Adventures Of The Lost Fighter | Patch Notes Beta 1.0
The game has now entered into beta with major bug fixes, balancing, and changes being made to the game. This update is now live.
General Fixes
- You can now enter a dungeon more than once.
- Starting money reduced to be more in line with how it will be on release.
- Alpha test helping items removed
- Starting stats adjusted
Item bug fixes:
- Pick up item icon size reduced for all items
- Damage on all weapons fixed
- Weapon speed fixed
- Weapons oversizing graphic bug fixed
- Weapon placement adjusted
- Added missing stats to accessories items (health dose does not display for accessories)
Maps
The bulk of changes made have been to maps and include the following.
Hills
- Issue with a local and global variable fixed
- Questing NPC fixed
- Dungeon door that would sometimes glitch and become non-openable fixed
Hills: Bat cave
- Chest timer adjusted
- Buggy door fixed
Hills: Crypt
- Monster attack increased making it slightly more of a challenge
- Floor title textures missing by doors fixed
South Lake
- Chest timers adjusted
- Monster attack, health, and armor reduced making it possible for players to now kill monsters without huge grinding in the first zone.
- Quest error fixed
South lake: Slime Cave
- Monster attack, health, and armor reduced
South lake: Spider Den
- Monster attack, health, and armor reduced
- Non-openable door fixed
Swamp
- Added items to loot table
- Adjusted chest and monster loot tables
- Some monsters had their attack, health and armor increased while others were reduced.
- Chest fixed
- Wrong stats on several items fixed
- Enemy respawn timers reduced
Swamp: Underground Lake
- Some monsters had their attack, health and armor increased while others were reduced.
Waste Land
- Monster attack, health, and armor increased
- Drop rates in loot tables adjusted
- Items added to loot tables
Waste Land: Crypt of Brains
- Monster attack, health, and armor increased
Waste Land: Scorpion Den
- Monster attack, health, and armor increased
Town
- Road between town and The River map fixed
The River
- Monster experience gained increased by 10-40%
- Monster attack, health, and armor increased
- Item drop chances reduced
- Wrong stats on several items fixed
The River: The Coop
- Monster experience gained increased by 10-40%
- Monster attack, health, and armor increased
The River: Underground River
- Monster experience gained increased by 10-40%
- Monster attack, health, and armor increased
- Item added to loot table
- Chest timers adjusted
North Lake
- Monster experience gained increased by 10-30%
- Monster attack, health, and armor increased
- Wrong stats on several items fixed
North Lake: Abandoned Mines
- Monster experience gained increased by 10-30%
- Monster attack, health, and armor increased
- Items added to loot table
- A monster type that was too large to hit for most weapons was reduced in size
North Lake: Caved Of Sorrow
- Monster experience gained increased by 10-30%
- Monster attack, health, and armor increased
Lands Of The Lost
- Monster experience increased by 250%
- Monster attack, health, and armor increased
- Item drop chances reduced
Lands Of The Lost: Trove
- Monster experience increased by 250%
- Monster attack, health, and armor increased
- Chest timers adjusted
- Stats on several items increased
Lands Of The Lost: Void Of Unknown
- No changes made. This map is as intended
- Item drop chances reduced
Ice Lands
- Monster experience increased by 150%
- Monster attack, health, and armor increased
- Item drop chances reduced
Ice Lands: Ice Chamber
- Monster experience increased by 150%
- Monster attack, health, and armor increased
- Chest timers adjusted
Ice Lands: Werewolf Hideout
- Monster experience increased by 150%
- Monster attack, health, and armor increased
- Chest timers adjusted
Final Thoughts
There are still some things regarding the 001 Game Creator engine that I’m still looking into why it handles doing things a certain way. There are also some changes I’m considering doing like reducing respawn timers for all monsters. Those however require a manual change of every single timer one by one with the way the engine has you set them up.
For any minor fixes moving forward till full release I’ll just update without major patch notes being made and it posted on Itch only. The starting menu and a few other things still need some work on. Outside of that this game is getting closer to full release for the single-player version.
Once it seems everything is running decent I’ll be looking into what all I can do with this game and the 001 Game Creator Engine outside of a single-player experience.
The game can be played in a browser here.
Other Content
- 001 Game Creator | Balancing and Bug Fixes
- 001 Game Creator | Part 6: All Coming Together
- 001 Game Creator | Part 5: Working on Items, Compile, And HTML5 Test
Information
Screenshots were taken and content was written by @Enjar.
This game can be found on Itch here
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Its good to hear about your progress with this game. I actually played it and enjoyed the general flow of it.
I love the NPC difficulty and speed of the enemies. I liked how they all gang up and have me cornered lol but one thing I observed was that some goblins don't do any damage to me when they attack in some levels but some other goblins do damage when they attack, those goblins have a different color.
All in all, I'm really inspired by your progress 🙌
P.S didn't mean to hit the DV button at first, the cursor moved and glitched on me as I clicked. major goof on my part... apologies
Thank you for giving feedback.
The goblins in the starting map do deal damage it’s just the player armor is high enough that it tends to be zero to the player even at the start. This game was made to be rather casual giving the player a bit of opportunity to learn before they get killed over and over again.
Since the player has no life regen and will be reliant on using potions or paying to be healed at an NPC. A lot of the lower level maps are designed that once you get a certain type of gear or better for the area and have a high enough level you take zero damage.
Some game decisions were taken early on to get me to the point I am now with the project in a month’s time using a game engine I’ve never used before. There are some other aspects I wanted to explore when working on this that I now can with where the project is.
Fun overall, small concerns though. The game it doesn't keep/force the viewport, which means the game will always be better full screen since you can see more of the world. Second, the enemies don't seem to have a consistent detection area. Sometimes they respond a long way a way, and sometimes you can walk right up to them, and they do nothing. Either way, you are way more consistent working on this than I've been on my game. Good work, thanks for the inspiration.
Thanks for the feedback.
While the AI doses leave a bit to be desired there is also a performance side of things to take into account. The game engine used to make this is a bit on the older side.
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Thanks for the support. Have a great week.
This game would be very interesting, because it is more difficult, I have a son who lives in Argentina who always sends me comments regarding video games, He is very consistent with them, they really entertain, of course I use it very often when They are less complicated. @enjar Estimated successes