Weekly Pupdate: 3/16/20 (Patch #15)
Yo-yo-yo!
I hope that this Pupdate finds you well, dearest reader! Smaller notes this week, most of the patch this week falls into one of two categories: further fixes from last week's patch (that occurred over the weekend due to the whole translation-time-delay thing), and behind-the-scenes type stuff for the New Game+ overhaul (tracking numbers, adjusting things, yada-yada). Since that stuff is kinda boring and dry, I didn’t include it in the patch notes. With that said, let's dive into it, and then we can talk about the good stuff:
[h2]Ephemeral Tale 1.1.5 Changelog[/h2]
Something that has become apparent over the last few weeks is how exceedingly powerful the Bouldercrash skill is-- due to this, it’s now more appropriately priced at the upper echelon of the level bracket. Really, it only becomes a BIG issue when running a crit focused build. With that said, considering that most players have a bazillion MP at level cap, and there being items to further increase MP or lower MP costs (or regenerate MP), I decided to increase the cost specifically to target users that otherwise focus on a crit build (and not a Magic-Crit build, just straight-ass Crit). Again, the goal here isn't to neuter it, just instead leave it as "hot damn that's good." To that end, it’s only a slight increase, and the damage hasn’t been touched.
Some of the back end changes that we've had in this patch and the last address issues with the various menus in the game. One of the long-standing bugs in Ephemeral Tale has been that the players face icon would just randomly not render in the main menu-- no rhyme, no reason, just wouldn't render. One of these back end changes is a preload for that particular sheet, so this issue should be resolved. If you experience it happening still, please let me know.
Game development generally has a weird ebb-and-flow to it, especially if you're an Early Access title. You're always trying to push "more-more-more," for your players to enjoy-- but at what cost? If the new player experience is rough, you can end up with an exclusionary title. If the content is incredibly deep, but super unpolished, you can turn someone off with a bad first impression. The point I'm getting at is that there are points of content focus, and points of polish focus. You can see this in most AAA titles: go look at the pre-release footage of Darksiders 3, and then compare it to the final! Whew, what an improvement that game made. But, you can also see how this has played out in Ephemeral Tale, too. No, really! Look:
Keep in mind, this wasn't on purpose! This just... happened this way! Just an interesting little tidbit that I thought some of you might enjoy. TL;DR on this section is this: I'm focused on more than just adding content to the game. I'm gonna keep polishing it, and keep upping the ante, until you SLAP the HELL out of that "this game is great and I love it" button. And at that point? Maybe I'll consider slowing down for a bit. Or maybe not! Who knows. Wanna talk New Game+ now?
[h2]New Experience+[/h2]
A few weeks back (pre-Into the Deep, I believe?), I had said that we were gonna talk about New Game+ once I had a better grasp as to what the hell it was gonna be. Lots of discussion with our friends over at Something Classic and personal friends of mine has helped solidify what it will be. Right now, the focus of New Game+ from a design perspective is on making you think about the tools you're bringing with you to an encounter. Let's go over an example:
In New Game+, fights are harder. Enemies are tougher, smarter, and have more tricks up their sleeves. The Fairies from the Forgotten Forest, as an example, in NG+ have the ability to Heal their allies. This throws a wrinkle into a number of encounters, but also makes the boss fight for that zone a significantly different experience. Depending on how lethal your build is, nuking the boss first and adds later may no longer be an option for you. On top of that, since enemies are tougher across the board, you're going to be tested on your ability to survive harder, bigger blows.
Note: Does not cover co-pay.
This is, of course, only one of the new mechanics we'll have in New Game+. I hope this gives you an insight to the kind of work that I've been up to behind-the-scenes this week, however-- I want to make sure that when New Game+ hits, that it is able to challenge you to re-evaluate what kind of gear you're bringing with you, and that it brings new experiences in whatever forms that may end up taking.
We'll talk more next week, but until then, remember to have fun and wash your hands!
