The highly anticipated v1.63 update will go live next Friday, April 20th. If you’re unfamiliar with this update then check out our previous coverage of v1.63 for details:

With over 100 recruitable companions, the amount of diversity in v1.63 is ridiculous. No two companions are the same, and almost every conceivable class mish-mash and stat permutation is out there. Imagine a Warlock who can tank, a Ninja healer, or a pure Wizard-type that uses Will instead of MP. Each companion is essentially its own unique character class, making it all but certain that “catch ‘em all” fever is about to hit NEStalgia.

v1.63 isn’t just a huge update, it’s a transformative one. The solo experience has been improved immeasurably – all while keeping the multiplayer focus intact (Reserve Bonuses add an entirely new layer of customization and strategy to the game). The only way that this update could be better is if it were packed with a content expansion… but that’s our next priority.

One More Thing…

Although this won’t be a part of v1.63, we’re about to begin public testing on the standalone version of NEStalgia. Imagine downloading a simple NEStalgia package which allows you to install the game like any other (sans BYOND), then places a shortcut on your desktop that opens this splash window:

NEStalgia will remain powered by BYOND (and your current accounts will still function), but with this standalone installer the BYOND side of things stays under the hood. BYOND is awesome, but taking away the confusing step of having to install a separate program to play NEStalgia is really going to widen the game’s appeal and legitimacy. Look for public testing on this to begin soon – I’ll post details here on the blog when we’re ready.

 

Our first holiday event of the year kicks off this Thursday, April 5th and will last through early Monday. This weekend’s Easter event is an upgraded version of what we ran last year and comes packed with a harder world boss and some cool new prizes.

Head to Ardan to pickup two new daily quests, and prepare to encounter Choco Bunnies all over the world who drop special rewards if you manage to defeat them before they run away. Your maxed out characters will face a greater challenge this year as you do battle with the dreaded “Ether Bunny” who roams the overworld. Beat the Ether Bunny and you’ll have a chance to loot a coveted Bunny Rod.

There will be plenty of Easter themed dyes to be won this weekend, and new prizes include a female-only Bunny Ears Mask and a very special item meant for use post-v1.63: the Choco Bunny Egg. Players can use this egg in v1.63 to hatch their own Choco Bunny companion, which is only obtainable during this weekend’s event.

Other News

I’ll be announcing the official release date for v1.63 next week. I’m very excited to get this patch out the door; it’s easily the best major update that NEStalgia has ever received. It’s been a long time since I’ve become so absorbed when testing a NEStalgia update that I found myself actually playing the game and enjoying it. All of this stuff may have taken a long time to develop, but I’m confident that the end result is worth the wait.

For many of you, the best news about the release of v1.63 is that regular content expansions are going to be our sole focus from here on out. That means new areas to explore, new quests, new gear and the oft-requested level cap bumps. It may take us some time to get that first big expansion up and running, but we’ll keep you updated as we go.

I hope that all of you enjoy this weekend’s holiday event – I’ll be back next week with the v1.63 release date announcement and more.

 

The slog continues, and I’ve designated the forthcoming companion update as v1.63. I still don’t have a release timeframe, but we’re getting close. Today’s preview should fill in most of the remaining blanks about how companions are going to work.

Reputation Ranks

One of the big new changes in v1.63 is the reputation system. Reputation is basically a new type of experience that is accrued by winning battles and completing quests in a region (regions generally meaning a town and its local area). As your numerical reputation increases, your “reputation rank” in a region levels up. There are a total of five ranks, each of which requires more reputation to achieve than the previous rank.

New daily quests with large reputation bonuses have been added to every region in the game. As of the initial release of v1.63, reputation will only be used for two major systems: seed slot boosting and companion recruiting. In the future it will likely factor into many other systems.

Recruiting Companions

Monsters aren’t captured Pokemon-style. Instead, every time that you fight a particular type of monster there is a chance that it will ask to join you. Whether or not you’re eligible to recruit a monster is based upon your regional reputation rank. Generally speaking, the stronger or rarer the monster the higher reputation rank that it takes to recruit it.

Almost any monster in the game can be recruited to become a companion, and every single species is unique. No matter what type of monster you recruit, they will always join you as a level 1 companion. Therefore, recruiting a monster from a higher level region does not necessarily give you a more powerful companion. An Ice Slime from the Arctic doesn’t have any statistical advantages over a Mage Slime from Bedoe; they’re just different.

