Author Topic: Unexplored (now at v1.10 Balance Update) $  (Read 281 times)

getter77

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Unexplored (now at v1.10 Balance Update) $
« on: February 22, 2017, 12:59:06 PM »
http://store.steampowered.com/app/506870/ $9.99 Win

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Real-time Roguelite Dungeon Crawling at its Very Best!
Unexplored is an accessible yet challenging roguelite action rpg, featuring a fantastic level generator, and a surprising amount of content and depth.Explore dangerous dungeons, solve mysterious puzzles and engage hundreds of foes, big and small, in intense melee combat.

    Easy to Play, Easy to Die
    Fantastic Generated Dungeons (using brand new tech)
    Real Emergent Gameplay with many Tactical Options
    Intense, Real-time, Dual Wielding Melee Combat
    Stealth Mechanics (dungeon crawling like a real rogue…)
    Over 50 dangerous bosses
    Challenging, generated puzzles
    Adaptive, original soundtrack

In the Words Of A Player: What Do You Feel Makes the Game Stand Out?
Misery, one of Unexplored’s Early Access players, thought our description didn’t do the game justice. So, we asked: “What do you feel makes the game stand out?”
We really liked what Misery wrote, so here’s a summary:

    1. the Dungeon Generation
    2. It uses a ton of traditional roguelike concepts, but in non-annoying ways
    The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
    3. The combat is pretty fun, yeah
    Lots going on there, particularly once things like potions and staves or whatever are thrown into the mix. Feels more tactical than the usual "shoot everything" sort.
    4. Pausing the game
    Being able to pause the game and deal with your inventory, use items, and examine things, without actually leaving the game screen, that's a big one. It all really opens up a lot of options for tactical play.
    5. The Puzzles
    [The puzzles] feel like the sorts that the old Zelda games used to use. That same satisfaction from that is here overall.
    6. The hub floors
    Ended up being a great feature.
    7. The huge variety of enemies
    Not just bosses, but monsters and traps and all sorts of stuff. I've been constantly impressed by this. Even after so much time with the game there's still plenty I haven't even seen yet.
    8. And of course the whole "lock and key" concept.

We continue with our own, inferior description:

The goal of Unexplored
The goal of Unexplored is to find the dragon in the depths of the dungeon of doom, slay it to claim the Amulet of Yendor and bring it back to the surface. Every run, the game will create an intricate map of dungeons, hinting at foes to come and solutions for puzzles you’ll face.
Lots Of Bosses
During your adventure through the dungeons, you’ll regularly face off with one of over fifty possible bosses. These range from the Queen Ant, to the Balrog and, yes, several menacing Dragons. Some of these bosses can only be slain with the right weapons, so make sure not to miss those on the previous levels.
Uncover Secret Items
In the spirit of roguelikes, the game does not tell you which potions will save you, and which will kill you. You’ll have to find out yourself either by taking risk or using the right Magic Scrolls. Same story for the Enchanted Weapons: are they blessed with divine powers or cursed with deadly spells?
Puzzles
Pitted throughout the dungeons you’ll encounter strange statues. Some of these are part of puzzles and solving those may reap great rewards. So, you may want to pick up and read the books you’ll see lying around. They may feature hints on how to solve a puzzle, even one a few levels deeper.
Weapons
You’ll be able to equip two items and wield them both. In the darkest deeps you might want to hold a burning torch beside your axe. Bats tend to be killed easily from a distance by throwing daggers at them, so why not equip them in both slots? Or wield a whip, no better, the Flaming Whip you just plucked from that Balrog you managed to finally kill. Or… perhaps it’s best you start with a shield. A big, enchanted shield. Yes.
Armor
Your starting armor may not seem like much, but that’s only because… well, because it IS not that much. It will keep you safe from the bites of bats, but don’t try your luck with an Orc. Beat the right foes to collect their leather breastplates or chainmail. Or… equip the right cloak on go stealth…
Wait, Stealth?
Yes, that is an option. You can go unnoticed for a long time and execute surprise attacks for added damage. Like everything in Unexplored, it’s up to you to weigh the rewards versus the risk. Because a surprise attack on a Necromancer may sound like a terrific idea, but it’ll probably survive your first strike, leaving you quite vulnerable in your cloak of cloth.

