BETA changelog
Hello Gatewalkers!
We would like to share with you a list of changes and improvements we have made to Gatewalkers since the last alpha tests. You will be able to check them all in the upcoming BETA (February 3, 2021).
BE AWARE: Gatewalkers is still work-in-progress, so some things can and probably will be changed to the release. The quest-line, passive spells, character progression, have been adapted to Beta tests, so they do not represent the final shape.
Gatewalkers Dev Team
We would like to share with you a list of changes and improvements we have made to Gatewalkers since the last alpha tests. You will be able to check them all in the upcoming BETA (February 3, 2021).
- New things and mechanics:
- Solo combo - Players are able to use additional powerful spells if they cast other spells in the correct order.
- Player customization - New you can play as male or female. You also can choose between various types of heads, hairstyles, beards, and skin colors. Remember, it is still a work in progress, so expect more customization later.
- The main character has been redesigned:
- a new model (male and female)
- new armors (male and female versions)
- new animations per weapon type
- a new model (male and female)
- New wound mechanics - Some bosses apply a special type of wound. These wounds give players negative effects and can be removed only using appropriate remedies (craftable from etc., herbs).
- Conditional spells - Some amulets also give conditional spell, which is cast automatically when all casting conditions are met, e.g., players have very low HP.
- Solo combo - Players are able to use additional powerful spells if they cast other spells in the correct order.
- Changed or redesign things and mechanics:
- Enchanting is now craftable in the laboratory near Victor Hemming.
- Levels in passive spells with chargeable spell
- Graphical Progress tree redesign - Max item tier in Beta is T3.
- The amulets branch of the Progression Tree has changed.
- The rings branch of the Progression Tree has changed.
- New damage formula (with diminishing returns)
- New resist and defense logic
- Upgraded passive buffs from drinks and food
- Enchanting is now craftable in the laboratory near Victor Hemming.
- New languages in the game:
- Polish
- Portuguese/Brazilian
- German
- Russian
- French
- Polish
- Background music for the following locations: main menu, Guild, Forest world, Toxic world, Ice world.
- New quest-line - "The Ancients archive," with a new boss to kill
- Some consumable items now have tiers to scale through the game (e.g., grenades and healing kits).
- Complete rework of UI/UX:
- improved readability and graphics
- new HUD
- new icons for new skills
- new party invite panel
- new inventory and statistic window
- new settings
- new progression and crafting windows
- ...
- improved readability and graphics
- QoL improvements:
- now it is possible to change room master
- better (more descriptive) tooltips
- starving and nutrition lost has been rebalanced
- now you are able to change your nickname in-game
- the weight calculation has been fixed without roundings
- now it is possible to change room master
- Crafting:
- it is possible to repair broken items
- new or changed recipes for amulets and rings
- new recipes for remedies (with new herbs to find)
- it is possible to repair broken items
- ... and many other minor improvements
BE AWARE: Gatewalkers is still work-in-progress, so some things can and probably will be changed to the release. The quest-line, passive spells, character progression, have been adapted to Beta tests, so they do not represent the final shape.
Gatewalkers Dev Team