about 5 years
ago -
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With our official launch, a new journey begins.
5s | hey everyone and welcome to another |
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7s | dialogue today we're going to talk a |
9s | little bit about our road to early |
11s | access and everything we have achieved |
13s | up until the release I'm joined today by |
16s | our two lovely lead programmers dammit |
19s | and hello everyone |
21s | pleasure to be here since the start of |
23s | the early access period our plan was to |
25s | listen to player feedback and plan out |
28s | our development accordingly we will talk |
30s | about the changes we've made to the game |
31s | and what motivated us to do so hope you |
34s | find the torque enjoyable so without any |
37s | further ado let's go for all the patch |
39s | updates in the order they were released |
40s | and see what changes they promised at |
46s | the start of the early access period the |
47s | game had a multiplayer Lobby and the |
49s | completely single-player combat |
51s | experience after a few weeks with |
53s | patched zero point two point zero came |
56s | the support for cop you have to work out |
58s | and we designed almost every system in |
61s | the game to make that a possibility with |
63s | this update we also changed how our |
65s | damage calculations work most of our |
67s | damage calculations were primarily |
69s | affected by physical damage so stacking |
72s | it was more useful than stacking any |
73s | other damage type in order to make |
75s | physical damage less important for your |
77s | build we've added weapon damage stats |
80s | weapons in the game now have this base |
82s | stat which then gets converted into |
84s | corresponding damage type through player |
86s | abilities this way we've made the damage |
89s | type more balanced as in each is equally |
92s | beneficial in this early stages balance |
97s | was not in a good place most bosses |
99s | could be done without a fight and this |
101s | happened regardless of the difficulty we |
103s | ramped up the difficulty in order to |
105s | make the game a bit more challenging |
107s | maybe too challenging but we will |
109s | address this in the future updates and |
112s | we plan to work on this as well in the |
114s | future in this patch we also worked on |
115s | improving your quality of life when it |
117s | comes to gameplay one feature that was |
119s | heavily requested and that we |
121s | implemented was the ability to confirm |
123s | your character after the tutorial you |
125s | chose one hero which was available from |
127s | the start at the time these were king of |
129s | each is token |
130s | play for the tutorial and then be able |
132s | to go back if you're not satisfied with |
134s | the hero that you chose another quality |
136s | of life thing that we added to the game |
138s | was the ability to have an alternate |
140s | control scheme we weren't ready yet to |
142s | implement the click to move but this was |
144s | a temporary solution that needed to |
146s | satisfy players a desire to play click |
148s | to move and not WASD unlocking heroes |
153s | through collecting shards was viewed by |
155s | players as a long grind and most were |
157s | not in love with that idea another thing |
159s | which made hero unlocking harder was the |
161s | linearity of it the first hero you would |
163s | unlock would always be looking and the |
165s | last one would always be able area to |
167s | make this system less constricted we've |
168s | added a new currency to the game heroes |
170s | Souls each hero soul unlocks one hero |
173s | and you can choose whichever hero you |
174s | want to unlock first shards were still |
176s | kept in the game for skin unlocks these |
178s | hero souls were much easier to obtain |
180s | especially if you had a friends to carry |
182s | you through all those high-level |
183s | assassination missions pepp 0.5 was the |
189s | first of the bigger patches we have |
191s | planned for the end of early access |
192s | players familiar with other action RPGs |
195s | were very vocal about our early skill |
198s | upgrade system which was very basic this |
200s | mate has put a lot of effort in |
202s | designing and implementing an ability |
204s | tree system which would enable players |
206s | to make their own custom builds and get |
208s | more personal with their favorite |
210s | characters apart from the new ability |
212s | system some existing features went |
214s | through a lot of changes some of the |
216s | character stats were removed some new |
218s | like aster shield were added and some |
221s | were tweaked a bit the crafting system |
222s | was heavily changed as well recipe and |
225s | blueprint drops were reduced in |
226s | preparations for changes we would be |
228s | getting in the next patch last but not |
230s | least this patch brought a whole new act |
233s | to the game act 6 which added another |
236s | boss fight into the mix the second in |
240s | our series of week updates brought a bit |
243s | of love to the end game so we basically |
244s | added a way for you to gain additional |
246s | ability points beyond what you get for |
248s | leveling and to upgrade your abilities |
251s | further these bonus points are gained as |
253s | a reward for completing a mini challenge |
255s | involving idle of wisdom also there was |
257s | now a way to reliably gain recipes to |
260s | use in craft |
261s | by defeating cage Guardians we've also |
263s | added people that tributes to give |
264s | legendary items more impact schools of |
267s | magic to give players something to keep |
269s | an eye out for and the gauntlet was |
271s | reworked significantly |
272s | all in all a lot of endgame stuff in |
274s | this patch in this patch we also managed |
276s | to implement a highly requested features |
279s | such as controller support and quick |
280s | tour we do consider these changes to be |
283s | only the first step in improving your |
284s | and game experience as we are still |
287s | working on systems that will I depth and |
289s | fund to the end game this patch was the |
292s | last one in early access period which |
294s | means we are getting closer to the end |
296s | of this dialogue all that remains is |
300s | besides containing a lot of polish and |
302s | bug fixes to things already in the game |
304s | the release build also included two |
306s | whole new campaign acts act seven and |
308s | eight two new playable heroes and the |
311s | ability to select any hero at the start |
313s | of the game with those two new act scum |
315s | two new bosses as well the game has the |
317s | full single-player experience now that |
319s | the campaign is finished but we are not |
321s | done yet |
321s | we were planning a lot of stuff some of |
323s | which we've mentioned in the previous |
325s | dialogue you should watch it together to |
327s | speed a bit we feel that we have seen a |
330s | lot in the past few months and we |
331s | couldn't have done it without you the |
333s | game is better now that it ever was and |
335s | it's all thanks to your valuable |
336s | feedback we are very proud of the |
338s | community on this card and reddit and we |
340s | really appreciate your support and |
342s | constructive criticism we're getting |
343s | each day making pagan online was a big |
346s | learning experience for all of us here |
348s | at metal games and with each new feature |
350s | or build we prepare for you guys we got |
352s | more experienced and daring to push |
354s | ourselves even further we have no plans |
356s | on slowing down we will continue to |
358s | improve the game until we reach our |
360s | ultimate goal making any RPG of your |
362s | dreams we love you guys and girls and we |
364s | hope to keep seeing you in the pantheon |
366s | until the next devlog bye |
369s | [Laughter] |
373s | you |