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ASU 0.450.4

Hello all!

Another build ready for you to enjoy. We're still working toward the next level, got an addition or two that are for that, though the level itself isn't ready for testing yet as I haven't finished any of the creatures yet. All of them are modelled, I believe, save the boss, but none of them have been added code-wise.

Anywho, we've also got some changes to the general spawning of enemies and to how swarms operate. You can find all the details below, as per usual.

Oh! And for the eagle-eyed among you, you may have noticed that I have removed a digit from the version number. This was done because I realized the last time that I needed that extra digit was long, long ago. As I've updated the way that I update the version number, it became less and less relevant.


Version: 0.450.4
Additions:



-Added the Ice Bulb trap

-Endemic to Contaminated Channels

-Applies slow and slippery upon getting too close

-Resets after a delay




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Updates:



-Added an invulnerability to displacement timer for falling off the map


-Actually flagged ASU as having achievements and cloud saving on the Steam page


-Falling off the map no longer does damage to the player


-Added a check for those that beat Saren Glass on various difficulties before the achievements were added to recieve the achievements without lowering the difficulty


-Added 3 achievements related to Vulight Invaders


-Added our first hidden achievements!


-Enemy Class

-Added a visible indicator when a given enemy has more than its normal max shield, armor, or both

-Added native code to increase armor and shield

-Added a clamp of 2x the default max value of armor and shield


-Increased the visibility of system messages


-Increased the pickup area of captive motes

-150uu -> 250uu


-Mushroom Witch

-Doubled scale for increased visibility


-Swarms

-Increased amount spawned per wave

-2x normal -> 4x normal

-Increased time between waves

-15 sec -> 20 sec

-Increased base time between swarms

-120 sec -> 180 sec


-Normal enemy spawning

-Decreased the minimum number of enemy types to spawn

-2 -> 1

-Hymn level now increases the absolute number of enemy types to spawn

-0.25 / hymn level

-Increased random deviation timer

- -2 - +15 sec -> -15 - +15 sec

-Increased the base time

-30 sec -> 35 sec

-Increased the clamped range of time between spawns

- 5-30 sec -> 15-60 sec

-Lowered the contribution time of potions

-0.5 / potion -> 0.25 / potion

-Increased the contribution time of hymn levels

-0.8 / hymn level -> 1.2 / hymn level



-Note: Basically, what I have done is offloaded some of the spawning away from normal spawns and put more of an emphasis on swarms as the real meat of the combat experience. It should give plays a bit more breathing room between fighting normal enemies, but make swarms a bit more challenging and more engaging.


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Bug Fixes:



-Added a failsafe to the Forgotten Footnote to keep it from taking damage while resurrecting

-Fixed the missing custom depth tag on the Stone Forest elite skill actor

-Fixed an issue where recruiting Mirei would not destroy other instances of Mirei still in the level


And that's all we have for this week. To those that care, Zaima has been busy at work with the design of our next character, an icey archer from Greensway in the far north east of Xerenia, but he's still in the planning phase.



Thank you all,
Until next time,
Lucas

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