Many small changes, early game improvements


Hi everyone!

Almost 3 months passed by the last update, and while new content is in the works it's not ready yet, but i've made some impactful balance changes which might make new players happier, so let's break down on these:

- Audio performance optimization pass.

The sewers map was hit by an audio performance issue, due to a bug in the engine itself, so i manually limited the maximum number of sounds played at once, which made a huge performance improvement.

- Increased sky resolution.

The sky texture seemed rather pixellated on the edges, this will update it's overall quality.

- New sky rendering option: static sky (might improve performance).

Due to increased resolution this background got a bit more demanding on older hardware, so i added an option to turn it off, that way the game will only render it once, and display that instead of a dynamic one.

- Particle shaders pre-compile.

- Improved shader pre-compile on random generated levels (still needs a lot of tweeking).

Both of these are to prevent stuttering on the first run, it's not perfect but you should experience it a lot less. This will increase level loading times a bit but i've added smart tips on the loading screen which can be useful for new players to learn some of the game mechanics.

- Updated menu soundtrack, and backgrounds.

- Keyboard remap.

A long requested feature, which enables further customization. The changes doesn't reflect on the UI yet, but it's a known issue and will be fixed in a later update.

- Champion monsters cannot spawn below player level 10.

- Abyss portal cannot spawn below player level 20.

- Player damage scaling on early levels for more fluid gameplay.

These changes were made to make new player experience a bit more easier, as many of the feedbacks were about how the game starts out way too hard, and ppl just give it up before they get some juice. Difficulty levels can still be set in the settings if you want to increase the initial difficulty anyway.

- Mutant's ranged attack got a minimum range of 15m.

Because of the long wind-up it felt logical to increase the minimal distance of this skill so they chase and melee you if you are too close to them.

- Improved behavior of Chakram while using Blenderstrap unique belt.

Now it behaves more like Blessed Hammer from Diablo 2 :P

- Chakram's lifetime increased to 20% per skill level from 10%.

Leveling this skill felt unrewarding, now it is more impactful, feels much better to leave some of them behind and watch it slice enemies as they walk into your trap.

- Reduced the number of fireballs spawned by Starfall as it was too powerful at skill level 1.

- Increased the number of Ice Spears released per skill level of Frost Orb skill.

This not only makes the skill deal more total damage but it makes the orb travel further than before.

- Physics interpolation enabled (experimental)

Smooths out the movement of any physical based object

- Multi-threaded rendering enabled (experimental)

Hopefully makes the fps more stable on more complex scenes.

Thats it for now, see you next time, and hope you'll enjoy this update!

Files

Alterworld.zip 740 MB
18 days ago

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