baud
Arcane
There's a new patch, which might or might be incoming
Nice. I've been waiting for one before delving further -- don't want to get sick of the beginning by the time the debug overlay makes it into the game.
That's more than enough to set things in motion.Currently the debug output is limited to the player position.
Perhaps I'll add an option to dump the full playerstate later.
- Water fountains: You can now draw water or drink from fountains. If it's a magic fountain, drinking from it either gives you health or mana, but only for the first sip. Then its just regular water until the magic replenishes.
- Crystal Flasks: Drawing magic water only works with crystal flasks - otherwise the magic escapes and you get regular water.
- Treasure: Gold and silver, gems and jewelry. I added lots and lots of treasure items to add some loot variety. You won't be seeing all of it in the alpha level since some of it is too precious for that part of the game.
- Stamina Management: Low stamina attacks now cause minimum damage instead of none.
- Respawn System: Reworked the respawn system. There are no more "enemy nests" that have to be cleared before enemies stop respawning. Respawn is now handled individually. Spawn points can still change state and spit out a different set of NPCs though (basically secondary encounters to mix things up a bit).
- Mantling: Pulling yourself up is now automated. Mantling checks should now be more generous.
- Mantling tutorial: I added another room to explain mantling - and then another room and another cave, but those are kinda unrelated to mantling. They are just connected to that first room.
- Torches: Adjusted torch light radius as well as the light's position so it doesn't clip into objects anymore. You can now douse a torch by clicking its icon in the character menu.
- Candles: Added candles as a new light source. They work like torches but with a smaller radius. Candles in the environment can be blown out.
- Keys: Made named keys more visible
- Quickslots: Consumable items go straight to one of the four quickslots after picking them up.
- Equipment: Armor and weapons are now immediately equipped if their respective slot is free.
- Momentum movement: I reworked movement into something with actual velocity and momentum. It should feel more natural now - hopefully not too floaty.
- New Spells: There are two new spells - Douse & Ignite. As the names already suggest, these let you douse and ignite torches and candles. This might draw an enemy's attention to the light source.
- Water Arrows: A new type of arrow was added. These arrows let you douse torches and candles from far away.
- Firebombs: A grenade-like, new item. Goes boom and does a good amount of damage. Also, it's pretty loud - handle with care.
- Search: To find all that pretty new loot, you can train your "Search" skill. This will sometimes give you an audible (and in rare cases even a visible) hint when you are near a secret. Finding the secret is still up to you though.
- Dragon's leaf: A rare item that sharpens its user's senses. It makes time go by slower, but once it wears off you will be extra exhausted.
- Stone of Return: A rare gem that lets you travel to the last shrine you visited.
- Documents: Mouse capture should now work correctly in reading mode. Also there is now a UI element for closing documents.
- Item distribution: Treasure should be much better distributed now. No more prominently placed boxes with nothing in them.
- Arcane Connection: The range of Telekinesis, Douse and Ignite now scales by the Arcane Connection skill.
- Archery: The Archery skill now influences draw speed.
- First Aid: Training first aid lets you assess an enemy's health. I haven't decided yet how inaccurate the assessment should be on lower skill levels. For now its your typical "wounded", "near death" etc. On higher levels you get the health bar again. (Sidenote: The skill is still shown as "Inactive" because it's main component isn't in the alpha yet).
- Combat: Breaking through defense does no longer make the attacker stagger. Also stamina locking does no longer stack.
- Enemies: Archers have better aim now and are generally faster and more deadly. Dead enemies do no longer have any collision. AI now takes more chances with blocking weak attacks. Enemy alertness should now decrease a bit faster
Other stuff:
- The character menu now shows a debug output for the player's position.
- Clicking on the [+] next to the Feedback/Bug Report button reveals the forms' link, which can be copied & pasted (some players had problems opening the URL via the buttons)
- At the end of the alpha level you will be shown the percentage of secrets you found.
- Added a twitter link in the menu.
- You should now be able to quit the inventory with the ESC key.
- Doors should now persist their lock state correctly
- Temporarily lowered weight of iron broad sword
- Temporarily deactivated refraction on water surfaces
- Key objects in the alpha level's main puzzle should now be more visible
- Item combinations are now based on a respective table (not important for user experience)
This is Ultima Underworld 3 that needs to reach surface of gaming world, people will fall in love with it during first play! Are you considering any form of Kickstarter or Early Access for this game, can't fathom what would you do if you just had few more helping hands, chest full of Kit-Kats & no other job but this game. Your persona reminds me of what would young Warren Spector be doing with today's technology. Pushing the limit of possible
Arx fatalis was ultima underworld 3 clearly, this one may be 4 who knows, i cant wait to try it even early access.It cant be worse than underworld ascendant right ? Fabulous optimistic button if you disagree...This is Ultima Underworld 3 that needs to reach surface of gaming world, people will fall in love with it during first play! Are you considering any form of Kickstarter or Early Access for this game, can't fathom what would you do if you just had few more helping hands, chest full of Kit-Kats & no other job but this game. Your persona reminds me of what would young Warren Spector be doing with today's technology. Pushing the limit of possible
This is Ultima Underworld 3 that needs to reach surface of gaming world, people will fall in love with it during first play! Are you considering any form of Kickstarter or Early Access for this game, can't fathom what would you do if you just had few more helping hands, chest full of Kit-Kats & no other job but this game. Your persona reminds me of what would young Warren Spector be doing with today's technology. Pushing the limit of possible
Probably need to rename this game Baldursmyth to get enough attention; with there be brain sucking creatures with tentacle heads? You could do it so that if they lock onto you, you lose control of the camera and then lose control of the movement and attack keys....
On a serious but vague note, will there be any outdoor areas in this game?
Realism will always take the backseat compared to fun, entertaining designs
At the same time I'm also adding more "unsafe" areas.