Lichdom: Battlemage

Lichdom: Battlemage

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Apothecary  [developer] Mar 28, 2014 @ 3:39pm
What is coming in Phase 2
Release Date: April 28, 2014

Features and Content


The release goes live today. I am adding notes in this bold/italic form under each feature so you can see where it landed for this release.


NEW: Level: Drivasser Intro
  • Includes story elements that provide context for what player is doing at the start of the game. We are very happy with the voice acting overall but some things will be re-recorded in our pickup sessions. If you don't like how something sounds we want to hear about it.
  • Includes tutorial elements that teach the player how the game is played. Still a bit rough around the edges but hopefully a lot more will be understood. We still don't have a tutorial for Synthesis. I will make a post about that.
  • Allows the player to choose from 4 spell Sigils when the reach the first reliquary, ensuring that more players will be able to experiment with Sigils beyond the Fire and Ice given at the start of the Pre-Alpha 1 build. This change did not make it into the build but we will do an update with it. Our plan was to detect if you have a previous save-game and, if so, allow you to select something other than Ice your first time through.

Level: Grey Teeth
  • Improved checkpoint placement. Might still be a few long spots. Holler if they ♥♥♥♥ you off.

NPCs: Undead
  • Carrion Thrall
  • Revenant (+ skeleton variant)
  • Bonebolter
  • Banshee
  • Shroud (we will add more of these)

NPCs: Cultists
  • Trapper (enhanced)
  • Assassin (enhanced)
  • Zealot (enhanced)

Boss: Undead Hulk
  • Encounter enhancements such as ranged adds and better ranged boss behavior.
  • Better Frenzy mode if you over CC. Very little changed here. We still have work to do.
  • Frenzy bar added. Implemented but not turned-on properly. Look for this in an update this week.

NEW: NPCs: Demons
  • Tormentor (added as boss at the end of Grey Teeth) Very fun enemy to fight but the encounter needs some work to make it more interesting. It essentially needs more adds. I am not happy with his loot table either so look for an update on that this week.

Spell Sigils
  • All remodeled to promote cross-sigil play
  • Fire: Better nuke, better DoT behavior.
  • Ice: Shatter, Better freeze mechanic
  • Corruption: Huge changes. A tad more complex but MUCH more interesting.
  • Delirium: Huge changes. Make a pet that lasts.... as long as you can keep him alive! Very cool and powerful but a little buggy at times. We will be improving pet behavior and ability to hit enemies a LOT over the next couple of weeks.
  • NEW: Kinesis A little buggy as well - especially the Control and Destruction versions. These will improve.

NEW: UI: Journal
  • Players can access Journal to see their journal entries.
  • Journal allows players to travel backwards in the level to certain locations and forward to checkpoints they have unlocked already. This is to allow farming or revisiting loot machines that were previously skipped. Our journal is a bit clunky and not very feature-rich. Proabaly won't change until Alpha or even Beta.

NEW: Story
  • High-quality voice acting from our main characters will be added for tutorials, in-game story-telling, and motion graphics, addressing one of our significant complaints from players. (Animations will still be rough or broken in most cases.)
  • NEW: Motion Graphics: Motion graphics are pre-rendered cutscenes that play at the end of a level and aid in storytelling.
  • NEW: Male/Female Player Character Choice: At the beginning of the game, the player is given the choice between the male and female Dragon player character. This choice has implications in terms of storytelling, player hand model and animations, and Gryphon NPC.

NEW: Ultra-Low Spec Mode
  • Allow players with lower-end hardware to run the game, even on DX10 graphics cards. (note players with systems below our recommended hardware will technically be able to play but at unacceptable frame-rates even at the lowest spec setting). We want feedback on this. Most people with DX10 cards will likely find the game unpayable even at the lowest settings.


NEW: Initial Steam Workshop Integration
  • Give players the ability to do limited modding to the game (i.e. localization of game text) This did not make it into the release. We may release a tool that allows subtitles to be updated via workshop but the UI is still going to be an issue until we do more work to allow translations.

