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Steam News15 May 20188y ago

Patch 0.44.68

Event Progress and Near Future While this week has been primarily spent working on next week's event.

Full notes

Full QuiVr update

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What changed

0 fixes1 addition3 changes0 removals
  • Compatibility
  • Gameplay
  • Events
  • Maps
addedEvent Progress and Near FutureWhile this week has been primarily spent working on next week's event. I wanted to take the opportunity to outline what is planned for the remaining weeks before exiting Early Access in June. Item Rewards & Reforging - The item reward system in its current state is very simplistic. The items in QuiVr have not been made in such a way that Legendary items are required to progress far into the game. In reality the Legendary items generally require a better understanding of the game mechanics to preform at the same level as many of the lower rarity items. That being said it feels good to get a legendary item, and with a simple 1% chance to get one the reward system is not smart enough to be a compelling reason to keep playing. Similarly the Reforge system uses simple RNG to decide when to upgrade an item, which can lead to unlucky streaks that feel terrible and leave you without any Relic Fragments. There are definitely better ways to handle 'random' reforging and I will be exploring some of them to try to find a more fulfilling reward experience. Enemy Types and Combinations - While we do have a pretty good cast of characters in the game, I think that a few more enemy types (particularly during the early gates) would add more variety. In addition, I think that a more interesting change would be spawn group combinations, for example a gate where you only get Charging and Smoke-Screen enemies. These enemy spawn groups will be something that I will be trying in the Beta branch and, if successful, pull into the game. More Powerups - The powerup drops introduced a few weeks ago have been received very well, and I think the only serious thing lacking is variety. so I'll be working on some more interesting powerups for enemies to drop. I'm sure that there will also be some more bug fixes and minor changes but these will be the big tasks before releasing out of Early Access.
changedChanges and FixesUpdated Analytics for GDPR compliance
changedChanges and FixesIncreased Cups event difficulty with 4 players
changedChanges and FixesUpdated map seed

Event Progress and Near Future

While this week has been primarily spent working on next week's event. I wanted to take the opportunity to outline what is planned for the remaining weeks before exiting Early Access in June. Item Rewards & Reforging - The item reward system in its current state is very simplistic. The items in QuiVr have not been made in such a way that Legendary items are required to progress far into the game. In reality the Legendary items generally require a better understanding of the game mechanics to preform at the same level as many of the lower rarity items. That being said it feels good to get a legendary item, and with a simple 1% chance to get one the reward system is not smart enough to be a compelling reason to keep playing. Similarly the Reforge system uses simple RNG to decide when to upgrade an item, which can lead to unlucky streaks that feel terrible and leave you without any Relic Fragments. There are definitely better ways to handle 'random' reforging and I will be exploring some of them to try to find a more fulfilling reward experience. Enemy Types and Combinations - While we do have a pretty good cast of characters in the game, I think that a few more enemy types (particularly during the early gates) would add more variety. In addition, I think that a more interesting change would be spawn group combinations, for example a gate where you only get Charging and Smoke-Screen enemies. These enemy spawn groups will be something that I will be trying in the Beta branch and, if successful, pull into the game. More Powerups - The powerup drops introduced a few weeks ago have been received very well, and I think the only serious thing lacking is variety. so I'll be working on some more interesting powerups for enemies to drop. I'm sure that there will also be some more bug fixes and minor changes but these will be the big tasks before releasing out of Early Access.

Changes and Fixes

  • Updated Analytics for GDPR compliance

  • Increased Cups event difficulty with 4 players

  • Updated map seed

Source

Steam News / 15 May 2018

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