Full notes
Full Warpin: Creation (VR) update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
Happy Holidays!
As promised, we've just pushed patch 1.0.0.2 that includes over 15 big changes and hundreds of small improvements.
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. And there's more on the way :)
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.
New Monsters - We've added several new monsters with new abilities.
New Artifacts - We've added a few new artifacts and update a couple with new looks.
Once again, thanks for all the amazing feedback and happy holidays :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
