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=AQ3D= Design Notes June 17th, 2016 - Our Biggest Update Ever!

 
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6/18/2016 4:44:46   
Arthur
How We Roll Winner
Dec14


quote:

Our Biggest Update Ever!
Cysero | Friday, June 17, 2016

What: AQ3D Mega-Update
When: Tuesday, 21 June
Where: Steam (and web but if you're still playing on the web you should move before the web version is killed off).

NOTE: Remember that all of this can and probably will change before the full release of the game. None of this is final. #Prebeta




NEW DUNGEON!

The Umbral Caves will be a level 10-ish dungeon located in the Bone Cliffs (also known as Doomwood Graveyard). This dungeon will be significantly cooler than the low level Barrow Pass dungeon, but also significantly more dangerous. We suggesting taking a fully party of THREE level appropriate and well geared heroes and a TON of potions. Some of the rooms in the dungeon have some surprises and require more than just clearing the room before moving on.




Just take a hard left at the Gate Wraith and you will find Lidra and the Umbral Caves entrance.



NEW MONSTERS!

Every monster in the Umbral Caves is new to AQ3D Including the Ixtis Harvester. The Ixtis are not a species but a nation of sentient insect-like monsters composed of many different species. Not much is known about their culture beyond the fact that they have an underground kingdom so they are mostly found in caves where their world borders on ours, and they have a queen who shares an empathic connection with all of her people, and even the less intelligent Ixtis who are used for their brute strength as guard dogs, workers or beasts of burden.





MONSTER SKILLS!

A new addition to coming to AQ3D with this update... monster skills. Some of the monsters in the Umbral Caves have more than just basic attacks, and their special attacks use their own mana.



NEW NPC, QUESTS & STORY!

Lidra the herbalist lives in Doomwood with her family. Every year they get a gathering party together to head to the Umbral Caves to gather a powerful root use to treat a dangerous illness that sweeps through the villages of Doomwood.



Lidra has a very short quest chain which will take you through the dungeon a few times, but completing her quests unlock her repeatables. Her shop will sell you the POTIONS that you will need in the dungeon (open the USE menu to use them) and she DOES have several new items for you to craft.

You can view her dialogue cutscene using the Cutscene Button on her pop-up (It's the one with the movie projector icon)!





CRAFTING!

Crafting 1.0 will arrive in this mega update! This will NOT be the finished version of crafting but it's an interesting start. #Prebeta.

All of the materials that you will need for crafting can be found in the Umbral Caves and one or two come from Lidra's quests as rewards.



Crafting takes time so you will be able to check the progress your items as they are crafted in the CRAFTING section of your game menu. As we have always said, micro-currency will never pay-to-win power but will be used to (among other things) save time. So, after we release micro-currency, if you are impatient and want your item right away, you will have the option of using Dragon Gems to instantly complete any item being crafted.

Some items will take longer than others to craft, based on their power relative to their level, farming difficulty of the materials, item level, and other factors.



TREASURE CHESTS!



Most items will be crafted in the finished game, but not all of them. Another new aspect of dungeons is being introduced into the Umbral Caves: Treasure Chests.

They have a random chance to spawn, and they contain different items based on the rarity of the chest. That's all I'm saying.



ITEM PREVIEWS!

A new addition to all shops and craft menus! You will finally be able to see what an item looks like and what you look like with it equipped BEFORE you buy or craft it!

Check out the GIF!

All you need to do is select an item and tap the PREVIEW button to open the preview window. This is probably not the final layout but right now we are mostly testing how well it functions. #Prebeta



BTW, the Tegmina Cloak is one of the new craftable items from Lidra. It was modeled by Xero, animated by Korin, textured by Dage, and statted & balanced by Oishii.



SHADOW WOLF TRAVEL FORM!

Finally, the moment so many of you have been waiting for. The SHADOW WOLF travel form will be introduced to the game.

Check out the GIF!

If you are a Legendary Founder from our Kickstarter campaign, you will log in (again... this is next Tuesday) to find the Shadow Wolf Paw item in your inventory (Like AQW, if you have a full inventory, it will create a temporary space for itself). As long as the travel form is in your inventory, you can go to the USE menu (where you use potions) and tap the travel form item and transform into the Shadow Wolf!



You will notice (unless you're not that observant) that you run faster and jump farther in this form. Remember that this is a TRAVEL form, so it has no attacks. You can take attacks as you run through mobs but if you use a skill you will "dismount" and change back to your normal form to fight.

