March 27 - Collect some eggs

Happy Easter! I added Easter eggs to celebrate. They'll show up Spring 8 in-game or March 25-27 irl. Since this update is coming juuust after Easter, I've extended their duration to the 30th. So get em, get the eggs!

The other major additions this week were the journal/collection, and a bunch of combat changes. When you pause you'll get a (n ugly placeholder) journal with the Collection page open. Items you collect are added to it and organized by category. You can check their info at any time including value and craft recipe. Additionally, as you collect items some that you haven't found will have their name revealed to help you find them.

Combat has been the hardest thing to get "just right" but I think I'm on the right track now. We've still got the RPG style abilities and elemental combat, but I've been making tweaks to make it much more fast paced and exciting. Basically, your initiative/charging no longer charges up, you get access to your abilities immediately and attacks will execute as you press them. Positioning and dodging has become much more important as well, attacks will miss if they're out of range or if your target circles around behind you. You can still do "just in time" dodging by dodging with good timing even if the attack would normally hit, but the grace period has been slightly increased. Not so much to be easy, but enough that perhaps people that aren't me can do it with some consitency. You can also "quick dodge" out of actions, so if you're in the middle of a swing and you dodge you'll cancel the attack and go into a dodge immediately. Stuns also play a greater role now, you'll still be stunned briefly when hit or when your guard is broken, but this will also cancel any in-progress actions (including attacking) so you'll need to take greater care when choosing your chance to strike. Finally, you'll no longer rotate during the last half of your swing, making it easier for an opponent to circle around you for a strike if your swing misses.

How combat abilities are handled has also changed. Now you have a little + next to your actionbar that when clicked will toggle to your combat actionbar. You can place your abilities here and they'll be available to you in combat. Abilities will no longer be able to go in your backpack or normal actionbar, and instead will be stored in your ability list, which you can swap on your combat actionbar. So there's no longer a need to rearrange your actionbar for combat, though you may still want to keep a spear and shield equipped.

Other more misc changes include burning logs at a kiln to make charcoal, a much more effective fuel source. Memory usage has been reduced quite a bit, and there's a new look for the distant mountains that's a bit better than the old one. Also pathfinding has been improved for slopes, so your character shouldn't be quite as hesitant to go up them. Oh! The moon no longer has a bite out of it.

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