ll probably test it some more in the coming days and we’ll try to remember to stream it then so everyone can watch us fail miserably at our own game! :D

On the subject of streams, Fred has begun streaming on his previously mentioned channel again! Since he might be streaming pretty often, we won’t be posting the link on Facebook each time,  so we recommend anyone interested in watching him do animation work to follow him on Twitch or us over on Twitter.

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Anyway, back to Arcade Mode. As always, we’re making an effort to make multiplayer as interesting as the single player experience. The monster scaling carries over automatically from the Story Mode, but we’re also modifying encounters and room sizes to better accommodate the number of players in the game.

To avoid having players becoming more powerful as an effect of the increased enemy count, the drop rates are adjusted to make it comparable to how much money and loot a single player would’ve received. Speaking of loot, a huge difference in the Arcade Mode compared to the Story Mode is that clients receive their own loot, kind of like how it is in Diablo 3. This is to avoid having a single player accidentally (or intentionally) take all the good loot, and it also leads to a lot greater diversity in how players build!

The resurrection system is also altered, disabling in-combat resurrection completely. Instead, any players that die will automatically revive with 1 HP when a room is cleared! This might seem harsh, but since health is the most valuable resource in the Arcade Mode, having regular resurrection would be very powerful as it constitutes a form of healing.

To round things off, here’s an animation from an upcoming skill with the hugely creative work name “Berserker Mode“!

Berserk

Happy new year guys!

We hope you’ve all had a great Christmas as well as a good start to the new year! The three of us took some needed time off and spent some quality time with friends and family, absorbing energy to make this year as productive as we possibly can. Hopefully all the amazing support you’ve given us during last year will carry over to 2014!

Since we pretty much just landed from the holidays we don’t have much too show this week, but we’ve managed to scramble together something!

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We’re doing our best to give each area in the Arcade Mode its own unique challenges, and the Flying Fortress is no different! These little trinkets will take the torch from thorns and beehives at making adventurers’ lives miserable.

The yellow crystal will continuously spawn new random enemies until it’s destroyed, while the red flying thingamajig is part of a bullet hell challenge (a recurring theme during the dungeon in Story Mode)!

Meanwhile in code land… Arcade Mode multiplayer takes its first steps!

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Hey all!

This week, we’ve added a couple of new floors to the Arcade Mode, based on the Flying Fortress. This has opened up some interesting enemy combinations, as well as challenges (such as perfect guard training and bullet hell dodging). Here’s a screen of an outside room on the 7th floor:

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Apart from that, we’re also trying out an updated way of showing damage numbers. We’ve gotten feedback from many testers that say it’s sometimes a bit difficult to see if you take damage during chaotic fighting because the damage numbers look the same regardless if they come from an enemy or a player.

To mitigate this, we’ve made the color of enemy damage white, and kept the player damage red. Since shield damage used to be gray, we’ve changed those to blue! It’s a bit weird at first when you’re used to the old system, but after a while it feels okay again :P

Fred has been getting into the holiday mood by continuing to animate the frosty friend! Below is a charged up version of the summon. Not as cute, but packs more of a punch!

IdleSnow2 MoveSnowLevel2

Howdy neighbor!

This week we’ve continued the effort to fill out all the empty spots in the skill trees (or skill planes), and have two to show off!

The first one is called Dodging Strike, a skill we hope will further increase the nimble feeling of the one handed route. When you press the skill button, you immediately dash backwards, landing in the charge stance several paces away. When you release the button, you will rush forward to your initial position, damaging anything in your way.

DodgingStrikeClick to view an animated gif!

It doesn’t do much good to just use it randomly and attack enemies that come near though. The base damage is pretty meager, and the cost and charge time for higher levels are both high. However, if you successfully dodge an attack with the backdash, the attack will become empowered. You will deal bonus damage, your charge speed is doubled and the cost for higher charge levels are greatly reduced. In a sense, it’s a bit like the perfect guard.

The second hasn’t been implemented yet, but Fred has animated pretty much everything it needs. It’s called Frosty Friend and is the third and final summoning spell we’ve got planned for the game. It’s also the only summon that physically partake in combat! That is, it will move around fighting enemies, and it can be attacked by enemies as well.

FFAttack FFKick FFSpawn FFDeath FFIdle FFMove

Since it works very differently from the cloud or the plants, we still have to work out some details. For instance, how smart it should be, what kind of control the player should have, its engagement range and, perhaps most importantly, what should happen when the creature is defeated. We’re considering to either give it a set timer for how long it will remain incapacitated, or using the same resurrection system that we have in multiplayer (an ally must stand next to your ghost for 5 seconds).

Needless to say, it’s going to be interesting to implement, and there’s a lot of design details we will have to figure out after we’ve tried it out in game!

Apart from the occasional GUI assets, Vilya has been keeping up with the portrait makeover, giving many of the main story characters an updated look:

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