The Companion Ranch

Every region in the game now has a Companion Ranch, the place where your extra companions are stored for safekeeping. Companions can be deposited or withdrawn anytime, and your stored companions are shared between all of your characters. However, only subscribers can actually withdraw companions stored by their other characters, and you can’t withdraw companions that are a higher level than your current character.

Every Companion Ranch features a regional Bestiary that shows which monsters are in the area and what reputation rank is required to recruit them. In order for a monster’s information to show up in the bestiary you first need to beat it in battle, otherwise its entry will contain minimal information. Like the ranch companion storage, the bestiary entries are also shared between all of your characters.

Seed Slot Boosting

In order to expand your Stat Seed slots in the current version of NEStalgia, you must to purchase expensive Seed Boosters from a late-game vendor. As of v1.63 those Seed Boosters are going the way of the dinosaur, although all existing Seed Boosters and/or their resulting extra seed slots will still function.

In v1.63 stat seed slots are automatically opened up by raising your reputation to “Honored” in a region (rank 3). Because reputation is not shared between characters, you’ll have to do this on each character separately (the grind up to Honored isn’t that time consuming and can generally be accomplished by completing most of the quests in the region). Although there are currently seven regions in the game, you’ll still only be able to open up a total of six extra slots.

Other Notes

Although I had previously talked about allowing solo players to have only one companion fighting alongside them in non-boss battles, I’ve changed things up and solo players will now be able to utilize both of their companions in all encounters. Partying up with other players will always make for a much stronger team, however, as companions are comparatively weak and don’t always make the best strategic decisions in big fights. Furthermore, any companion who is with you but not in your active party when you group with other players will give you a substantial “Reserve Bonus” in the form of a stat boost or some type of extra skill or ability.

If you have any additional questions about how this stuff works the please feel free to ask in the comments. We’re at the point where most of the implementation is finished, so I can now give plenty of details about what all of these changes entail.

I know that development is moving much slower than anyone had hoped (including myself), but please bear with us just a bit longer. The standalone installer is almost ready to go, meaning that we could theoretically be launching v1.63 alongside the standalone installer, which will mean a massive exposure boost for the game right as we turn our focus over to regular content expansions. Everything is falling into place in just the right way, and I’m very optimistic that all of this hard work and waiting is going to pay off in the near future.

 

Both Spiff and I have been hard at work this month on different tasks. While Spiff has been tackling an automated PvP tournament system, the majority of my time has been devoted to Monster Companions.

The automated PvP tournament system will allow us to schedule regular weekly tournaments for both brackets (20s and 32s). The brackets are generated based upon the teams that sign up during the week (and show up on time), and then the tournament takes place without the need for Moderator supervision. Members of that week’s winning teams will be rewarded not only with Colosseum Badges, but with statues of themselves displayed inside the Colosseum (Spiff’s idea!).

The new tournament system has been in open testing all month long and is very close to completion. Yesterday we also hosted our very first closed beta test for Monster Companions, which went incredibly well. Everything is looking very solid, including the Companion battle A.I. (which let me tell you was no small task to create).

Although you won’t be able to directly control your companions, you will be able to set each companion’s battle tactics via the new Tactics menu in battle. The tactics themselves are fairly self-explanatory (Balanced, Offensive, Defensive, Conserve), and can be changed on the fly at anytime during battle.

In the overworld players have full control and will be able to cast their companion’s spells manually. Companions won’t be able to equip gear or carry items, but they do have slots for Stat Seeds and their own version of Skill Trees called “Milestone Boosts”. These boosts allow the player to choose between one of two skill options for the companion every 5 levels. What’s more, every companion has a unique set of Milestone Boosts specifically tailored to its breed.

You’ll notice that the companions either use MP, Will or Rage to power their abilities (Rage is identical to the Merchant Credit system). The type of resource a companion uses to power its moves has a big impact on how it handles itself in battle. The earliest healing companion in the game (Blue Slime) actually uses Rage to power its abilities, which makes for a decidedly different type of healer that can’t always burst heal but will never run out of MP.

As usual I’m not going to give out release projections for this stuff until it’s much closer to being finished. I’m very happy with where we’re at though, and I’m also getting excited to dive right into content expansion work as soon as companions are done. As testing continues over the course of the next couple weeks I’ll be sure to share many more details and screenshots

 

As we continue to plug away on the big Monster Companion update, more and more of the supporting changes are going to start to make appearances on the live servers. The next version bump won’t bring companions, but it will bring us one more important step closer.

