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Steam News18 August 201411y ago

New Version 0.13

Greetings! This is a quick update for the new Version 0.13. In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players.

In this update2

Full notes

Full Lords of Xulima update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes3 additions4 changes1 removal
  • Gameplay
  • Balance
  • UI and audio
  • Store
fixedGreetings!This is a quick update for the new Version 0.13 . In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players. The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.
fixed"What is steel compared to the hand that wields it?"This quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it? We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally. Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules: - One damage point per every 2 Strength Points (above 10). - One damage point extra per every 5 Strength Points (above 10). With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.
addedWhat do you think?Next update will contain the new class The Divine Summoner and some new skills for the existent ones.
changedImprovementsImproved management of load/save errors.
removedImprovementsTooltip time can be set in the Options screen (it can be disabled too). Also tooltip is not removed until you move the mouse cursor out of the object that is showing the help.
changedImprovementsIn the Shop window, the selected character can be switched with the keys (1,2...6)

Lords of Xulima changes

fixedThis is a quick update for the new Version 0.13 . In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players. The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.
fixedThis quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it? We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally. Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules: - One damage point per every 2 Strength Points (above 10). - One damage point extra per every 5 Strength Points (above 10). With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.
addedNext update will contain the new class The Divine Summoner and some new skills for the existent ones.
changedImproved management of load/save errors.
removedTooltip time can be set in the Options screen (it can be disabled too). Also tooltip is not removed until you move the mouse cursor out of the object that is showing the help.

Greetings!

This is a quick update for the new Version 0.13. In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players. The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.

"What is steel compared to the hand that wields it?"

This quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it? We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally. Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules: - One damage point per every 2 Strength Points (above 10). - One damage point extra per every 5 Strength Points (above 10). With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.

What do you think?

Next update will contain the new class The Divine Summoner and some new skills for the existent ones.

And here the list of changes.

Improvements

  • Improved management of load/save errors.

  • Tooltip time can be set in the Options screen (it can be disabled too). Also tooltip is not removed until you move the mouse cursor out of the object that is showing the help.

  • In the Level Up Window, at the bottom, it now displays the Next Skills that will be available in the next level.

  • In the Shop window, the selected character can be switched with the keys (1,2...6)

  • Dialog options can be selected using the Number Keys: [1] for the first option, [2] for the second one,....

  • In Trap Window, the color of the green gears has been changed to silver. Red-green color blind players had problems with the old colors.

Balancing and Game Mechanics

  • Strength bonus damage changed: Now it gives one point damage every two points and every 5 points it gives an additional damage point.

  • Random values for Auto Lock Picking, Auto Trap Disarming, Herbs

  • Collecting, and more... are now generated with the same saved seed. What this means is, save-scumming is now almost impossible.

  • Flaming weapon and Icy Weapon now have some bonus to attack rating depending on the development. Also, in combat their hit rate and damage is now displayed.

  • Mercantilism Skill now affects the prices of the town services: Inn, Food, Temple.

  • There were some problems with the level of the skills for the hybrid classes Paladin & Arcane

Source

Steam News / 18 August 2014

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