NEW: Sigil advancement system
  • Each sigil has mini-quests that, when complete, allow the player to select specific, permanent improvement to the sigil. Still very rough but you will get the idea of where we are going. The plan is infinite progression (unless you start over with a new/better improvement) similar to Badass Ranks in Borderlands 2.

Changes

Magic Spell Properties and Behavior Overhaul
  • The behavior of our spells and the properties that make up the crafting experience are being overhauled to ensure that there are multiple valid approaches to crafting within any given Sigil. Elemental spells are being treated differently from the others, which represents a shift in philosophy that will make specialty spells like Delirium more focused and be a bit more advanced in their usage requiring more player skill but allowing us to make them more powerful. Read descriptions closely and give us feedback on how to better explain things. Some of it might be confusing to a person that doesn't already know how it works - like we do. :)

Balance
  • Player and NPC stats will be rebalanced to reflect magic system changes and to ensure that all valid play styles are equally represented. If you have trouble being a "Nuker" let us know. We are also looking for ideas of how to teach people in the game to play the style they want.
  • Loot rooms’ drops revisited. Drops are smarter and overall epic-ness reduced a little but farming is allowed. We turned-off fast travel to visited locations while we work out a bug. Expect that turned back on soon to allow this.

UI: Crafting/Equipping/Synthesis Improvements
  • Usability and presentation of the Crafting/Equipping/Synthesis Screens will be improved. Still not complete but much imrpoved.

Arena Gating
  • Old Drivasser and Grey Teeth will have gates established at intervals throughout the level to prevent players from being able to run from start to finish of level without engaging enemies. Some additional gating will be employed by changing NPC composition.

Cultist Behavior
  • Cultists will be improved so that they offer distinct gameplay from their Undead counterparts.
  • Cultists will be debugged so they provide a more compelling gameplay challenge for players.
  • Cultists will have a significant animation pass to improve their aesthetics.

Undead Hulk Boss
  • Boss behavior will be improved and refined, with the addition of a new story-oriented NPC. We still have some changes planned for this encounter.

Blink Mechanics Update
  • Overhauled and improved blink system. Give this a try and give us feedback. It is very different than before and we believe it improves gameplay significantly.
  • Give player more control over the Nova associated with Blink.

General Performance Improvements
  • Improve overall performance for higher-end hardware
  • Remove/reduce hitching that occurs when enemies spawn or when effects play for the first time
Last edited by Apothecary; Apr 28, 2014 @ 9:25am
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Showing 1-15 of 41 comments
ArsArcanum Mar 28, 2014 @ 3:56pm 
cool, looking forward to the updates (especially the corruption and kinesis), will the cloaks still defy gravity like on roth in the vision portals?
Last edited by ArsArcanum; Mar 28, 2014 @ 3:58pm
EndlessSporadic Mar 28, 2014 @ 4:05pm 
I see a lot of welcome changes here. Waypoint fixes are definitely going to improve the experience. Playing through the game will hopefully feel like less of a chore now. The ultra-low spec mode will also make a lot of people happy.

With this last point in mind, please please please list an actual card as the minimum requirement on your store page. What cards you tested on is kind of irrelevant.
ArsArcanum Mar 28, 2014 @ 4:06pm 
also when will this phase be released, its is going to be the same as said in another post or sooner
FiftySe7en Mar 28, 2014 @ 5:22pm 
:D good stuff
Apothecary  [developer] Mar 28, 2014 @ 8:12pm 
Yes the release date is still the same.

I am not sure the low spec will help that much. We are having a lot of trouble, for example, getting more than 5-10 fps on old DX10 cards.

The Ultra-low spec with the DX10 support will be out as a patch next week so we can see what happens when people with black-screens run it.
EndlessSporadic Mar 28, 2014 @ 8:15pm 
I am not sure the low spec will help that much. We are having a lot of trouble, for example, getting more than 5-10 fps on old DX10 cards.