Forthcoming v1.61 Changes

There won’t be any earth shattering changes packed into v1.61, but there will be many small ones. Changes include the addition of a “Level Lock” toggle which will prevent your character from earning experience and leveling up. Another tweak: the “Plus Exp” and “Plus Gold” stats are becoming “Extra Exp” and “Extra Gold”, as both stats will now be added as a direct bonus to the Experience and Gold earned from battles, rather than a percentage increase.

My favorite change so far is something that I’ve been meaning to implement for a long time. Per modern MMO standards, all “Quest Giver” NPCs will have quest indicator icons floating above their heads in v1.61:

Exclamation Points indicate that an NPC has quests available; Question Marks mean that you have a completed quest that needs to be turned in to that NPC. The indicators are yellow for regular quests and blue for dailies.

These indicators are one of those random things that was surprisingly challenging to implement, which is why I hadn’t done so before now. With the companion update looming, the quest indicators finally made it to the top of my to-do list because there will soon be many more daily/repeatable quests scattered all over the world related to the new reputation system.

I’ll continue to add items to the v1.61 update notes as I work. The patch should go live by this weekend.

When Will Companions Be Ready?

I’ve been getting this question a lot lately, and all that I’m willing to say is that we’re making great progress on the update and that it will be ready when it’s ready. As soon as I have a public release date set it will be posted here on the blog/Facebook/Twitter in big flashing letters – I promise that you won’t miss it.

Being able to dole out most of the big code changes incrementally on the live servers has really sped up development as compared to the Skill Tree update, which had to be released in one huge chunk. It should also dramatically reduce the amount of time that we need to private test stuff.

Other News

As most of you know, some random script kiddie managed to topple our servers with a DoS attack last week. Turns out that he/she/it did us a favor: I switched over to a faster host with proper DoS protection and so far the results have been great.

In stark contrast to the crappy side of humanity displayed by our attacker, we had several community members step up and make big financial contributions in the past week. “Ninja O” (key: AdamSetzler) made an incredibly generous donation by teaching me how to setup a recurring monthly PayPal donation system and then subscribing to it. For as long as he decides to contribute, his monthly donation will be covering our server costs in full every month. Booyah!

Lumino also made a massive contribution this week by purchasing a ton of gift subscriptions for other players. He has gone on these gift subscription sprees several times in the past, making him our largest financial benefactor. :)

So, thank you very much Ninja O and Lumino! Between community members who open their wallets, to those who have contributed incredible artwork, put in countless hours testing/posting bug reports, or even just those who provide lots of moral support, I feel very humbled and grateful.

I’m going to wrap up this beast of a blog post before it gets any longer, but be sure to check in this weekend for v1.61 and keep your eyes on the blog for many more news updates this month.

 

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.

 

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.

 

The new Guild Ranks HUD

I’ve talked a lot about the big stuff coming in v1.52, but there are loads of smaller changes included in this patch as well. Granted, “smaller” is relative here: in a typical patch almost all of the less touted features coming with v1.52 would be fairly significant news. Many of the items below have been documented in the patch notes for a few weeks, but I haven’t brought any attention to them.

Without further ado, here are the Top Ten Previously Unannounced v1.52 Changes (in no particular order):

1.) Frame rate and movement speed increases

NEStalgia’s current frame rate is about 10 FPS, but with recent upgrades to the BYOND system we’ve been able to bump it up to 16 FPS for v1.52. That doesn’t sound like much of a change, but it really does make a big difference in terms of the smoothness of the visuals and the responsiveness of the controls.

The new online players HUD

The big motivation behind the increased frame rate is that it allows us to actually bump up players’ overworld movement speed. The speed change is minor, but it makes a big difference. Characters no longer feel sluggish when moving around the map, and on the whole navigating the game just feels a lot better.

2.) Say goodbye to Soften, Harden and Speed Crystals

Spell Crystals were added to the game before any form of character customization existed (even before Milestone boosts!). With the advent of Skill Trees these crystals are no longer necessary, and their existence actually makes a lot of skill point investment decisions much less meaningful. Therefore, as part of the re-balance I’ve decided to ax Soften, Harden and Speed Crystals completely. Anyone who currently owns one of these crystals will be able to resell the now useless crystals for a full gold refund.

The Battle Spell Book

3.) Two new quests

Players can earn up to 38 Skill Points to spend. Most of those come from leveling up, but four can be purchased via the revamped Moon Blessings, and two can be earned by completing a couple new quests.

Found at the Colosseum, a new “bonus” quest giver rewards players a skill point for finding all of the treasure chests in the game. His second quest rewards a skill point for completing every other quest in the game. Now players ought to have a bit more motivation to shoot for 100% completion.