-- Ryan
I hope that this Pupdate finds you well, dearest reader! Smaller notes this week, most of the patch this week falls into one of two categories: further fixes from last week's patch (that occurred over the weekend due to the whole translation-time-delay thing), and behind-the-scenes type stuff for the New Game+ overhaul (tracking numbers, adjusting things, yada-yada). Since that stuff is kinda boring and dry, I didn’t include it in the patch notes. With that said, let's dive into it, and then we can talk about the good stuff:
[h2]Ephemeral Tale 1.1.5 Changelog[/h2]
- Further UX improvements
- Further UI tweaks
- Bouldercrash has been more aggressively priced in MP, now costing 41MP at Level 50 (up from 32)
- Fixed a bug where the face icon wouldn’t render in the menu
- You can now skip the Dawdling Dog logo and Early Access disclaimer by whackin’ the “Confirm” button
Something that has become apparent over the last few weeks is how exceedingly powerful the Bouldercrash skill is-- due to this, it’s now more appropriately priced at the upper echelon of the level bracket. Really, it only becomes a BIG issue when running a crit focused build. With that said, considering that most players have a bazillion MP at level cap, and there being items to further increase MP or lower MP costs (or regenerate MP), I decided to increase the cost specifically to target users that otherwise focus on a crit build (and not a Magic-Crit build, just straight-ass Crit). Again, the goal here isn't to neuter it, just instead leave it as "hot damn that's good." To that end, it’s only a slight increase, and the damage hasn’t been touched.
Some of the back end changes that we've had in this patch and the last address issues with the various menus in the game. One of the long-standing bugs in Ephemeral Tale has been that the players face icon would just randomly not render in the main menu-- no rhyme, no reason, just wouldn't render. One of these back end changes is a preload for that particular sheet, so this issue should be resolved. If you experience it happening still, please let me know.
Game development generally has a weird ebb-and-flow to it, especially if you're an Early Access title. You're always trying to push "more-more-more," for your players to enjoy-- but at what cost? If the new player experience is rough, you can end up with an exclusionary title. If the content is incredibly deep, but super unpolished, you can turn someone off with a bad first impression. The point I'm getting at is that there are points of content focus, and points of polish focus. You can see this in most AAA titles: go look at the pre-release footage of Darksiders 3, and then compare it to the final! Whew, what an improvement that game made. But, you can also see how this has played out in Ephemeral Tale, too. No, really! Look:
- Improved upon the presentation and polish (pre-Major Update #1 patches)
- Content-focused patch (Major Patch #1)
- Polish and presentation patches (pre-Major Patch #2 patches)
- Content-focused patch (Into the Deep)
Keep in mind, this wasn't on purpose! This just... happened this way! Just an interesting little tidbit that I thought some of you might enjoy. TL;DR on this section is this: I'm focused on more than just adding content to the game. I'm gonna keep polishing it, and keep upping the ante, until you SLAP the HELL out of that "this game is great and I love it" button. And at that point? Maybe I'll consider slowing down for a bit. Or maybe not! Who knows. Wanna talk New Game+ now?
[h2]New Experience+[/h2]
A few weeks back (pre-Into the Deep, I believe?), I had said that we were gonna talk about New Game+ once I had a better grasp as to what the hell it was gonna be. Lots of discussion with our friends over at Something Classic and personal friends of mine has helped solidify what it will be. Right now, the focus of New Game+ from a design perspective is on making you think about the tools you're bringing with you to an encounter. Let's go over an example:
In New Game+, fights are harder. Enemies are tougher, smarter, and have more tricks up their sleeves. The Fairies from the Forgotten Forest, as an example, in NG+ have the ability to Heal their allies. This throws a wrinkle into a number of encounters, but also makes the boss fight for that zone a significantly different experience. Depending on how lethal your build is, nuking the boss first and adds later may no longer be an option for you. On top of that, since enemies are tougher across the board, you're going to be tested on your ability to survive harder, bigger blows.

This is, of course, only one of the new mechanics we'll have in New Game+. I hope this gives you an insight to the kind of work that I've been up to behind-the-scenes this week, however-- I want to make sure that when New Game+ hits, that it is able to challenge you to re-evaluate what kind of gear you're bringing with you, and that it brings new experiences in whatever forms that may end up taking.
We'll talk more next week, but until then, remember to have fun and wash your hands!
-- Ryan