For those interested, a new major update has been publicly released today:
There's a ton of changes, some of the biggest are:
- A trade system (drop an item on another player to initiate)
- New spellbook UI
- Spells that require a target-point have been remade so that it fires instaltly if a hot-key is pressed
- A new area with a boss, Queens Lair (can you find it?)
- A Yes/No window have been added to many events, to make sure you don't delete heroes, drop epic items etc. by misclick
- Spell-sockets are unlocked at level 2, 5, 8, 12, 17. Instead of all at level 0
- Overall difficulty modified
- XP-gain decreased in single-player but now scales 100% to the amount of players playing
Of cause there are bugs to be found, so I would really appreciate if you post them in this thread or send me a Private Message. Thank you so far for all your feedback people :)
The intro of the game is weird. There is nothing to it. You just spawn on random forrest and are pratically given no goal nor any info whats going on.
The quests are extremely hard to follow. The subtitle text is very hard to read on the varying backround and mostly it feels like there is nothing interesting to it. Also Its extremely hard to say who is saying what...
Night/day cycle is cool but I dislike the overly bright day or whatever it was...
Where can I see my exp???
Fighting against monsters feels quite bad. Without autoattack I felt its so hard to target those small and fast zerglings. Also some spells felt like they do nothing (the poison sting) I would want more impact on spells and improved targeting...and sometimes the units are at angle where you cannot click them, that means you cannot cast spells!!!!
I sort of liked the spell UI. Simple to use and swap spells, I might even consider modifying my own spellbooks to something similar since it felt nice.
Terrain was nice.
Avoid using lame clishes. It might be fine to give missions that evil has invaded the world and you are hero. But using lines like "I hate banelings, they are like deadly green land mines" feels like super lame husky reference and even if its isnt, its pretty obvious thing....
Im not sure if the "ship" location is best place to start the game. Perhaps add a town nearby or something...Basically I think it needs more fluent combat, more immersive world (do questing better, give somekind of info whats going on). You can use cinematics or something to help telling the story and creating atmoshere.
Quote from zenx1:
I tested it on single player. So here we go
The intro of the game is weird. There is nothing to it. You just spawn on random forrest and are pratically given no goal nor any info whats going on.
The quests are extremely hard to follow. The subtitle text is very hard to read on the varying backround and mostly it feels like there is nothing interesting to it. Also Its extremely hard to say who is saying what...
Night/day cycle is cool but I dislike the overly bright day or whatever it was...
Where can I see my exp???
Fighting against monsters feels quite bad. Without autoattack I felt its so hard to target those small and fast zerglings. Also some spells felt like they do nothing (the poison sting) I would want more impact on spells and improved targeting...and sometimes the units are at angle where you cannot click them, that means you cannot cast spells!!!!
I sort of liked the spell UI. Simple to use and swap spells, I might even consider modifying my own spellbooks to something similar since it felt nice.
Terrain was nice.
Avoid using lame clishes. It might be fine to give missions that evil has invaded the world and you are hero. But using lines like "I hate banelings, they are like deadly green land mines" feels like super lame husky reference and even if its isnt, its pretty obvious thing....
Thank you, some very good points there and I agree with most. You pointed out some parts of the map that is from the early ages when I was just sketching things up, and I am in the process of recreating everything to my new standard.
The whole combat-system might even get a major update soon :)
Certainly some things I will work on right away
Both my friend and I have beta tested this game and we love it! current both level 17 finished all bosses and nearly all purple gear.
Pros:
-Items/equipment are very nicely done
-Bosses for most part are decent and ballanced
-3 heroes are ballanced
Cons:
-mage need mana shield as some times a blink wont cut it
-spirit hunter spirit animal was disappointing as barely any damage was given i think animal should give half not 3rd)
-Needs split paths not as linear so i can go attempt hard bosses earlier on as side quests which unaffect main story line.
-Hero wont auto attack it getting very frustrating that i have to select every unit for him to attack
-Tab function does not always work will swap between two attacking unit but the one attacking me
-would be nice to see a leader board of highest level hero and highest points a hero has in gear just to keep it a little competative
Bugs:
Some times the character wont load with different amount of players. Will always load when single player but once more players are added there are problems.
