Pit People
danpaladin  [Разработчик] 31 июл. 2017 г. в 16:13
Update 5 (on 9/27/17) Roadmap: Infinite Wisdom
This next update we are currently working on will have our brand new permadeath option, a rework to the leveling system, streamer-friendly music toggle, and other improvements.

Some of the bigger changes touch on making in-game progression feel better. You can also feel more pressure during fights if you flip on that permadeath. We will be checking balance and bugs for a little while before unleashing this beast as it has potential to be destructive if left unchecked!

As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.

Disclaimer: Please keep in mind this is NOT an official changelist, that some changes may not make it in time, and that our changelist may be more comprehensive than this.

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DESIGN
====================

  • All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.

  • PVP still normalizes levels after looking at each level for all recruits. The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.

  • All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!

  • Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.

  • Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.

  • Streamer Options added. Stream-friendly music can be toggled in place of any music that is not stream-friendly. Subtitle toggle option has also been cloned into this section for convenience so Streamers can more quickly get to settings they might want.

  • New fighter names added

  • New unlocks added

  • Balance changes to existing fighters and equipment

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CODE
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  • Added support for mouse interactions with survival guide

  • Added support for using mouse click to activate ghost partner team in house

  • Added support for using mouse click for sell, give/trade, and scroll items in house

  • A few more button prompts were added in house

  • Discovered gold and bonus gold are shown separately when returning to city

  • In some multi-part battles, stats for enemy fighters carry over to the last battle's results

  • Fixed some bugs related to tentacle animations in Chog battle

  • Fixed bugs related to losing items when dying

  • Fixed bugs when equipping items in the house

  • Improved AI pathing toward multi-hex targetable units

  • Save slots can be selected and deleted even if you can't choose them to join the current game

  • Fixed bugs with scrolling menus

  • Client wagon stops when accepting a quest

  • Fixed bugs related to trading fighters equipped with throwing axes

  • Gifting a fighter from the spoils list gives 85 gold for equipment when recipient has max count

  • Fixed various bugs related to trading

  • When accepting a quest if one player makes a choice and the other waits for the timer to expire, the first player's choice is used rather than auto-choosing "no"

  • Fixed bug when displaying low healing numbers

  • Added a filter to remove special characters from player names and chat messages

  • Camera zoom isn't overridden as often in battles

  • Allow comm icons when playing with a ghost partner team

  • Terrain resistances are considered when showing target icons in battle

  • In trade-only mode, improved trading fighters with equipment at max count

  • When giving or trading a fighter, player is told when some equipment cannot be given

  • Improved recognizing Steam controller

  • Show ghost partner team prompt when a single player is on the right side of the house

Let us know what you think!

You can also leave us feedback on Discord at http://discord.gg/thebehemoth
Отредактировано danpaladin; 27 сен. 2017 г. в 16:12
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Автор сообщения: danpaladin
Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.
Would it be bad if all fighters were always fixed at lvl 50 or 99 (or anything) in PvP? Just for the sake of the numbers. That way you'd be better oriented in whether your character did proper dmg or not whereas in the fluctuating format it would be ever-changing and perhaps even a little bit chaotic. But that's just my 2 cents.
danpaladin  [Разработчик] 11 авг. 2017 г. в 15:17 
Автор сообщения: ExtraFresh
Автор сообщения: danpaladin
Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.
Would it be bad if all fighters were always fixed at lvl 50 or 99 (or anything) in PvP? Just for the sake of the numbers. That way you'd be better oriented in whether your character did proper dmg or not whereas in the fluctuating format it would be ever-changing and perhaps even a little bit chaotic. But that's just my 2 cents.
The idea is that you might be used to level 60 stuff and I might be used to level 20 stuff. With how long it takes to level in the higher numbers, along with the new leveling system coming around the corner massively changing in power, one of us might be thrown off bigtime. The chances of either side being thrown off in PVP are potentially reduced when it averages between all 4 players, because it is trying to come closest to what each player's currently anticipating from their fighters.

It might potentially work for people who are avid PVP to set it at one consistent point and leave it there, but not everyone who plays PVP is an avid PVP player. We'll just keep our eyes peeled and see how feedback goes once its live. I have high hopes!
Отредактировано danpaladin; 11 авг. 2017 г. в 15:20
Can't wait until update 5 comes out, but wish it would update a little faster, but other than that it's one of my all time favorite games.
danpaladin  [Разработчик] 17 авг. 2017 г. в 21:48 
If you want to see some Update 5 testing, I streamed some earlier today. The highlight is still available here:

https://www.twitch.tv/videos/167852503
Отредактировано danpaladin; 17 авг. 2017 г. в 21:48
plz notice me danpaladin senpai

P.S. me gusta the level upgrade changes
I like the idea of a permadeath mode...

With that being said, instead of an option you can only toggle at the beginning of a new save, maybe it could be another type of "pit" found out in the wilderness?

Similar to the home base, it could have a market with a random selection every time. All characters that die in this "perma-pit" would stay dead.. And story characters would not be allowed to participate, eliminating the chance of not being able to complete the story line!

Just a thought!

Keep up the great work!
I am still waiting for fighter shirt customization...I think it would make character customizing much better.
danpaladin  [Разработчик] 19 сен. 2017 г. в 21:19 
Update 5 is getting the final touches and we hope to have it soon.
Автор сообщения: danpaladin
Update 5 is getting the final touches and we hope to have it soon.
Cool! This weekend?
danpaladin  [Разработчик] 21 сен. 2017 г. в 21:34 
Автор сообщения: I wrestled a bear once
Автор сообщения: danpaladin
Update 5 is getting the final touches and we hope to have it soon.
Cool! This weekend?
Unfortunately, no. Anticipating next week somewhere.
Отредактировано danpaladin; 21 сен. 2017 г. в 21:36
I have been waiting for a permadeath mode, really looking forward to it. you guys are doing some god tier works here.

Actively supporting the community. You can't ask more from a developer.

I also had a little suggestion. It might have been suggested before but I thought it would be cool to have cyclopses be able to carry artillery pieces. They could then engage in both melee and ranged attacks but sacrifice some defense or something.

It would also be cool if a cyclops could throw a kobold to give it some headstart or by allowing the kobold to support another portion of the map when there is alot of combat going on. I always liked that idea.
So when is the story update?... update 6 , 7 ?
I am having tons of fun already.
:trueheart:
danpaladin  [Разработчик] 27 сен. 2017 г. в 16:12 
:8bitheart: Update 5 goes live tomorrow!

@Power Button: Not sure, but we're making great progress!
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Дата создания: 31 июл. 2017 г. в 16:13
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