Full notes
Full Warpin: Creation (VR) update
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What changed
- UI and audio
- Gameplay
- Maps
- Balance
Overview
When we set out to implement patch 1.0.0.2 in mid-November, we had one thing in mind – make combat better. After talking with players, we realized they had a much higher expectation of what VR combat should be. While some early releases like Vanishing Realms had set a base standard, newer games like Raw Data definitely turned things up. And while we knew that some of these expectations were high for an indie title like Warpin: Creation (VR), we still wanted to take steps to make the game better for players and feel somewhat competitive with other titles in its price range. After we reworked the monster AI and they started jumping and running at us, we realized there was potential to make Warpin even better, and began to compile a list of other features to add. At the same time, our metrics started showing that players weren’t making it to the better levels of the game because they didn’t understand the progression of the warpstream. So, with all this in-mind, we pulled out some of the original designs, cracked our knuckles, and got down to the business of making Patch 1.0.0.2, and what feels like a different, better, Warpin: Creation (VR). When we say different, we somewhat mean it. While several mechanics within the midimensions will feel familiar, most of the mechanics outside of them will feel new. We've made a new tutorial that furthers the Guardian storyline. It gets players into the game quicker and is more fun than the old "museum of text". We've created an entirely new Meshold that helps players understand the different levels they can play and how to progress. We've given more cues on how to play the game with better UI. We've added motion to movement to improve immersion. We’ve made the worlds feel more unique by separating themes. And we've made the monsters smarter on hunting you down. All these changes add up to what feels like the chaotic Warpin we originally imagined 25 years ago. However, not all changes come easily. In patch 1.0.0.2, we completely reworked the controller actions. Now, the touchpad is used for movement (changed from using abilities), and the trigger is used for abilities. This change comes in big part to many player requests to have the controller behave like other VR games. The side effect of this approach is you only have one button for firing per controller. Because of this change artifacts and forges will now only support (1) ability. Players who forged weapons with multiple abilities can use a new Meshold appliance – the Recycler – to extract abilities from their artifacts, so they can be reconfigured. This change also affects combat play style. Players may now need to "stance dance" in combat to switch between offensive/defensive styles. For example, if I am firing two pistols (both projectile), I may need to switch to another artifact like my shield to heal quickly and block, then switch back to pistols for maximum offense. This play style returns the combat mechanics back to their original design where player mastery was about your actual physical involvement (real world agility) in *combination with* having built and effectively using a well-balanced "wardrobe" of weaponry. This also helps players understand the design of the grip visor, and why “quick grip” inventory is core to playing. Overall, patch 1.0.0.2 brings a whole new experience that makes it easier for players to get into the game, be a guardian, and save existence. It also increases the active feeling of combat. We recommend players create a new character to enjoy the full scope of these changes. Once again, thanks to the players for all your feedback and cool ideas. We'll be taking a short break for the holidays, and then returning to start on Patch 1.0.0.3. Until then, here’s the detailed breakdown of upcoming changes in Patch 1.0.0.2.
Big Changes
Better dynamic level generation – We’ve improved the way levels are procedurally generated, and added theming. Previously, levels were generated as a mix-up of three themes (dungeon, forest, scifi). Now, we’ve isolated those themes so you experience one per level. This helps each level feel more individual, and provides us with a cleaner way of providing more “worlds” in future patches.
Fortress improvements – We’ve made several improvements to our fortress levels and made them easier and more deterministic to reach.
New levels – Players can now enjoy 24 – 36 unique levels to play, depending on character difficulty chosen.
Difficulty settings – When creating a character, players can choose a difficulty setting of Acolyte, Crusader, or Zealot. Harder modes allow players to access new strategy levels in addition to making monsters and flaws more challenging.
Complete rework of monster AI - Monsters now have a wider range of abilities that make combat more dynamic. Monsters can also use warps/lifts making it harder to avoid them.
Better flaw combat – we’ve added more abilities to flaws to make fighting them more active, and added turrets to tie in their relationship with fortresses and later levels of the game.
New Tutorial! - Now you can learn the game dynamics while destroying a flaw... in your Meshold! Improved learning experience also added via voice/tooltips throughout the game.
New Meshold – Players now have a very "Guardian-worthy" base of operations that ties in well with the storyline. We've added maps of the warpstream, and a study for you to learn more strategies on how to hunt and kill flaws. The Meshold now has multiple warpstream entrances, allowing players to play the game and progress in the order they feel like.
Improved storyline! - We've done a major refactor on how your story as a guardian unfolds.
Immersive movement - Players can now dash, fly, and fall in a much more immersive experience. Teleporting is still supported for players who prefer that experience.
Immersive warping – Players choosing dash will now make a much bigger entrance when entering and leaving midimensions, or using warps within.
Improved UX - We've added health/energy meters on weapons, and added midimension structure and strategy indicators in levels.
Reworked controller actions – We've moved to using the touchpad for movement and trigger for abilities. Visor gripping stays the same.
Better melee – We’ve increased the damage of hard swings, and added the ability for them to stun monsters. We’ve also added the ability to shield bash, creating a smooth swinging rhythm for those who love to sword-n-board.
Crystal Wielding – Players didn't realize they could wield ability crystals without an artifact. We’ve made it more obvious that players can forge and use ability crystals by themselves. And we’ve added handheld UX to them so players are more inclined to use them.
Character Metrics - We've added metrics so players can track their progress and effectiveness as a guardian.
For more images and videos of the upcoming patch, be sure to check our facebook page over the next few days. Thanks again for playing.
Source
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