Check out the GIF!

If you accidentally sell your Travel Form item, you can re-buy it from Melodia in Yulgar's Inn.

If you're NOT a Legendary Founder... fear not. There will be many other Travel Forms for you to use and collect in time. But not soon. #Prebeta. For now, you Legendary Founders enjoy being the speediest things in Lore!




NEW ICONS!

One of our designers, Circa, had the un-enviable job of taking all of our flat, black and white inventory icons and updating them to match the dynamic, full-color style of the class skills. She did an amazing job and I think it makes the inventory and shop menus so much more appealing.






EXISTING MONSTER CHANGES!

The boogerlings have evolved into their next form, which much more closely matches the Slime Lord's appearance.

The GateWraith got sick of being kited so he got a new skill!




ATMOSPHERIC EFFECTS!

You can now see a some weather in Doomwood. Not rain, but a light drizzle. The cloud texture has also been updated to a much more dramatic texture threatening a full-on storm at any second.



BUG FIXES!

As always, you will be able to check the Oishii's Patch Notes for a full list of changes and fixes!

Remember... this all comes to AQ3D TUESDAY!

Not toady. (ribbit)

Tuesday.

Of next week.


Wow, this is indeed a very VERY big update coming up on Tuesday although it's sad that the Shadow Wolf mode is not for everyone :(
I resized the pics and re-uploaded them to allow for faster loading of the thread.

Late, but tagged anyway! ~Battle Elf

< Message edited by Battle Elf -- 6/24/2016 12:32:38 >
DF MQ AQW  Post #: 1
6/18/2016 5:32:10   
TheFarReach
Member

Yay! Shadow Wolf! Also, ahhh! Bugs!
AQ DF MQ AQW Epic  Post #: 2
6/23/2016 0:23:50   
orc orc orc
Member

I like the new dungeon. I like they way it encourages you stick together. I also like how it gives potions a more vital role, and I am pleased by the rewards. Unfortunately, it's also where the aforementioned problems in Barrow Pass become more apparent. The dungeon is in the end a fun but annoying experience.

The main issue it carries from Barrow Pass is that drops do not count for everyone. You miss it, you get nothing. In Barrow Pass, it resulted in players snatching kills. In here, the monsters are a lot tougher which is a slight improvement, but there are still situations where you miss a kill. For example, you die just before a monster has been defeated or you're too late in reaching a certain mob. They're aggravating. They are made worse in the 'kill all monsters' sections or parts with treasure chests. The dungeon feels like a race than a group effort in terms of reward.

It would be nice if the dungeon has a system where all drops/gold/xp accumulated by the players are recorded; players would be rewarded the what they missed at the end of the dungeon. An action of one player would therefore benefit all. This builds a sense of teamwork among players imo, (so long as there are measures to keep exploits at bay, such as not rewarding AFKers and Leechers.) Moreover, the idea of an ultimate reward in the end convinces players to work towards the finishing line. I feel that such a feature may allieviate some frustrating issues players face and make dungeons more enjoyable.

Yes. I am aware for the quintillionth time that the game is still in development. That is why I am giving feedback at the first place. I believe in this game, and I want it to strive. That's why I'll voice out my notions with hopes for the better.


< Message edited by orc orc orc -- 6/23/2016 0:30:07 >
Post #: 3
6/24/2016 1:12:13   
ShadowMoon
Member

the regular monsters re-spawn which has tendency get very annoying. it also doesn't help when you ninja past the zombie to the spiders in the area with the hulking spider only for someone to lure a zombie into the mini-spiders nest.
then there's monster following you around though the mini portals... not sure if that's a bug or if it intentional, but regardless its funny to watch someone get chased around by an angry mob of monsters.

as for kill snatching, it dose still happen with the bosses as they are the only things that don't re-spawn. unless chests don't re-spawn, don't really know as i have yet to even see one
AQ DF MQ AQW Epic  Post #: 4
6/24/2016 10:32:09   
Azan
Member

Chests indeed do not respawn.
Post #: 5
6/25/2016 21:33:14   
orc orc orc
Member

@Shadowmoon There are also parts of the dungeon where monsters do not respawn. With chests and bosses, kill snatching can be an issue. I like how the dungeon forces you to be in a group but kill snatching can ruin an experience. To some players it's a dungeon key wasted and they'll have to restart.
Post #: 6
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