You may reach 15-20 after overall optimization. It is definitely better than a black screen...maybe....it is similar to "slow internet is better than no internet?"....said no one ever.
yelvemaster Mar 28, 2014 @ 8:26pm 
When is phase 2 coming? At the end of the originally-projected 6 weeks?
Apothecary  [developer] Mar 28, 2014 @ 8:36pm 
April 28th. I updated the OP with the date.

paklavins15 Mar 28, 2014 @ 9:14pm 
Originally posted by Apothecary:
All remodeled to promote cross-sigil play

Could you explain this a little more? I'm very interested to know what you mean...

Originally posted by Apothecary:
Trapper (enhanced)

From a game point of view, yay enhanced NPCs! From a player point of view... how I hate that one NPC variety. Such an annoying range attack. And I swear behind his mask he's always so ♥♥♥♥♥♥♥ smug whenever he ropes me in. I always kill them first.
chrisoneill83 Mar 28, 2014 @ 9:52pm 
Updates sound good, I can't wait. And thanks for adding FOV slider it made my day :D

I think a nice addition would be adding different insane random effects on your powers, once you craft enough that is. Something like having your ice AOE suddenly rain down corrosive rainbow hale. Maybe not that silly but you get the point.
Apothecary  [developer] Mar 29, 2014 @ 1:52am 
Originally posted by paklavins15:
Originally posted by Apothecary:
All remodeled to promote cross-sigil play

Could you explain this a little more? I'm very interested to know what you mean...

We only have Fire and Ice implemented in the test build - which I will be reviewing this weekend.

The basic changes:

All spells now have three distinct modes of how they work depending on the primary property. A property is primary if it is double one or more other properties.

Fire
  • Destruction: Causes consistent hit reactions allowing you to stun-lock normal enemies.
  • Control: Causes extreme burn over time. If the enemy becomes hard CC'd, the remaining burn is applied as a straight shot before the CC takes affect.
  • Mastery: Changed this so the debuff on the mob is added to the debuff provided by the spell. A heavily-focused Mastery spell will apply quite a bit of Mastery over subsequent casts. As before Mastery is a damage multiplier so this is how you make big nukes.

Ice
  • Destruction: Causes damage and the target is slowed based on the amount of control. Cannot freeze anymore.
  • Control: Freezes the target and causes no immediate damage. Instead damage is "stored" on the enemy according to the level of destruction as a "shatter" bonus. If the enemy is damaged before he melts, he "shatters" which means all stored damage is added to the base damage of the next spell and benefits from whatever that spell normally provides. For example, if you freeze an enemy with 200 stored damage, then shatter him with a critical Fire spell, the 200 shatter damage is added to the Fire damage before calculating the critical. Since Fire has a better critical multiplier than Ice, there is a big damage improvement.
  • Mastery: Works the same as it does for fire, and stacks / works with Fire's Mastery.

The basic idea is that all spells will benefit from each other's Mastery effects. The control property of all spells determines how the spells behave when the affect of another spell hits the target and Destruction is the base behavior of the spell.

As I said, this is all in prototype mode now and I am getting the first in-game look at it this weekend.


Last edited by Apothecary; Mar 29, 2014 @ 1:52am
JMoney6409 Mar 29, 2014 @ 11:12am 
Sounds great! The graphics look fantastic, but being able to turn them down will help everyone focus on the gameplay.
Pierre Mar 29, 2014 @ 11:57am 
Let's see this in april 28th.
Look like a nice first major update^^.
Good luck.


raven_silverblood Mar 30, 2014 @ 12:37am 
Can't wait for it. Sounds awesome. =)
Kerbstrar Mar 30, 2014 @ 8:00pm 
looking forward to it
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Date Posted: Mar 28, 2014 @ 3:39pm
Posts: 41