This latest update contains mostly fixes and quality of life improvements. See below for the list of most important changes and fixes;
CHANGES:
AUDIO:
Added a 1 second buffer when ending combat to smooth the musical transition.
CONTROLS:
Improved Camera control when using a game controller.
Camera control with the mouse has been improved and should no longer behave wildly in some cases.
GAMEPLAY:
GENERAL:
When Frigg dies, the player is now presented with the option of spending an extra life to revive-in-place or reload the saved game.
The player may now change the Game Difficulty during game play under the Gameplay tab of the Settings screen.
In addition to its initial burn damage, the Firebreath ability now ignites targets with a Damage Over Time (DOT) burn effect.
The player camera now smoothly glides and no longer
snaps* back into place after colliding with an obstructing object.
NPCs now engage in chatter dialog during combat.
NPCs now correctly run to seek help when in a Panic state.
EMBER CAVE:
Slightly increased ambient lighting inside Ember Cave.
Improved Flick's recon flight into the lava cavern inside Ember Cave.
Spiders can no longer interrupt dialog for the quest "Fix It Till It's Broken".
Improved camera positioning in several dialog sequences inside Ember Cave.
At the end of dialog for the quest "Fix It Till It's Broken", Flick now offers to give the meaning of the term 'bug' instead of forcing it on the player.
Added new exploratory dialog area to the elevator roof in Ember Cave.
VILLAGE OF EMBER:
Repositioned Alvis outside the cave entrance to alleviate camera crowding.
During the dialog for quest "A New Hope", Alvis now has Frigg agree to the Hero's Creed if the player questions Alvis about it after choosing the "There's No Time" option at the beginning of the conversation.
GUI/UIX:
Minor tweaks to scrollbar graphics.
Dialog choice selection highlight is now light blue instead of gold.
FIXES:
GAMEPLAY:
Fixed several instances in The Village of Ember where Frigg could become stuck inside buildings or in floors.
GRAPHICS & DISPLAY:
Fixed an issue where the V-Sync setting was stuck on 'Every Other V Blank', which was forcing frame rates to be one-half the frequency of the active monitor.
GUI/UIX:
Fixed an issue with NPC chat dialog that was causing dialog lines to fail to appear in the chat log.
Chat log scrolling using the mouse-wheel no longer scrolls wildly.
Using game controller sticks to navigate the Saved Game list once again works as intended.
Hotpatch 0.7.2.116
Minor fixes.
MAJOR UPDATE!
Attention Fellow Dragons!
It's been a long time coming, but after months of work, we are finally pleased to announce the release of our newest update. In addition to a host of tweaks and fixes, this update also includes new intro levels, plus new and updated features! Building a solid foundation for deep storytelling and improving the introductory experience were the foci of this update.
| Brand New Intro Experience |
Begin the game in a multi-environment tutorial level where you meet new friends, encounter new enemies, and learn about the game through interactive dialogue where your choices change the outcome.
Hone your dragon abilities as you jump, glide, fight, and fly your way through a treacherous cavern to get into the village. Once in the Village of Ember, Alvis takes the player on as his apprentice, and teaches them magic; starting with Flash of Nature, Magic Missile, and Homeward Bound. Given our community feedback, we agree that having magic in the village was much needed and makes for a much more exciting experience.
There is still plenty more to come with these areas, with secrets and hidden treasures to find. There's definitely not gonna be a giant spider boss with a hidden mechanic that may or may not be unlocked through the tutorial-- no. Definitely nothing like that, no.
| New Dialog & Questing System |
The previous dialog and questing systems have been completely replaced by our new custom dialog and questing solution. With this new system, dialog and questing are seamlessly integrated, making it possible for actions you take and dialog choices you make to have an often immediate (and possibly lasting) affect on the behaviors, dialog, and decision making of other NPCs within the area and/or game world.
| Powered by Ink
"Ink is [a] powerful narrative scripting language designed for professional game development", says Inkle Studios, and, oh, how right they are. With it, we are able to weave together any universe we wish, add and remove content on a whim, and control every aspect of the narrative.