Quest tracker in left corner has become stuck on and wont progress to next quest. Unsure whats caused it think it's because we didn't wait and hear all text being displayed
cultivist skill restoration the wording on that skill needs a look at.
Queen boss does not drop any items plus you can't leave dungeon must use return stone to warp out.
Hi Jake
Just tried out your map on the US Servers tonight and loved it. I'm in Singapore so i normally play on the SEA servers (US is way too laggy but has tons more custom games), and was wondering if there'd be any chance you'd be publishing this game there as well? Would love to play through this thing with a couple of friends, maybe even get others hooked on this too
@mizmizmiz, thanks a lot for all your bugs and suggestions, I have already fixed multiple of them for my local version, supposedly hitting battle-net sometimes next week.
Here are a few things as a fast answer to some of your suggestions:
- Bosses and balanced alright, but not decent compared to many other maps, this is certainly something that will see huge improvement over time.
- Spirit Hunter animal will not receive a simple +damage buff as 33% overall extra damage is pretty huge already, I will thought give the animal itself some special abilities, as well as adding more spirit-beast spells to the spirit hunter, each with different abilities.
- I am working on making the map more open, this might take a while though, as a lot of planing goes into expanding areas.
- I am a little confused about your statement on auto-attacks not working? To my knowledge they work like the standard, or do you mean theres no way to attack-move to points?
- By pressing esc a few times, you can enter the map-menu, where you can choose to show "score", all kinds of competitive stats are showed there, but it is something that will also see an update to both features and its UI
- Quests are a little bugged at the moment, I am looking into fixing most of these in the next build
@kainonfire, Thanks for the kind words :) I certainly dont want any people left out. It will not happen right away, but with the next big update I will try find someone to post it on SEA as well. Stay tunes, it will come!
A great update is in the works where I plan to fix all current bugs, a ton are already fixed, but please help me further by reporting every bug you may encounter in the current version. PM me or write in this developper thread.
-The new version will improve overall performance by optimizing some performance-heavy triggers, but without reducing their quality.
-Some new spell-types have been added and made as a foundation for more to come.
-All objectives have been rewritten and improved.
-A new dialog is showed before the intro cinematic where you can choose which Objective you would like to start from.
-Warp prisms unlocked doesn't save anymore, but objectives now does.
-A new dungeon have been added.
-A new end-game boss have been unlocked, but is not 100% complete just yet.
-Many areas have been rebalanced to make progress more steady.
-A new system makes it possible for me to modify individual unit's base damage. Meaning that some units of the same type might deal more or less damage from area to area.
Hello im very fascinated by this custom game. ive played it quite alot for its state of progress, been grinding the story boss last 2 days to se drops :P
i find some spells/skills a bit hard to controll warrior charge, siesmic (something) for example.
and the spirit hunters animal skill i find good as it is. Its not that good but it cant die, takes most of the gravitational beams of the story boss, and u can add the nature dmg based pet while haveing the animal. sure some skill for the pet could be good like ignore armor just some small boost to either melee dmg for the pet or nature overall since the spirit hunter uses 2 different elements. but anything more then a small bonus to "adjust" the 2 element useage would be to mutch.
The ground at "the hole" where the ground is creeped has hidden obsticles.
to few mobs overall in the contents released so far. the ultralisk respawns and no other boss does. Is this planned?
mizmizmiz there is a purple chest armor that removes the cooldown on blink, sure it dosnt cover the area you want the change in, but it helps by bringing the mage more to an other direction, i find that good so not all chars can tank and do all roles more or less.
[EDT] Btw. i hope we wont lose our chars with every uppdate untill the game gets ready for "release" would just be timeconsumeing on the testing part.
Looking forward to next patch :)
@Gr3v3n:
Thanks, about the whole pet thing, there is a big change in the works where you will actually be able to choose a variety of pet's like the wolf, some can take damage and are not invulnerable. One works as a tank almost.
