We've been hard at work improving Magicmaker for its launch on Steam on September 22nd. Though we've been showcasing a couple of the changes via screenshot Saturday, we've been pretty quiet on the particulars. No more! Below is a compilation of all the changes made since the last alpha demo back in May. Get your beverage of choice, you're in for quite a read!
Patch Notes: Alpha (0.9.1.2) to Launch (1.0):
New Content:
- A playable introduction sequence has been added.
- Dörwall Community College has (again) been completely remodeled after an unfortunate accident in the alchemy lab.
- A finale story mission is now available after the player has completed the main story (gold) quests
- The Master's difficulty temple quest has been replaced with an improved mission.
- Some of the other temple story quests have been adjusted
- There are now seven race tracks and seven target tracks, 1 themed for each zone and two bonus missions.
- Many oddities have been added to level generation
- Several new cosmetic items have been added.
- Crafting menus have been streamlined. Players can now customize their wands, spells, robe and artifact via any of several crafting stations around the hubworld, located near core NPCs
- Spell tooltips have been streamlined and colorized.
- Hovering over a slotted material now displays its effects in your spell.
- Zone menus have been reworked
- Alchemy menu has been remodeled for clarity
- Quests no longer require trips to and from NPCs
- Quests are accepted upon entering zones, and their completion is handled at the level results screen.
- Quest progress is no longer stored in the journal, and is instead a persistent HUD element.
- Challenges have been added to free play missions!
- Random Loadout: Your equipment is randomized, but your first spell gains an extra material slot!
- Bag of Spilling: Taking damage sometimes knocks a material out of your loadout!
- Plug and Play: Materials you pick up are randomly slotted into your loadout!
- Super Murderfest: All enemies deal 100x damage, but your spells cost no mana!
- Goblin Revolution: All enemies have been replaced with goblin wizards that all cast the same spell!
- Challenges can be mixed and matched however you want
- Completing a challenge awards a ribbon
- Each difficulty on each zone has a unique set of ribbons
- A new camera mode has been added that follows the cursor instead of always centering on the player. This is enabled by default.
- The old camera style can still be set via the options menu
- The cursor can now be locked in the window via the options menu
- This is disabled while the game is paused
- Several different HP display options are now available
- Enemies now leave behind persistent bits and pieces
- Spells now have impact effects
- NPCs no longer need to be interacted with to speak
- All dialog appears when near an NPC
- Any functions accessed via crafting benches near the associated NPC
- Wizard goblins now roam free and cast spells! What witchcraft is this?!
- Levels are now generated with slightly randomized dimensions
- The turret flower enemy now spawns in a wide variety of colors
- Added many, many sound effects.
- Bosses now enter with more flair and silly titles.
- File select menu has been improved
- Improved options menu clarity
- Multiple costumes can now be saved and loaded
- Players are now warned about incoming desert sandstorms
- All background music tracks have been polished and equalized for improved quality.
- All art assets now comply with the style update (alpha 0.7.2)
- UI elements have been overhauled to be consistent with new aesthetic
- Improved messaging on successful execution via Guillotine Blade
- The player's mana bar now flashes purple when taking mana damage (cavern gem enemy, mana shield effects, etc)
- Enemies now indicate more clearly when they are suffering status effects
- All levels now have an entrance animation where the level is pieced together.
- Improved/adjusted many particle effects
- Loading screen tips have been added
- The test dummy in Dörwall Community College's HP values can be set by interacting with it (E key)
- Score attack and all related systems have been removed
- Gold doesn't exist
Gameplay Changes:
- General:
- Pacing Rework:
- Enemy spawns have been increased
- The player's cast speed has been doubled (spell/wand cooldowns now 0.5s, from 1.0s)
- Base spell mana cost has been halved (now 15, from 30)
- Adjusted spell power
- Player's base movement speed has increased.
- Spell projectiles now vanish after some time without colliding with enemies
- This timer is refreshed if the spell redirects or other material conditions are met (i.e. Sticky Slime's wall-follow duration will always run its course)
- The player is kicked back slightly when casting spells
- This kickback scales with spell power
- Spells can now pass through one-way platforms
- Reward artifacts are now chosen when opening the big treasure box instead of requiring the player to go to the vault
- Vault of Silence has been removed
- Benign spells have been removed
- Ice is now broken in large chunks instead of one tile at a time
- When the player is hidden behind something in a level, their shadow is drawn on top of what they are behind.
- Windstorms in the forest have been greatly reduced in strength
- Main quests now require the player to defeat the level's boss monster in addition to other objectives
- Temple traps are now sealed with anti-teleport barriers instead of normal barriers
- Tutorial level has been optimized for learning
- Optimized material drop distribution
- Removed stats menu
- Materials:
- Materials have been rebalanced
- Every single material's power level has been adjusted in some way. Only functionality changes will be listed.