We're very excited to utilize this incredible system to its fullest capabilities, and really push the creative limits of our story-telling.
| Change Notes |
| Gameplay
Implemented brand-new RPG leveling system!
Completely rebuilt the dialog and questing systems.
Replaced legacy 'Pick Ups" system with a full-fledged Inventory System. (GUI coming soon)
Added new player spell 'Homeward Bound' to bring Frigg back to the village.
Enemies now reposition themselves during standard combat.
Enemies now have a chance to flee during standard combat on a failed Willpower roll.
Fixed multiple issues with NPC melee attacks not triggering if the NPC was too close to its target.
Corrected multi-cast, overcast, and other issues related to Spell Cool-downs.
Reduced the level requirement for Divine Judgement from 30 down to 24, reduced its cool-down from 45s to 35s, and reduced its min and max damage by 25.
Divine Judgement now consecrates the ground it strikes with a DOT.
Player's heal spells may no longer be interrupted.
For repositioning checks, enemy NPCs now check against their current interact distance instead of a hard 3m value. This has corrected an issue where ranged enemies fail to reposition themselves appropriately if their target has taken cover behind an obstacle.
Slightly reduced Frigg's Magic recharge time.
Adjusted probabilities of some enemy spawns.
Adjusted the starting level of some enemies for a smoother transition between stages.
Fixed an issue where a successful defense roll would negate any damage type, not just physical attacks.
Saved character data that fails to match the base character values is now properly updated on game load.
Mitigated damage may now produce a zero result if a roll against the player's defense is failed.
Reduced the cool-down of Divine Harmony from 30s down to 15s.
Reduced the Magic cost of Divine Harmony from 30 down to 15.
Invoking spells no longer consumes Energy.
Up/Down control is now disabled when flying if dialog is pending.
Slightly adjusted Frigg's Base Damage, Crit Chance, and Base Defense in the player's favor.
Slightly lowered the efficacy of 2-Paw Front Attack and Tail-whip.
Slightly increased the efficacy of Flash of Nature, but also increased its cool-down from 3s up to 5s.
Frigg now starts with 50 of each Eternity Rune.
Increased the range of all NPC summon spells up to 30m.
Tweaked the NPC Spell 'Minor Summon' to include Mini-Archers.
Large Chromatic Orbs cast by Skeleton Mages now home in on Frigg.
Complete refactoring of the Actor Character and Actor Character Data systems.
All enemy NPCs now call out for help when engaged in combat.
Reduced Frigg's maximum look angle from 90 down to 70.
Reduced the health of The Bone King's boss summons by 50%.
Reduced the health of The Bone King by 50%.
The Bone King now summons minions at 90%, 80%, 70%, 60%, and 50%.
| Audio
Gameplay music now changes when combat is engaged.
Fixed multiple issues with Audio Players.
| Visual
Da'Boss now performs a dance sequence as a temporary placeholder for the actual boss mechanics.
Renamed 'Zombie Peon' to 'Zombie Scout'.
Heals no longer have capability to trigger the 'hit' reflex.
Summons by The Bone King are now announced via system message.
A high-contrast system message is now displayed when a Player's spell is interrupted.
Added animated lighting effect to game title on Title Screen.
Added blur effect to the Gameplay Menu and Bonus Screens.
Tweaked Fly-Text to be cleaner and faster.
| GUI / UIX
Completely revamped the player-portrait into an informative Player Progression gauge system
Compass Markers now correctly fade in and out, instead of 'popping'.
Fixed an issue where enemy NPC compass markers would fail to be removed upon that NPCs death.
Collectibles now immediately disable their Compass Marker.
Reduced the Loading Tip show time from 5 seconds down to 3 seconds.
Increased the Loading Tip delay up from 2 seconds to 3 seconds.
Added fine-grain joystick control to UI sliders.
WEEKEND UPDATE
Greetings Fellow Dragons!
Apologies for our silence over the weekend, we have been laser-focused on the first major content update of the game!
What's Cookin'?
While we do everything we can to release one actual product update per week, sometimes the things we have cooking take longer, and this is one of those times. The next update is a bigger one, and we are taking our time to make sure it gets done right the first time.