As a bonus I first did made it possible and viable to use more than one spirit-pet, so you can eventually fill up all your 6 spell-slots with animals to help you. Even though this might not be the strongest build it is definitively is possible and a lot of fun :)
I am doing my absolute best to keep data safe from version to version, but I cannot tell you already if the current data will make it to release, but I will do my best :)
_____
On another node, I am in the works of designing a story and the terrain for an open world with multiple maps. Will this be "Corruption ORPG"? Only Blizzard knows.. I will need the possibility to go from map to map :(
People keep PM'ing me about the map, I dunno if they see this topic or not, but here is the answer to your question:
The map is not being updated before after patch 1.5.0, unless Blizzard fails miserable again as they have done lately and the patch is worth shitz. If it is a decent patch an update for the map will be available shortly after release of 1.5.0.
Playing on laptop with Windows 7.
Laptop's model: Lenovo IdeaPad.
Parameters:
Intel Core i3 2.1 GHz
3.0 GB RAM
nVIDIA GeForce GT 240 M
Previously I thought that is because laptop doesn't have so-called gray num keys and StarCraft simply do not detect buttons in the game, but I've made my own hotkey preset in which bag and inventory buttons are represented as Q and W, but they are still inactive.
If it has been discussed before and inventory just isn't released yet I am sorry for not reading the whole topic.
It's a bug I cannot do much about, other maps have the same problem it seems, etc. Kobold RPG.
Try changing your language settings in-game to English, that might work for some reason
Thank you for reporting these bugs Gr3v3n, it helps me a lot. The lvl 26 to instant lvl 35 is a known bug, and I have seen that those two bosses have 1 hp myself once. I will do my best to fix it right away.
On your request I have already updated the drop-system so bosses have a greater chance of dropping loot (it doesn't have to be good loot though)
It's true you can only start from the beginning on both hard & insane mode. This is due to both those difficulties have a much slower curve of getting harder than normal mode. The last units on hard mode have 10 times the damage of some of the first units, on insane mode they hardly have double the power of the first units.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I tested it on single player. So here we go
Im not sure if the "ship" location is best place to start the game. Perhaps add a town nearby or something...Basically I think it needs more fluent combat, more immersive world (do questing better, give somekind of info whats going on). You can use cinematics or something to help telling the story and creating atmoshere.
Both my friend and I have beta tested this game and we love it! current both level 17 finished all bosses and nearly all purple gear.
Pros: -Items/equipment are very nicely done
-Bosses for most part are decent and ballanced
-3 heroes are ballanced
Cons:
-mage need mana shield as some times a blink wont cut it
-spirit hunter spirit animal was disappointing as barely any damage was given i think animal should give half not 3rd)
-Needs split paths not as linear so i can go attempt hard bosses earlier on as side quests which unaffect main story line.
-Hero wont auto attack it getting very frustrating that i have to select every unit for him to attack
-Tab function does not always work will swap between two attacking unit but the one attacking me
-would be nice to see a leader board of highest level hero and highest points a hero has in gear just to keep it a little competative
Bugs: Some times the character wont load with different amount of players. Will always load when single player but once more players are added there are problems.
Quest tracker in left corner has become stuck on and wont progress to next quest. Unsure whats caused it think it's because we didn't wait and hear all text being displayed
cultivist skill restoration the wording on that skill needs a look at.
Queen boss does not drop any items plus you can't leave dungeon must use return stone to warp out.
Hi Jake Just tried out your map on the US Servers tonight and loved it. I'm in Singapore so i normally play on the SEA servers (US is way too laggy but has tons more custom games), and was wondering if there'd be any chance you'd be publishing this game there as well? Would love to play through this thing with a couple of friends, maybe even get others hooked on this too
@JakeCake26: Go
Thanks so much!
Hello im very fascinated by this custom game. ive played it quite alot for its state of progress, been grinding the story boss last 2 days to se drops :P
i find some spells/skills a bit hard to controll warrior charge, siesmic (something) for example.
and the spirit hunters animal skill i find good as it is. Its not that good but it cant die, takes most of the gravitational beams of the story boss, and u can add the nature dmg based pet while haveing the animal. sure some skill for the pet could be good like ignore armor just some small boost to either melee dmg for the pet or nature overall since the spirit hunter uses 2 different elements. but anything more then a small bonus to "adjust" the 2 element useage would be to mutch.
