
Hunters!
When Wardens Fall patch 1.2 is available now! This release was all about adding variety and realism to each dungeon run. Varity because of the addition of 3 new monsters: The Chosen, The Warden, and The Sister. Realism because of the addition of dynamic grip, new blood and damage effects, and new physics reactions for hits.
New Mechanics
- New Monsters
- The Warden – The Wardens were once the most elite among the Wardens ranks, but now they act as no more than glorified body guards to the demon lords that they once imprisoned. A towering mass of armor and flesh, the Warden are capable of holding their ground against most opponents. You will often encounter a Warden standing between you and other enemies, slowing down your progression through the dungeon.
- The Sister – The Sisters used to be a proud order of religious mages, but they were corrupted like the rest of the dungeon and are now a disturbing husk of their previous self. As casters, the Sister will attempt to find a place away from the player, from which they can cast their spells.
- The Chosen – The Chosen are extremely powerful disciples of the demon lords and have been blessed with untold strength and skill. Each Chosen is capable of performing complex combos and chargers, similar to the Disciples but much more formidable.
Forgotten ChangesThe Forgotten are the most basic, and most common, enemy found in the dungeon of When Wardens Fall. There has been increased randomization introduced to the Forgotten with respect to the type of weapons they are carrying and the armor they are wearing. For example, you can now encounter Forgotten with and without a shield. Now can have a shield or no shield.Impact ChangesNew Blood Effect: Spurting blood effects have been addedNew Damage Effects: Overall more gore has been added; there is now visible damage on the NPC where they are hitNew Physics Reactions for Hits – more realistic reactions from NPC when they are hitNew Grip CodeDynamic Grip is now available for all weapons, including two-handed weapons, in the dungeon. Dynamic Grip means that players can hold a weapon at any point along the handle. When you go to pick up a weapon, you will now see a transparent cube on the handle which you can slide along the handle to determine where you will grip the weapon.New RoomsThere are now unique start rooms and end rooms for each level of the dungeon. A start room is the room into which you originally spawn at the start of each level. An end room is the room in which you will find the gold door which will take you to the next level. These new start rooms and end rooms are all safe rooms and therefore you will not encounter any enemies within these rooms.Holstering SystemWhile a partial holstering system did exist in previous versions of the game, it was not fully realized and had many outstanding issues.Players will now find that their holster has 7 available spots in which they can holster their weapons or alchemy potions. There are 3 small spots on the player’s front, 2 medium spots on the player’s sides, and 2 large spots on the player’s back.The 3 spots on the front (2 on the belt and 1 on the chest) are denoted by green cubes when your hand is close enough to interact with them. These are small spots and only hold knives, axes and alchemy potions. When a spot is highlighted in green, it is a single click of the grip button to holster or unholster an item.The 2 spots on the front are located on either hip. These are medium spots and hold anything except two-handed weapons or shields. As it is more difficult to see the green cube, there is an added vibration cue to tell the player when they can interact with the spot. A long vibrate means you can holster an item (single click grip button) and a short vibrate means you can unholster an item (single click grip button).There are 2 spots on the back located just over both shoulders. These are large spots and hold any item. These spots use the same vibration cues to tell players when they can holster and unholster.Temporary Fixes
- Personal Lighting Source
- At the moment, a “headlamp” has been added to the player to increase visibility in your immediate surrounds. This helps players see the enemy that they are actively fighting. It is also useful if you drop your sword for example.
- The long term goal is to switch out the “headlamp” for a lantern which the player can store on their holster. The player could then unholster the lantern and hold it up when they require additional illumination.
- How dark would you like to see the dungeon? Do you prefer some level of ambient lightning or would prefer to solely rely on your headlamp/lantern which is more authentic to a deserted dungeon?
Bug Fixes
- Fixed navigation generation issues
- Removed shield from Fiend and Clot which was incorrectly blocking attacked
- Introduced minimum enemy spawn count so that rooms are never empty
- Fixed level up explosion which was killing enemies in other rooms
- Updated physics assets on starting weapons
Balancing
- Decreased Two-Handed Reduction from 50% to 30%
- Adjusted spawn rates of all monsters to account for new monsters