Last night we pushed out an update. For this patch, we're specifically interested in PvP and how its feeling to our players. Let us know what you think!
Equipment and ring drop chance has been increased, so you should find new abilities in the wild a lot more often now!
Also, we have placed a bunch of dungeons in the world. These are mostly empty at this moment, but we will be patching again this evening to get those set up and functioning. Feel free to explore them before they get filled with puzzles and enemies later.
Patch Notes:
Steam server list added.
Respawn screen fix
Effect gain/lost message added: This needs to be scaled down a bit, but its working.
Dungeons are placed in the world. Empty for exploration currently, they will be updated this evening.
Movement abilities added
Teleport zone items: use to teleport to a random place inside a specific zone
Crosshair customization: players can change color and alpha of the crosshair
Quest fanfare: added some zazz to accepting and completing quests
Interactable items added
Compass added to UI
Quality of life fixes:
Respawn in last zone on death/ log in
Items fall away from corpse on death for easier looting
Body disappears slower
Runes have a bigger model
Enemy close range attack removed
Line abilities show travel path
More enemy idle animations
Ring and ability UI fix
Keep in mind we are going to be pushing another update this evening to fix some bugs and fill up the dungeons with enemies and puzzles.
I am working on a long and detailed patch notes, but I wanted to give everyone a quick update.
First: Join our Discord! We are both very active there. This is where we post all of our dev updates in realtime as we're working on them and get feedback from players.
Originally Bloodlines of Prima was leaning heavy on procedural content. We have scaled this back and have been building a huge, unique world by hand. (more details to come)
Quest system has been added. Pretty basic quests in for now while we write more story.
Dungeons are in development. They will roll out with next big content patch this month
If you would like to see everything that we've done and plan to do, check out the roadmap at our public Trello.You can also see what we have planned later this year and what we're currently working on.
You can also find us posting on twitter occasionally.
Brooke: @mymosaur Anthony: @eckertanthony
A new trailer and more detailed screenshots will be added to the store page soon.
Thanks, everyone!
Brooke
Patch Notes 10/7/17
So we launched this a few days ago but wanted to check it out before we announced it. Mostly bug fixes and quality of life stuff. Working on a quest system for the next big patch, keep an eye out for the announcement.
Here are the patch notes for the last update:
Random starting abilities: Feels fresh with every respawn!
Beacon: Find the city when you’re lost
Fix: Cave system bugs
Balance: Drops cost more, added 1 more second to cooldown
Balance: Target abilities do more damage
Balance: Self abilities cost reduced
UI: Removed the million colors from tool tip text
Chat: Was not actually global, now it is.
NavMesh: Enemies sometimes could not find path on navmesh, so we made them dumber. Hopefully they just charge to you when you make them mad.
Monuments: You can loot them once again, they have a higher chance for quality loot.
Enemies: Rank D have longer cooldown between abilities now.
Networking: We opened up more network channels and added them to the network scripts to spread out traffic more. Some packets may have been stuck in line and creating other bugs we never noticed before.
Login: When you're playing online your bloodline name will be your Steam name. You now have one bloodline per server.
Rank: The higher the rank the higher chance for rare and epic items. The total amount of items dropped is higher too. Anything above Rank D should be considered dangerous and should require more than one person or full blue gear.
Sprint: Removed and now baseline. I debated on this a long time ago and thanks to feedback others agree. Speed was 12 now it's 11. Don't forget Agility can make you faster.
UI: We moved some thing around thanks to feedback. Most of the UI was scaled down. Eventually we will allow players to move and scale the UI as they wish.
NPC: The gem now give much more insight into the current state of affairs.
Abilities: Drop now has a slight delay before it drops.
Abilities: Missiles range was nerfed. One patch made them go farther than they were supposed to.
Enemies: The attack range is smaller and aggro range is bigger. This means they will get closer to you before they attack. Missile speed is a random roll between a medium to high speed.
Music: City has some lighter music then the world now. Battle music is in aswell.
Fix: Interacting key now shuts windows properly.
Fix: High ping would cause items to not show up right. Now the game will wait till you receive the items locally before it shows the window.
Fixes: Server List, Transmute, PvP, XP, Steam Login, Strength
So the server list bug was found. The network max connections was set to low leading to some odd behaviour. I kicked up the connections to 65535.
Transmute was allowing people to infinitely stack stats. We capped the stats that an item can have, and restricted upgrading gear items to bars and gems only. I'm still investigation why astrum transmutes don't always change the abilities on gear.
When your allegiance drops low enough you will spawn away from the city now. I didn't expect PvP to get so rough so fast. This should help stop players camping the city. I'll also up the healing from the crystal of Ish'anna.
We raised XP by 33%ish, getting levels can be rather easy.
No longer will we have a login screen. We are just going to give use your steam ID everywhere. Kind of like how Rust does when it drops you into the world. This will also wipe the player data, especially good because someone is running around with 14000 hp (Transmute bug)... Oh on that note we turned down the health gained from strength.
These fixes will be live later today. Until then don't be afraid to try some LAN and get comfortable with the game. Thanks for your patience guys. It's just two of us here, and only one programmer. ːsteamhappyː
We are live! Thanks for your support.
Booting some servers for now. Once a server gets about half full I'll boot up another. I will try to pay attention to player location and spin one up close to everyone.
We look forward to your feedback and being swift with applying changes!
DevLog: Boss Development and Server Info
Check out the latest DevLog and find out about a boss we are designing, new healing crystal in the city, server info, and more.
New trailer and DevLog. Join our discord too!
So I made a trailer that highlights getting loot as a lone wolf. A great place for getting supplies is part of the new cave system.
The caves have predictable enemy and harvest spawns unlike the procedurally placed main world. The enemies even have a smaller aggro range and attack range. Just steer clear of the caves designed for groups with grown up versions of regular golems.
We also have a link to our latest DevLogdiscussing the cave system. To say the least, it will play a decent role in the exploration of the game. Gates will be procedurally placed so as to have different locations for every server. Along with the master cave hub linking the upper world together, expect finding important gates crucial for server and end game player progression.
For now, devlogs will be posted every Sunday. I plan to make post randomly during the next few months describing the game design decisions I made/make. So join our Discordto stay even more up to date.