Progression
Unexplored features several kinds of progression for you and your character. The most important is simple: experience. Expect to die a lot in the beginning, whilst learning exactly how to play the game. But you will learn and before you know, you reach a deeper level every run. However, there’s more than just experience. Within each run, you’ll find Potions of Strength, drink those and your power increases for as long as your stays alive. A Potion of Life not only completely heals your hero, it increases the amount of Hit Points. Upgrading your equipment by combining it with certain magic items on an anvil will grant you perks for the time being. Offer to the Gods, and you may receive another upgrade.However, if you die, your powers die with you. Unexplored is a game featuring perma-death.
Nevertheless, some upgrades are permanent. When you unlock achievements, you unlock equipment and items you can purchase before you start a new run. You pay for these items with the other permanent feature: gold. Your hero will inherit all the gold your previous one owned. So it is always an absolutely fabulous idea to try an open as many chests as possible, you might get rich trying.
Or, just spend it all during your run when you meet one of the vendors. Yes, you heard that correctly: during the game you will be able to spend your gold on new equipment and potions. Obviously, if you subsequently fail, all that gold is lost. Like in forever.
Crafting and Mixing
The deeper you go, the more dangerous the dungeons will be. So, make sure to pick up the right equipment, potions and scrolls along the way. You can even craft better items and mix healthy or plain deadly drinks.

Foreshadowing…?
Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.
That’s It?
No, of course not. Unexplored is a game filled with content, with lava and water, plants and trees (flammable trees that is), with hidden doors and locked doors (use lockpicks!), with small bosses and big bosses and with so much more. But we won’t spoil everything here. It’s up to you to find out! So, go have yourself an adventure! You’ll love it!

community
Unexplored has a fantastic community of players helping each other out. They have been an integral part of the development of this game. So, if you're really stuck, let us know in the Steam forum, and we, or one of the other players, will try and help you out.
« Last Edit: May 24, 2017, 05:45:03 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Unexplored (now at v1.9 Mythril Run Free DLC) $
« Reply #1 on: May 05, 2017, 02:35:41 PM »
v1.9 and Mythril Run Free DLC----some big updates here since launch!   8)

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As soon as the secret password leaves your lips, you end up in the first chamber of a cavernous room. This is what dwarves call a mine. A mine!

Welcome to Moryondor! You must be a very ambitious one, to venture here. The only way out is through the mines, and out the other side. To find your way, you will have to delve deep. Too deep, perhaps? Who knows what you will find down there…

Fortunately, this being a dwarven mine, you will also find gems, precious metals and coins aplenty. Let’s see if you can find more gold than the other brave souls who took on the challenge that is Moryondor.

Be welcome friend… and enter!

A brand new dungeon challenge
The Mines of Moryondor pose a new challenge for experienced dungeoneers. In this brand new, special run, you compete to collect as much gold as possible. The overall structure of the mines stays the same every run, but details and levels layouts change every time. Uncover the secrets of this abandoned dwarven mine over multiple runs, unlock and improve several characters, and climb Moryondor's hallowed hall of fame.

Something of an experiment
The effect of this structure is that every new adventurer that braves the darkness of Moryondor will have a little more information to go on. But the information is imperfect: it is more like rumors and hearsay than an accurate treasure map.

This means that past experience in Moryondor helps getting a good score. But skill and luck will factor into it in equal measures as well. This might not be the conventional way to go about high scores, but we think it will create an exciting experience, nonetheless.

v1.9

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New Features
- Adds a few new puzzles and mysteries involving light and darkness.
- Adds Shadowwalls, a new type of rock that opens for the bearer of light.
- Adds a couple more trap room types.
- Adds Fire Bats and Poison Spiders.
- You can now add a stack of blank scrolls on a magic desk.
- Deafness is now a visible status.
- Prepares game for Mithril Run Free DLC.

Game Balance
- Tombs can be moved and destroyed.
- Enemies spawned by Grievous can not be avoided.

Bug Fixes
- Skill Stones cannot be used on a Cloak of Movement.
- You cannot teleport or descend into a windmill.
- Spikes save their state.
- Enemies are smarter about what they pick-up.
- Fixes a couple messages spamming the gameplay log.
- You will not auto equip weapons when two handing a heavy weapon.
- Big enemies will not pick up and wear helmets.
- Fixes another occurance of the water death traps.
- Fixes a crash on loading a level related to door sounds.
- Fixes issue with missing stairs in the Makeshift Time Trial.


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New Features
- The entire map and dungeon lay-out are revealed after you die (but not in dailies or weeklies).
- Hovering an floor in the dungeon lay-out map makes the appropriate stairs blink.
- Iron ore can be used to repair unenchanted, corroded weapons and armor.