- Fire crystal's burning effect spreads faster, but enemies must come in contact to spread the fire
- Noxious Spore's poison effect on spells now stacks up to 5 times
- Soul Contract spells' health cost is now a percentage of the mana cost instead of always being 1:1
- It still has a health cost on wands
- Vacuum Cleaner spells now pull enemies towards the projectile instead of the player
- Ectoplasm now increases the mana cost of the spell, and its mana restoration is a percentage of your maximum mana
- Diamond spells no longer have damage reduction on hitting multiple enemies
- Shade Spirit on robe's stealth delay minimum time is now capped at 0.5s
- Philosopher Stone's mana shield robe effect is now capped at 99%
- Trick Bullet now has damage reduction on multiple hits
- Ton of Bricks has been renamed "Tonna Bricks"
- Crystal Ball spells now only update their target selection if the target dies
- Spider Silk can no longer spawn trail particles on top of another trail particle
- This will also prevent too many trail particles from existing in the same location
- Ninja Sword on robe now damages enemies the player passes through
- Boomerang's robe effect no longer requires the target to collide with the orbs
- Adjusted VFX accordingly
- Siren's Seafoam robe effect now reflects bolts directly at nearby targets
- Rune's robe effect is now capped at 95% mana cost reduction
- Enemies charmed by Shade Spirit now deal increased damage in addition to being your slave
- Magic Boomerang now causes your spell to appear near your cursor and travel towards you
- Necrom-nomicon on robe's crows are now invulnerable and do not vanish on colliding with an enemy
- Vulcan Wrench spells can only have one turret out at a time (per spell)
- Turrets now have a limited number of shots before they expire, rather than lasting for a set duration
- Artifacts:
- Izzy's Bookmark now sends you to your location 5 seconds ago, and activates almost instantly.
- Jin's Lucky Dagger is now called The Heartseeker
- Enemies defeated have a 25% chance to drop a bonus health pickup
- Tipsy's Mysterious Flask now has no cooldown, but only 3 charges per level
- Blessed Ancient Mystical Enchanted Cursed Voodoo Doll now sets your health to 50% when triggered instead of 1.
- Spellblade of the Legion has new behavior
- Enemies defeated charge the blade. At any number of charges, the blade can be activated to damage all on-screen enemies. Damage scales on number of enemies defeated, and resets on use.
- Enemies:
- Goblins now intelligently hop through one-way platforms and up small hills, and hide in leaf piles
- All monsters have had their damage, attack speeds and health values rebalanced
- Snowballs now split apart when damaged
- Ice Gargoyles are now nearly damage-immune while frozen\
- They can also no longer be knocked away in this state
- Flipper Beetles now stun the player
- Skeletons now only attack when the player is nearby
- Lamias now avoid the player and spit poison
- Fairies now attempt to attack the player and have variable movement speed
- Velociraptors now stop chasing the player if they stand still
- They also no longer moon jump
Bug Fixes:
- General:
- Breakable objects no longer spawn inside walls
- Fixed an issue where the background would darken too much during menus and pausing
- Falling through thin platforms is now more reliable
- Fixed several texture tiling issues
- The timer on training courses now starts when the player's entrance animation has finished
- NPC dialogue no longer has extra blank space below their chatter
- Smaller levels are now more compliant with high screen resolutions
- Fixed a rare level-loading crash
- Fixed many instances of incompletable levels
- Fixed an issue where starting a new game would carry over some quest progress from the previous file
- Fixed a crash caused by setting keybinds to non-alphanumeric keys
- Fixed a bunch of typos, newline errors, and other dialogue issues
- Haht the Wizard's Wizarding Hat now properly describes its behavior (off by 1)
- Fixed an issue where Blessed Ancient Mystical Enchanted Cursed Voodoo Doll would proc but the player would still die
- Fixed an issue where Grudge Talisman would double self-damage when not set to an enemy type
- Fixed an issue where Periwinkle's Fairy Companion would simply not care about loot sometimes
- Removed the ability to bind two actions to the same key
- NPCs are now immortal, for real this time
- "Reset" now consistently appears as a pause menu option in training courses
- "Return to Hub" is no longer a pause option until appropriate
- Materials:
- Fixed an issue where the fire trail effect did more damage than intended or would stop working
- Spells with Optic Lens now properly function for quest objectives
- Rainbow Prism spells no longer leave behind lingering darkness
- Noxious Spore's robe effect now works in levels without enemies
- Fixed many instances of the stealth robe effect crashing the game
- Optic Lens spells no longer build up Guillotine Blade's execute effect 10x as fast as intended
- Philospher Stone's robe effect now works properly in cases where the damage would be split between health and mana
- Fixed an issue where the player could heal via a combination of Philosopher Stone, Soul Contract, and several other materials
- All materials now properly interact with Spider Silk
- Players can now properly crouch-walk with Bouncy Ball on their robe
- Damage over time effects (aura damage, etc) can now deal more than 60 damage per second
- Fixed an issue where Sticky Slime and Spider Silk could cause a spell to last forever
- Forest:
- Bees no longer display health values
- Fixed an issue where the grapple vine would get the forest boss stuck in walls
- Castle:
- The boss's shockwave boots are now properly named
- Improved castle boss's mace weapon behavior
- The darkness gauntlet is no longer chosen for the boss on the first difficulty (where the lanterns cannot be extinguished)
- Carpet-sensitive objectives no longer randomly fail
- Fixed an issue where spiders would crawl into walls
- Skeletons no longer translate horizontally when possessed
- Fixed an issue where chandelier glow would persist between levels
- Desert:
- Fixed a bug where the desert boss's wings would sometimes be invisible
- Harpies now more reliably steal loot
- Cavern:
- Icicle platforms are now immune to knockback
- Gargoyles no longer heal when dealt very small amounts of damage
- Fixed an issue where snowball enemies were generating too many particles
- Fixed an issue where two instances of the player would sometimes spawn in the cavern
- Owl Medallion no longer triggers on ice
- Temple:
- Fixed a crash caused by the boulder chase
- Traps no longer trigger incorrectly when approached from the right side
- Fixed several instances of robe effects preventing the cut scenes from completing
Under the Hood:
- Removed many unused textures and other asset files
- Greatly optimized particle effects
- Optimizations to memory management
- Optimizations to tile rendering
- Optimization to hidden logic tiles
- Optimizations to physics
- Executable icon is now less pixelated
- Game objects are now roughly 10% smaller
- Tons and tons of iteration on new content/fixes/features that always goes unmentioned but, good golly, is a lot of work
Cool
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