Unfortunately my grand plans for THE BEST HOLIDAY EVENT EVAR™ didn’t quite pan out this week. As I’ve talked about (and proven!) many times in the past, one of the pitfalls of a 2 man development team is that when unexpected interruptions pop up for me, everything grinds to a halt. I apologize for not being able to make this event happen in time for Christmas, but rest assured that none of this past week’s interruptions will slow our overall momentum on the much larger and more important Monster Companion/Content Expansion updates.

FYI: A very tiny update (v1.57) with a few fixes/tweaks just went live on all of the servers. It’s nothing to write home (or a blog post) about, but there it is.

I’ll be back after New Years with lots of cool new stuff to show, but until then I hope that all of you enjoy your holidays. Merry Christmas!

 

NEStalgia received a mention in the latest issue of PC Gamer!

As most of you know, this past February when we publicly announced the release of NEStalgia we were not expecting to get even a fraction of the media coverage or hordes of players that we ended up receiving. Up until that moment both Spiff and I had always regarded NEStalgia as a fun hobby, but not a serious attempt at making a commercial independent game.

Needless to say, my idea of what NEStalgia was and what it could be changed significantly during the craziness of last Spring. The major changes that you’ve seen in the game since that time have all been part of our efforts to transition NEStalgia from being a hobbyist project into a full-fledged indie game. Although it took much longer than I expected, I’m really happy with where we’re sitting right now and I’m looking forward to what’s next.

AI Controlled Monster Companions

Gameplay-wise, NEStalgia’s last major issue is that partying with other players is sometimes necessary in order to progress through the game (not to mention the fact that solo grinding can be a bit of a drag). This was originally an intentional design decision, but as the game grows with future content expansions it will only exasperate the challenges for lonely solo players. We’ve already announced that the remedy to this issue will be a new AI controlled companion system, but up until now the details have been somewhat sparse.

So, here is an outline of how the companions will work:

  • Any monster that isn’t a boss can be recruited to become your companion.
    • Every monster is at least slightly different. Ex: Red Slimes will have different stats and abilities than Blue Slimes.
  • You can have up to two companions with you at a time when soloing, with some conditions:
    • Only one companion will join you for regular battles.
    • Both companions will join in for boss fights.
  • You can set the general tactics that your companions use, but cannot control them directly.
  • Monster companions will level up and feature their own limited skill trees. They do not have an inventory or equip gear.
  • When partying with other players, your companions will not be active participants in the battle but will instead bestow a variety of passive stat boosts and abilities to increase your power.
    • The passive boosts vary by monster, allowing you to customize your load out.
    • You will always be more powerful when grouping with other players than you are when soloing with your monster companions.
  • Your monster companions are shared between all of your characters, and can be accessed by any of your characters at any time.
    • You will not be able to use a monster that is a higher level than your character. No max level monsters for your fresh level 1 characters ;)

Those are the basics, and I’ll be revealing more details and screenshots in the coming weeks. Remember that the multiplayer aspect of NEStalgia will remain the core of the experience. The primary goal here is to make the game more fun and more accessible for all players without over-complicating things or diminishing the multiplayer focus. Being able to solo through an area when you can’t find human party members is going to make a huge difference for everyone, not to mention the Pokemon-esque fun to be had in recruiting and leveling different monsters.

Becoming a Standalone Game

BYOND is truly an incredible toolset, but it was originally designed around the concept of having all games created with BYOND live within that ecosystem. Although it was a great way for us to get started, in order for NEStalgia to continue growing it needs to shed the BYOND trappings and become a completely standalone game. Luckily for us, the developers of BYOND agree and will be helping us to make that transition in the coming months.

What does that mean? Nothing from a gameplay perspective: the BYOND foundation will still power NEStalgia and the game itself won’t see any drastic changes. What it will likely entail is a standalone installer for the game which drops things like the BYOND pager, and the potential for us to distribute NEStalgia on services such as Steam.

We’re still working out the details, but I can at least assuage fears about one sticking point: NEStalgia won’t be split into a BYOND version and a separate standalone version – all of our existing users will be making this transition with us.

The Flash Client

The Flash Client is still being developed, and so far it works really well. The idea with the flash client is to make the game super easy to access without having to install anything; the client acts as a browser-based portal to existing NEStalgia servers. When it’s ready early next year we’re hoping that it will expose the game to tons of new players, including our neglected but not forgotten Mac OS X brethren!

Content Expansions

Last but certainly not least, we will begin rolling out new content and level cap expansions on a regular basis following the monster companion update. I know that many NEStalgia oldbies are dying for content updates, and I’m hoping that you’ll bear with us just a little bit longer. I’m confident that the results will be worth the wait.

