This playthrough will cover some of the new mechanics introduced since the demo and showoff a part of the previously not shown third level!
Demo combat update
- Heavy attack added (hold lmb to execute) - Melee range increased slightly
Demo balancing updates
Demo has received a set of balancing updates:
- Increased effective range of player attacks by 30% - Slightly reduced movement speed of all enemies except Knightmare - Enemy friendly fire multiplier increased from 2.5x to 3.5x (affects deflected spells) - Deflection mana per second cost reduced from 12 to 10 - Deflected spells now home on enemies
Lichenvale developer livestream playthrough 2
On sunday 9th of October, Lichenvale will be played by its developer Filip Zemljak live (again). Watch the livestream for some new gameplay insights, developer comments and all you can ask session! This time around I will be more slow, talk about development and earlier iterations and more!
Demo update
- Removed unnecessary graphics options - Added frame rate cap to graphics options - Added FOV slider to graphics options - Added horizontal and vertical sensitivity to input options - Added invert Y axis to input options
Lichenvale developer livestream playthrough
On wednesday 5th of October, Lichenvale will be played by its developer Filip Zemljak live. Watch the livestream for some new gameplay insights, developer comments and all you can ask session!
Small tweaks and balance changes
Based on player feedback I had provided some tweaks and balance changes in this patch:
- Removed copyrighted music from tutorial - Increased Nightmare Fuel generation rate - Reduced Nightmare Fuel cost for Fireball and Ice Lance - Rescaled damage for Fireball and Ice Lance - Monsters now receive 2.5x damage from other monsters and deflected projectiles - Small lighting improvement on first level - Spawners on second level now spawn monsters in succession rather than at once - Tweaked interactable item text to better reflect their purpose (open, pull, light the flames, finish level)
Going Rogue Demo Available
Lichenvale has a refreshed demo available as a part of the Going Rogue fest! Compared to the previous release you will find the reworked first level, enhanced combat and visuals and shorter loading times.
Tweaks based on player feedback
This patch contains various improvements based on player feedback:
- Added a green lantern at the graveyard in first level to signal that there is a lever - Platforms leading to Blessed Anhk in second level had been expanded - Increased the attack wind-up time for various enemies - Bosses no longer reset to full health when player dies, instead they will keep their current health unless its is below 50% for Boogieman or 66% for Knightmare Lord, at which point they will reset at those values. - Fixed an issue where save files were not written to a disk.
Lichenvale Alpha Demo
Hello all, thank you for your interest in Lichenvale. Finally you'll be able to see for yourself what it's going to look like, or more precisely, what it looks like in alpha state. Should be very stable, but as always, you're testing at your own risk. This public alpha demo is gonna be available for a limited time only, from Feb the 1st to 15th, so act now, download, play and don't forget to leave feedback. I am really looking forward to your thoughts and opinions. Yes, you're allowed to stream or record videos for your YouTube channel, just please post a link in the feedback thread as I'd love to see it too.
Since the first closed alpha build I've been working hard at making the second level and improving general feel and mechanics. Enemies were overhauled completely as I dropped the usage of free Paragon assets in favor of licensed ones that are more fit to my vision. Second level, the Old Ruins, features new enemies, secrets, some light puzzling and new power-ups to help you fend off the nightmarish fiends. During the closed testing I have balanced out the combat and made some improvements. You now wield your sword in your right hand and spells in your left hand, which allows for more fluid and fun combat. Some of the new enemies have some special trick to them, such as Knightmare which is invulnerable to damage while not attacking. Monsters now have a chance to start infighting if they are not careful and get into friendly fire a bit too much.
https://www.youtube.com/watch?v=O65aSHYaXEY
For this public event, I've added a short tutorial that should help inexperienced melee players with the basic commands. You can skip it, but it's not recommended and trust me, it's very short so you won't spend more than a few minutes there. Also, if you reach the 2nd level, your progress will be autosaved and you'll be able to use the continue feature from the main menu later, to continue from the beginning of that level.
I hope you have fun and don't forget to let me know how you liked it. Thanks for your time!