Game Balance
- Nerfs the vine attack from the Monstrous Vine.
- Restricts the number of random drops for sigils and ogre hearts.
- Class bound items, and regular hats and cloaks cannot be corroded.
- Changes order of damage resolution to armor first and immunities/reductions second (effectively nerfs stone skin ring a little).
- Changes the way corrosion and enchantments affects the protection chance of armors.
- There is a slight delay between activating and dealing damage for electrifying creatures.

Two new types of water
The game now has poisonous water and wyrd water. Both can be found the occasional pool, but don't be surprised if you run into a whole lake of the stuff. Poisonous water emits poisonous fumes, but is otherwise quite safe, as long as you don't drink it. Wyrd water emits Myst, and the sometimes magic missiles. A quite deadly combination if you are not careful. The fish that call these pools their home also have adapted to their new environments in interesting ways...

Two new types of rock formations
You might also encounter 'grow rock' or 'whyte rock'. Both types of rocks are quite lively. They might grow or shrink on their own accord, you might be forced to smash your way through. But be mindful of the repercussions that might have.

Two new type of cave environments
You'll also notice that there are two new types of cave environments you might encounter. One dark and edgy, the other purplish and mysterious. But other that creating a different atmosphere these have little effect.

Scorched levels
We've reduced the amount of lava you might encounter on the deeper levels, but introduces a different type of fiery environment to replace it. One that is haunted by living flames.

For some controversy...
This update also introduces class bound items for the Wizard, the Cleric and the Barbarian. Class-bound items cannot be removed, although they can be improved. We do realize it makes these classes slightly less versatile as one inventory slot is taken, so it might take some getting used to. However, we do feel that this concepts brings many new opportunities to the table. For example, the Barbarian can now start with a strength of 14 (but this is offset by the fact that he starts with strength 10 as far as armor is concerned).

More features
- You can now heat up water over fires. We expect to expand on this feature soon. So it stll is quite safe to heat up a potion of explosion, for now...
- Hot water cools down.
- Weapons and staffs also blink in the world when they are nearly depleted.

Game balance
- Reduces the number of magic missiles that can spawn in Myst at the same time.
- Enemies are more mindful of the things they pick up.

New Content
This update contains two brand new bosses: The Ice Dragon and The White Wizard. There are also two new enemy types: Walkers and Frost Giants (well, to be honest, by accident the frost giants already occasionally popped up in version 1.6.1).

There are now also more variations of magic stones for you to play around with. One type is connected to the new Walker enemies, while the other two are not related to ice or cold at all...

Hiding your UI is optional, to activate this mode you need to go to the options menu, click Graphic Options and than deselect the button 'Show UI'.

There you can also find options to keep showing the minimap and/or keep showing your health and other status bars.

The effect is a whole different, more immersive way to experience the Dungeon of Doom...

New Features
- Makeshift Time Trial: a new extra hard, competitive mode where the objective is to complete a short dungeon as quickly as possible, but you can only start that dungeon once.
- You can click many status bars to get more info on that particular status.
- Aggregates small damage messages into one log entry.

Weapons
- Improves timing of swinging weapons.
- Increases swinging speed for swinging weapons.
- Increases knock-backs when something is hit by a melee weapon.
- You stop lunging forward when you hit something with a stabbing or swinging weapon.

Praying and Offerings
- Praying for help can destroy statues, tombs, turrets or columns that block narrow passages.
- Grievous is more picky about who/what you killed with a weapon before accepting it.

Classes and Starting Gear
- Adds Items of Parrying.
- The Warrior starts with anextra Ring of Parrying and a dagger.
- The Adventurer starts with some extra torches and an extra ration.
- The Cleric starts with a couple of scrolls.
- The Wizard starts with a Scroll of Recharging
- You can only buy 1 Scroll of Enchanting at the start of a run.
- The random items you can buy are tied to the dungeon's seed.

New Creatures
- Boars
- Dryads
- Hexarocs
- Jabberlings
- Jitterlings
- Mimics

New Bosses
- The Blighted Boar
- The Jabberling Chief
- The Jitterling Chief
- The Wasp Queen

7 types of lizards and two new lizard bosses: The Amphibian, and the Lounge Lizard. Wasps now also make an appearance in the Dungeon of Doom.

So... you wanted extra variety? Well, how about 50 new bosses?

We just pushed our absolutely weirdest, most bizarre update ever. To start with the good news: we've added about 50 bosses to the game. No joke. You'll encounter way, way more bosses than before. And they're pretty cool, if we may say so ourselves.