I don’t want to give release projections for any of this stuff yet, but all of you will be the first to know here on the blog when release dates are set. I’ll probably be a bit less visible until January rolls around, but we do have a really cool holiday event in the works that should go live next week.

Although I’m still having a hard time thinking of myself as a game developer or wrapping my head around the fact that NEStalgia has become a real project, I’m incredibly humbled to have such an enthusiastic player base supporting us. As great as 2011 was for NEStalgia, I have a good feeling that 2012 is going to be even better.

 

Although I may have been MIA from the blog this week (no podcast again, sorry!), both Spiff and I have been really hard at work behind the scenes. I waded through balance tweaks while Spiff cranked out a ton of bug fixes which went live earlier in the week for a v1.55c update, and he also fixed even more bugs for today’s patch.

So what’s in today’s update? See the giant list of v1.56 changes on the wiki for full documentation, but here are the highlights:

Tons of Skill Tree tweaks

The branch length of many skills have been reduced for all classes, and in most cases this reduction has been coupled with an increase in power per skill point. This change gives players more skill points to play with, and a bit more bang for their buck for each point spent. Due to these tweaks all classes have had their skill points refunded (which is something I hope to not have to do again until the next content update/level cap increase).

Ninja revamp

As promised, Ninjas received the most attention with this patch. Their skill trees have been reworked to put less emphasis on the “+power when outnumbered” skills and more emphasis on being bad ass fighters that dodge attacks and relentlessly pummel their opponents. The most notable examples of this are a new pair of skill branches:

Double Punch (6): +2% chance to hit with a second half-damage blow when attacking

Retaliate(4): +25% chance to counter with a half-damage blow after dodging an attack

New Weapons/Armor throughout the world

We added more than 15 base types of weapons and armor throughout the world to fill in holes where certain classes didn’t have any decent slot upgrades for many levels. Many of these pieces are rare drops, meaning that there are lots of permutations of them available with different stats. As part of this change, several existing quests were also modified to give class-sensitive rewards.

Stat Seed power & availability

In v1.52 all stat seeds had their power reduced from +2 to +1. That change has been reversed, and new “Small” +1 seeds have been scattered around the world (from Ennar forward) as quest rewards and chest drops.

And more…

Did I mention that the v1.56 patch notes are monstrous?

Although I’m sure that there will be some additional minor balance or bug fix patches in the coming weeks, v1.56 is likely going to be the last round of major changes before the new AI Monster Companions and content expansion are released. We’ve also got a pretty sweet holiday event in the works for Christmas time that should sate your appetites for new content over the holidays. More details on all of those updates are forthcoming.

I’ve got a bit of free time this weekend, so I’ll be personally hosting an Official PvP Tournament on Algol tomorrow at 1:00 PM PST. Assemble your level 28-32 teams and sign up here.

 

The NEStalgia v1.55 update is now live on all servers. You can view a complete rundown of the documented changes in the patch notes, or check out last week’s preview of the major new features. Those features include Gamepad Mode, battle battlegrounds, and a new player interaction interface.

As we’ve previously discussed, this update also changes the way player names are handled. All character names are now uniquely owned by the player who uses that name first on a given server. Please see this forum topic for detailed information on this transition and how it affects existing characters.

Enjoy your weekend, and if you’re in the mood for a PvP tournament then stop by Zenithia tomorrow at 1 PM PST.

 

The previously discussed v1.55 patch (full notes) will go live this Saturday. Things have gone really well on the test server and I’m excited for all of you to check it out. From the wealth of new features to the much improved user interface design work, this is a great patch.

Whether or not v1.55 will include the balance changes that I’ve been meaning to implement is kind of up in the air at this point. I don’t want to delay the patch any further just so that we can include those changes (which are related to Ninja improvements, better itemization for all classes at various levels etc), so they may be relegated to a v1.56 update that would be released sometime next week. As a developer it’s very easy to fall into the trap of trying to cram everything that you want to do into one patch, and I’m going to try and avoid that for v1.55.

v1.55 also includes a complete revamp of the game’s long neglected F1 Help files.

No new podcast today, but we’ll be back next week with another one. There is also another official PvP tournament this coming Sunday, this time on Zenithia.

 

As I prepare to spend the next few hours browsing Amazon for all of the big sales, I’m super excited to be able to offer my very own Cyber Monday sale on NEStalgia subscriptions. From now through tomorrow at Midnight PST all NEStalgia subscriptions are Buy One Get One Free. The prices for subscriptions are as follows:

In order to take advantage of this offer you need to purchase a subscription before midnight tomorrow and shoot a quick email to team@silkgames.com with your BYOND key and the key of the person whom you’d like to gift the free subscription to. You’re also welcome to give the free subscription to yourself, meaning that a one year subscription could cost you only $9 instead of $15. Head over to the subscriptions page on the NEStalgia website to make your purchase.