We are Currently Working On:
a completely overhauled intro level sequence
a brand new dialogue system
Frigg's companion character
Each of these items need to be working before we can release the enhanced new-player-experience we have planned. So, while we do continue to work diligently, we were unable to release a lesser update this last week.
We just wanted to give you, our community, a heads-up and let you know that we greatly appreciate you, and we continue to work tirelessly to provide you with the most fun and engaging product possible.
Thank you all. For more updates, stay tuned and stay fiery!
- Team PNUMIA
#BeTheDragon
The Dragon Apprentice Live Stream
Check out The Dragon Apprentice - Playing LIVE!
Journey through dungeons and dangers – grow in power as you fight tooth n’ claw to your last flaming breath through 40 procedurally generated levels! Harness the power of Rune Magic to decimate your foes, and take to the air to evade enemies and launch devastating aerial attacks!
HOT PATCH
GAMEPLAY
Increased the amount of Energy that Frigg begins the game with by approximately 40%, flying and melee just wasn't fun enough at the start.
Reduced the amount of additional reisitance Frigg recieves when gliding at level and upward angles.
Arcane Wind now consumes Arcane Breeze when invoked.
Temporarily drained the moat around Alvis' ransacked laboratory in Ember Village.
Enemy NPCs no longer occasionally pause during combat for no apparent reason.
Adjusted the NPC directional algorithm to soften it a bit and tweaked the turning speed of all NPCs to be more in line with that.
VISUAL
Slightly altered the names of some members of the "Bad Ghoul's Club".
WEEKEND UPDATE
GAMEPLAY
Fixed an issue that was causing the quest-giver's return marker for the quest 'Rescue the Village' to fail to appear.
AUDIO
Background music no longer randomly stops playing.
VISUAL
Tweaked the lighting in Ember Village (Intro) for better visibility and a more "Autumny" feel.
SPECIAL THANKS
To Pach for pointing out a play-stopping bug in an older area that we totally shouldn't have missed for launch.
HOT PATCH
GAMEPLAY
Fixed an issue that was causing The PRINCE of BONES to not spawn at the end of level 8.
Fixed an issue that was causing aggro'd enemies to stop following Frigg when she was airborne.
Dodging an attack now negates the flinch and pain mechanics.
BONE KING should once again respect his range restrictions.
Fixed incorrect ranges in enemy abilities that were causing many enemies to get too close during combat.
Enemies no longer meander or appear to get 'stuck on stupid' during combat.
AUDIO
Frigg now has a chance to taunt enemies with growls and laughs when they die.
WORLD
Fixed more funky walls.
The Dragon Apprentice is Released
Journey through dungeons and dangers – fight tooth n’ claw to your last flaming breath through 50 procedurally generated levels! Harness the power of Rune Magic to decimate your foes. Become the dragon and devastate your foes with breath weapons, tooth n’ claw melee combat, devastating aerial attacks, and an arsenal of magic! Grow in power as you play through more than 40 procedurally generated dungeon levels where no two games are the same!
WEEKEND UPDATE
GAMEPLAY
Frigg's melee combat attacks are now directionally controlled.
Enemies no longer just wait around to be encountered and now occasionally wander and patrol around their home area -- some more than others.
Increased the health of Skeleton Brutes significantly.
Reduced the Arcane Resistance of all demons from 25% down to 12.5%.
Decreased the social ranges of all enemies down by 10%.
Fixed an issue with spell drops that would occasionally cause them to become unresponsive.
Fixed an issue where checking the game difficulty could cause a null exception.
Re-tuned all player spells for resource costs and efficacy.
VISUAL
Added glowing Casting Circle beneath Frigg when a spell is being cast.
Correctly invoking a spell now causes the cast Eternity Runes to 'pop' in sequence around Frigg.
USER INTERFACE
Spellbook now scrolls correctly when selecting Spell items with a game controller.
Polished Loading Screen tips a bit.
AUDIO
Applied audio softening to pickups that were missing it.
Casting runes now emit their own subtle sparkly audio.