But here's the thing: these bosses were supposed to be in the game since launch. Somehow a tiny bug prevented them from spawning in the dungeons.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Unexplored (now at v1.9 Ripley Run Free DLC) $
« Reply #2 on: May 18, 2017, 03:23:16 PM »
Ripley Run DLC
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Face off a horde of alien Creeps with your trusty repeater crossbow. Learn the secrets of the overrun mining colony and defeat The Visitor Queen to set a really high score. The Ripley Run adds a new, action-packed game mode complete with its own achievements, leaderboard, and unlockables.

In these depths... everything will hear you scream!

Traveling through the desolate wastes you approach the mining colony. You hear nothing, but a funny feeling creeps down your back. Like you are being watched. Turning a corner, you find the corpses of some of the unfortunate inhabitants of the colony. One of them has an odd, scaly mask glued to his face. When you touch it, it starts to move and vanishes quickly in a dark corner.

Now you know what happened here... Creeps! That leaves you no choice, really. You will have to find them all, and kill them. Because you cannot allow even one of them to live and escape!

Now go, and be a hero!

An action-packed DLC

In Ripley Run, only your number of kills count. Face off hordes of Creeps with your repeater crossbow, a Ring of Detect Life, and a stack of explosive potions. Kill the Visitor Queen to finish the run and double your kills.

The real challenge of the Ripley Run is to carefully manage your resources and learn where to look for more in the overrun mining colony. Unlock several achievements to improve your character from the start and you just might set a really high score.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Unexplored (now at v1.10 Balance Update) $
« Reply #3 on: May 24, 2017, 05:45:51 PM »
v1.10

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After the release of the Ripley Run DLC quite a few player reported crashes and memory issues. So this week we scrambled to make sure these got fixed as soon as possible. We've already been testing out some solutions in the unstable branch over the last couple of days, and from what we hear most issues were solved. That alone would justify a major update; but we also managed to address some balance issues: mostly concerning the combat dynamics and stealth.

Combat Dynamics
From the comments here and elsewhere we noticed that melee combat was still something of an issue. The swinging attack was still difficult to time right, and attacks by enemies were hard to avoid.

To solve these issues, we've changed the swing attack so that you first hold your weapon to the side and then swing and step forward. Enemies do this also, giving a chance to dodge their attacks. You can also see when an enemy is about to lunge forward with a spear or short sword.

This is quite a big change to the fighting dynamics, and it might take some getting used to as the timing is slightly different. But overall we are pretty confident it is a big improvement and we expect you'll get the hang of it quickly. We'll be monitoring the forum in case you feel otherwise.

Stealth
There have been two changes to stealth. First of all, when you are in stealth mope you are no longer slowed down, as it sometimes was hard to control, and the lack of control could make it feel a little sluggish. On the other hand, enemies have a better chance of spotting you when you are hidden, especially if they have seen you just before, or when they have a keen sense of smell.

Other changes were also made. Check the complete overview below:

New Features
- Changes swinging weapon dynamics.
- You can see when an enemy is about to swing or lunge.
- Adds a couple of visual indicators of AI State.
- You can combine a staff of fire ball and a staff of lightning to make a staff of switching.
- When you reload a game it starts paused.
- You can grab torches from walls by using tools.
- You can coat weapons in oil.

Game Balance
- Enemies have a better chance to finding you while hidden if they recently spotted you.
- Sneaking no longer reduces your speed.
- Daggers and potions no longer knock back big creatures such as trolls as much.
- Boiled Leather stops 50% of the blows from the front.
- Increase knock-back on melee weapons (and stabbing weapons in particular).
- The Lounge Lizard's lightning spells deal 10 damage.
- The Marine Magus marine missiles deal 8 damage.
- Praying works for destructible walls, one-way teleporters, and disabled teleporters.
- Eggs wake up if you bump into them.

Performance
- Improves ray-tracing (better performance near multiple light sources).
- Less memory intensive game log.

Bug Fixes
- Fixes generator issue that caused memory leak like behavior.
- Fixes issues with the Crackling and Thorough achievements in the Ripley Run.
- Falling down in a time trial no longer caused problems.
- Fixes issue with count jade cat puzzle.

To all new players that joined us the recent sale: please let us know what you think about the game in general and these updates in particular. And to all players that have been around for longer, you knew already that any type of feedback is appreciated by us, so you didn't need to be reminded, did you?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training