Whether you’re a dedicated veteran or an oldbie who lurks the forums waiting for the new content patch to drop, thanks to all of  you for your ongoing support of NEStalgia development!

 

Just to let everyone know, I had to post a hotfix for an unexpected bug this morning and along with it I put in some of the minor fixes from the upcoming v1.55 patch. These fixes previously slated for v1.55 are now live:

  • Ranger Bug Fix: Quickness was calculating a percentage increase to Agility rather than a straight increase.
  • Cleric Bug Fix: Seeing Red was not impacting attack or defense as it should have been.
  • Warlock Bug Fix: The base cost of Leech was still being calculated incorrectly.

Because this isn’t a full version number update, in order to register the effects of these bug fixes you’ll need to simply equip or unequip a piece of gear for your stats to recalculate.

It’s also important to note that I’ve taken this opportunity to finally disable the free respecs. I let those go on for way longer than I meant to, and my original goal of getting lots of numbers and balance feedback from players has been fulfilled. Respeccing your character will now cost gold, and the price increases every time you do it (but maxes out after 3 respecs):

  • 1st Time: 40 gold
  • 2nd Time: 400 gold
  • 3rd Time: 4,000 gold
  • 4th Time+: 40,000 gold

I get this question a lot, so here is the answer once again just in case:  Yes, whenever I make significant changes to the skill trees for a particular class with an update, that class will have its skill points refunded.

I hope that all of you enjoyed your Thanksgiving weekend! Don’t forget about the tournament later today on Sosaria.

 

Although this is the shortest podcast we’ve ever recorded, it is crammed with lots of new information about the v1.55 update that I didn’t cover in yesterday’s blog post.

You can find this and previous podcasts on the NEStalgia Podcasts page and also on iTunes.

PuppetShowJustice has scheduled an official PvP tournament for this coming Sunday at 4:00 PM PST on Sosaria. That should be the first of many to come this December, as tournaments will be scheduled on Algol and Zenithia soon.

 

The next NEStalgia patch has grown into a bit of a monster. Spiff and I had a pretty decent sized list of goals for the post-skill tree patches, and somehow almost all of those ambitions have ended up coming to fruition simultaneously in this single massive update.

First and foremost, Gamepad Mode is finally here. Courtesy of Spiff, you’ll now be able to play NEStalgia using a gamepad/keyboard exclusively. This new option is a simple toggle from the expanded preferences menu in v1.55, and it comes along with its own interface setup specific crafted for mouse-less navigation:

You can click the toggle in the corner to disable Gamepad Mode anytime

Pressing the "A Button" brings up this navigation menu

Notice that the Main HUD itself looks a bit different as well, and most those changes aren’t relegated to Gamepad Mode exclusively. The old Party HUD and Invite/Attack buttons are completely gone, replaced with a much more intuitive setup. You can now see all of your fellow party members’ information on the Main HUD at all times:

…but the real treat is the new player interaction setup. I’ve created a short video meant to serve as a tutorial for new players in the future that also serves to show off these new features. In addition to demonstrating the new player inviting/attack interface, this video gives you a glimpse of the new Auto-Heal and Auto-Refill functions in action!

Last for today but certainly not least, Spiff has also prepared another highly-requested change: battle backgrounds. Those of you who read the forums might remember this topic in which the community helped us to explore the many possibilities for giving battles some sort of scenery. What we settled on are Lufia-style faded overworld backgrounds in battle, and they look great. If there are any NES purists out there, you’ll be able to disable these backgrounds and stick with the classic black void via a toggle in the preferences menu.

In this post I covered many of the new features and refinements that are coming, but it’s important to note that v1.55 will also include many balance changes for the skill trees. I’ll talk about those changes soon, but for now I hope that all of you enjoy your Thanksgiving holiday (or 4 straight days of Skyrim for those of you staying home this year). I’ll be back next week with a release date for v1.55 and perhaps even some juicy details on the forthcoming companion/content patch that is in the works.

 

After a two week hiatus we’re back with another podcast, in which Balzack and I briefly talk about what the development team is working on. As you’ll hear me discuss in the podcast, my short term goals are to get some PvP Tournaments scheduled and to start posting some previews of the Monster Companion update. Meanwhile Spiff is hard at work on bug fixes, Gamepad Mode, and the unique naming system. Lots of updates are incoming, so check back soon for more information. For now though you can listen to this week’s podcast:

You can find this podcast and others on the NEStalgia Podcasts page and also on iTunes.

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