The ground at "the hole" where the ground is creeped has hidden obsticles.
to few mobs overall in the contents released so far. the ultralisk respawns and no other boss does. Is this planned?
mizmizmiz there is a purple chest armor that removes the cooldown on blink, sure it dosnt cover the area you want the change in, but it helps by bringing the mage more to an other direction, i find that good so not all chars can tank and do all roles more or less.
[EDT] Btw. i hope we wont lose our chars with every uppdate untill the game gets ready for "release" would just be timeconsumeing on the testing part. Looking forward to next patch :)
@Gr3v3n:
Thanks, about the whole pet thing, there is a big change in the works where you will actually be able to choose a variety of pet's like the wolf, some can take damage and are not invulnerable. One works as a tank almost.
As a bonus I first did made it possible and viable to use more than one spirit-pet, so you can eventually fill up all your 6 spell-slots with animals to help you. Even though this might not be the strongest build it is definitively is possible and a lot of fun :)
I am doing my absolute best to keep data safe from version to version, but I cannot tell you already if the current data will make it to release, but I will do my best :)
_____
On another node, I am in the works of designing a story and the terrain for an open world with multiple maps. Will this be "Corruption ORPG"? Only Blizzard knows.. I will need the possibility to go from map to map :(
People keep PM'ing me about the map, I dunno if they see this topic or not, but here is the answer to your question:
The map is not being updated before after patch 1.5.0, unless Blizzard fails miserable again as they have done lately and the patch is worth shitz. If it is a decent patch an update for the map will be available shortly after release of 1.5.0.
Help! Inventory and bag doesn't work for me!
Playing on laptop with Windows 7. Laptop's model: Lenovo IdeaPad. Parameters: Intel Core i3 2.1 GHz 3.0 GB RAM nVIDIA GeForce GT 240 M
Previously I thought that is because laptop doesn't have so-called gray num keys and StarCraft simply do not detect buttons in the game, but I've made my own hotkey preset in which bag and inventory buttons are represented as Q and W, but they are still inactive.
If it has been discussed before and inventory just isn't released yet I am sorry for not reading the whole topic.
@thedudewithacup:
It's a bug I cannot do much about, other maps have the same problem it seems, etc. Kobold RPG.
Try changing your language settings in-game to English, that might work for some reason
Okay, I'll try. Thanks for advise.
Edit: Nah, it won't work. I need official language pack which is no way I can obtain.
i lost my saved data 3 days ago i played and it was fine. so patch 2.0 or later has caused this.
just wondering if it is known / planned?
Sorry saw the info while loading the game now ^^
It's hopeless for me to make bag and inventory work: since SCII 1.5 patch this is not working for Russian and Polish clients.
Story boss dropped no loot
Self targeting system should be looked into, its a pain to heal your self.
tab often targets mobs out of range when there is targets in range
Purple bosses in void 1st droped nothing, 2nd 1 freen piece, same loot table as common mobs?
Story boss dropped boss loot 2nd try.
Trying Hard mode now. died and respawned with greyish screen as if dead, died again and fixed the problem
Seems i can only start hard games from start, done all contents up to queens lair.
last boss in void instantly died and adds kept spawning. then last boss instantly died.
this is in Hard mode. 1st try on the mentioned bosses
same thing secound run.
i some how acuired lvl 35 when we started 2nd run. was like 28 when we left 1st.
My ally got the lvl bug now aswell, from 26 - 35. it seems to happand at the beggining of the 1st quest. the one with drop pods
@Gr3v3n:
Thank you for reporting these bugs Gr3v3n, it helps me a lot. The lvl 26 to instant lvl 35 is a known bug, and I have seen that those two bosses have 1 hp myself once. I will do my best to fix it right away.
On your request I have already updated the drop-system so bosses have a greater chance of dropping loot (it doesn't have to be good loot though)
It's true you can only start from the beginning on both hard & insane mode. This is due to both those difficulties have a much slower curve of getting harder than normal mode. The last units on hard mode have 10 times the damage of some of the first units, on insane mode they hardly have double the power of the first units.