Update Pre-alpha Test 31

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Pre-Alpha Test Dev Branch Release Notes [Mar 17]

The following represents most changes in this build. Some minor changes may be unaccounted for.

Major Features

  • Several major features have been introduced including:
    • Pagan (3rd) Faction
    • Multiple Win Conditions
    • Temples
    • Trade Economy (including new resources and materials)
    • Mace
    • Burning Oil
    • Avatar System
    • Grain Mill
  • Read the latest Devblog for details on these major features

Features

  • Players travelling to the Underworld now leave behind a reservation in the overworld for 30 minutes, allowing them to return without being queued
  • Barrels of items can now be sold directly at the Marketplace
  • When building a structure, a new dedicated widget is displayed that shows both required and submitted materials
  • Additional players can now sit at the back of Carts
  • New modular Homestead pieces have been added to account for ceiling areas that previously couldn't be covered
  • Passenger seats have been added to carts

Game Balance

  • Shields no longer require Rosin but requires Cured Leather instead
  • Stone Brick production time reduced from 45 to 15 seconds
  • Large Camp Hemp cost reduced from 30 to 25
  • Caravan Animal Fat cost reduced from 10 to 3, but now requires 3 Nails
  • Advanced Workbench Stone Fragment cost increased from 3 to 10
  • Well now requires 4x Stone Fragments
  • Well (Tier 2) now requires 1x Mortar
  • Elite Boars are no longer in the game
  • Deer drops Sinew (now that Elite boars are removed)
  • Chickens are less rare in the wild
  • Ravens can randomly drop up to 3 feathers
  • Javelin now costs Wood Planks instead of Dead Wood Planks
  • Javelin production output increased from 3 to 5
  • Longbow indirect fire is now 33% more accurate
  • Oil Flasks deal 25% less damage than before
  • Catapult range increased by ~50% and accuracy increased by ~25%
  • Workbenches and Town Workshop output slot stack limit decreased to 10 (so it doesn't obsolete stockpiles)
  • Weapon Stockpiles and Armour Racks no longer accept partial durability items
  • Vehicles (including Battering Rams) are no longer harmed by most melee weapons
  • Combat Axes now deal Cleaving damage type:
    • Damages vehicles like Battering Rams
    • Deals very heavy damage to enemy worn Armour and Shields
  • Silver drop distribution is now more random and is balanced to prevent inflation

Changes

  • Homesteads are limited to a maximum of 12 connected foundation tiles to discourage players from making "meta" builds that are not in line with the game's visual theming
    • New Corridor and Bridge have been added to allow players to instead connect multiple Homestead buildings together
  • Homestead areas are now square and those built in Town areas snap to the building grid of the Town
  • Structures that must be built in interiors will now decay if they are no longer enclosed (i.e. if covering roofs or walls are subsequently removed)
  • General server performance improvements
  • Torch brightness has been tweaked
  • Updated several old structure icons
  • Hand Cart have had their models updated to more polished standards
  • Small boat model has had a minor update

Bug fixes

  • Holding down the ALT key to interact with structures works unreliably
  • Fire VFX are not rendered on some structures
  • Players can turn instantly during combat (this unintentionally regressed in a prior build)
  • It's not possible to fulfill raw meat and fish orders at the Marketplace
  • Items can't be retrieved from a Marketplace order which exceeds 270 items
  • Can't retrieve items from a Marketplace order by vehicle if they exceed vehicle's carry capacity
  • Sign Posts can be used to block enemy players from building
  • Homestead Keystone family colours at the side don't update (these have been removed)
  • All Fish types have the same output counts when cooked at an Oven (they should vary instead)
  • Cabbages stored in a Pantry visually move with the wind
  • Ingredients don't stack on the Oven and Hearth
  • Homestead Spawn Widget is clickable while on Spawn Timer
  • Some items are rotated incorrectly in Resource Stockpiles
  • Players can privately store public items through claiming a Family Hall
  • Player Character's orientation not resetting when leaving a boat
  • Foundation Gates play blood VFX when hit with Arrows
  • Some Underworld environment models lack collisions
  • Structures are floating or below the ground when building in some parts of the Underworld
  • Some environment rock collisions are still present even after the rock has been removed
  • It's difficult to interact with a Smashing Plate which is beneath a Stamp Mill
  • Leather and Bowstring could not be sold at the marketplace
  • Push action should impacts mounted players
  • Bears can flicker between posturing and idle animations abruptly
  • Players can sprint while pushing on a Catapult
  • Caves are spawning inside Homestead/Town areas

Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 2

Below are the changes made since the first dev branch rollout

  • Fixed a bug that causes some player state to not save when border travelling or logging out and back in
  • Fixed several Avatar related bugs
  • Fixed Burning Oil requirements so Rosin is required
  • Fixed Homestead building so Homesteads built outside of the Town Area can't overlap with the town area
  • Fixed Camp area ground visuals so it matches actual size of Camp area
  • Soldier Avatar veterancy levels now have reduced stamina drain when sprinting, allowing players to sprint further
  • When submitting an non-Apprentice avatar, it will automatically swap to and consume an existing Apprentice avatar if it exists in the inventory
  • When returning home as reinforcements, if the player is an Apprentice, it's avatar will no longer be refunded back into the Keep/Camp's inventory (as it does for Soldiers)
  • Apprentice Avatars will decay very quickly, to further mitigate exploits like spawning in the wild/suicide cycles
  • Homesteads are pre-stocked with 20x Apprentice Avatars
  • Apprentice Avatars can no longer be transferred out of inventories
  • In deployment dialog, change wild spawn option icon and description have been changed
  • Avatars are removed from a Keep when it is captured by the enemy
  • Carts, Hand Carts, and Caravan health significantly reduced now that only a few weapons can damage them

Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 3

Below are the changes made since the last dev branch rollout

  • Fixed bug that allows players to progress their Avatar even on melee attacks where damage is completely mitigated
  • Fixed tutorial to mention Avatars for the deployment step rather than Food
  • Fixed bug that causes Victory Screen music to bug out when opening and closing the map
  • Fixed desync between Burning Oil throwing animation and the actual projectile being thrown
  • Fixed rotation of Corner-Out Roof Homestead module
  • Fixed server crash
  • Fixed visual issue on Lead and Mace models
  • Fixed Avatar item durability so it doesn't reset when swapping to an Avatar in an inventory and back
  • Fixed bug with building Ladders
  • Fixed visuals with Tier 2 Corridor model so its not floating
  • Tier 1 Homestead Keystones no longer leave a collapsed structure and decay very quickly
  • Players can no longer access inventories of vehicles that has an enemy driver
  • Build and Repair action restrictions are now based on number of enemies nearby as opposed to only the distance from enemies
  • Players can no longer survive a Battering Ram hit
  • Added unique SFX for Maces
  • Balanced Grain Mill so it's more efficient with the Hand Crank
  • Added Pillars to Homestead Bridge modules
  • Family chat colour is changed to be distinct from Pagan chat channel
  • Burning Oil patch deals Burning damage now and deals much less damage over time
  • Upgrading structures now uses the new UI for displaying remaining/total materials
  • Add tooltip to Submit Avatar button to further help new players understand the system
  • Game Balance
    • Balance stability
    • Swords (all types) and Iron BroadAx no longer deal stability damage (outside of hits to Shields)
    • Mace primary attack deals 50% more stability damage than it used to
    • Worn armour no longer mitigates Stability damage
    • Broadaxe armour durablity damage reduced by ~33%
    • Primary attack takes ~7 hits to destroy Iron Armour
    • Secondary attack takes ~3 hits to destroy Iron Armour
    • Temple material requirements increased by 50%
    • Make weapon stockpiles merge durability again
    • Small Boat inventory increased to 12 slots
    • Caravans, Carts, Handcarts, and Horses no longer die so easily to fall damage

Pre-Alpha Test Dev Branch Release Notes [Mar 17] - Phase 4

  • Fixed bug that causes all players to disconnect after Victory Condition is reached
  • Show "Too Steep" if a scalable structure (like Rope Connectors) is too steep when built instead of "Invalid foundation"
  • Homestead Keystone Tier 1 decay time increased from 2h to 8h (up from last build but down from previous 24h time)
  • Parapet damage mitigation buff can only stack at most 4 times
  • Aqueducts can be built across into Homestead areas