4.) Persistent battle status icons

This was a highly requested change: battle status indicators no longer disappear during the “action round” of battle. These indicators are now added and removed in real time.

Re-ordering Battle Spells

5.) Instant Kill abilities work on bosses and in PvP

Prior to v1.52 Instant Kill abilities such as CoinFlip and Judgement have been completely ineffective against bosses or other players. In the update all of that is changing, but instead of instantly killing a boss or player, Instant Kill abilities will do the spell damage equivalent of a critical hit.

6.) Ability re-ordering in a new Spell Book HUD

Not only is this an oft requested change, but with the introduction of Skill Trees it has actually become a necessary one. Players will now be able to re-order their spell lists for both battle and the overworld. Furthermore, clicking on an ability in this new HUD will show a brief description of what it does, and in the case of a “random success” ability actually indicates its base success rate.

The new Preferences HUD

7.) New HUDs for Guild and Social management

Previously detached from the game window and housed in NEStalgia’s external interface, the Guild and Social management panels have been transferred over to new game HUDs. This makes things much more streamlined, and in many ways these HUDs are now actually easier to use.

8.) The Preferences HUD

This new HUD is fairly straight forward, and is also mostly just a transition of controls that previously lived in NEStalgia’s external interface into the game window itself. However, there is one new little toggle that many people have requested – the ability to disable full screen spell flashes in battle.

9.) Charge status indicator

“Charge” type abilities such as Charge, JumpKick and Malice’s “Glow” move will now show a status indicator when they’re charging up. This should make it much harder for players to miss the warning for when these abilities are about to be unleashed.

10.) New Monster Sprites

We’ve had a lot of great artwork contributions to the game, and I’ve finally got around to swapping out some of the remaining to-be-replaced sprites for the v1.52 update. Midgard and Efrain have never looked better!

 

Merchants have always been a bit of an experimental class. My goal was to create a class that could fill the same party roles as Soldiers while simultaneously maintaining a unique play style. I think that the Merchant as it currently stands does meet those criteria and is a lot of fun to play, but there is a ton of room for improvement.

I love the fact that Merchants use gold to power their abilities, though I always expected that the biggest problem for players would be the fear of running out of gold in battle. Instead, the opposite problem has emerged: rich Merchants essentially have an infinite mana pool. Much like I did with the Soldier class for the v1.52 update, my goal was to give Merchants a more controlled system for powering their abilities so that I could in exchange make those abilities more useful and more powerful. Therefore, gold is out, and Credit is in.

The Merchant Credit system is similar to the Soldier’s Will system in that it’s essentially a stamina meter, although it functions quite differently. Instead of automatically gaining Credit points at the beginning of each round, Merchants earn Credit every time they inflict or receive damage. Furthermore, Credit is actually carried over to the overworld and doesn’t get reset after each battle. A Merchant starts out with a maximum of 600 Credit points which can eventually be upgraded to a max of 800. The amount of Credit that a Merchant receives when dealing or taking damage can also be upgraded in their Skill Trees.

This system is a very significant change, and as you might expect, the Merchant’s moveset has been tweaked to accommodate it. Many abilities have either been modified or completely replaced with new exciting moves. To name a few:

Inspect -Self-cast; applies the Empower and Harden status effects to the Merchant. Cost: 600 CR.

Dividends – Replaces the Merchant’s existing Profit ability. It heals the Merchant for 1% of his Max HP per 10 CR saved up.

Trade – The Merchant and a single target swap their current status buffs and debuffs. Cost: 250 CR.

Recharge – Refills the entire parties’ rechargeable items in the overworld. Cost: 600 CR.

Loan – Restores all of the Merchant’s Credit in the overworld at the cost of 1 Gold per 2 CR.

The Merchant’s two skill trees – Enforcer and Commerce – allow them to focus on either offensive or defensive skill sets. Some Merchants may build their character in a way in which they’re constantly earning and spending Credit, and others may choose to take advantage of skills such as Credit Check and Reserve Ratio which give big attack and defense boosts based upon the amount of Credit currently saved up.

As you can see, in v1.52 the Merchant is becoming a much more varied and unique class that really stands on its own. I feel like my original goal for the class is now fully realized: a Merchant can fill the same roles as a Soldier, but there is no longer any other class in the game even remotely like it. I think that existing Merchants are going to love the changes, and those of you looking for a new 1-32 experience come v1.52 definitely ought to consider giving this class a try.

 

Soldiers are one of NEStalgia’s most popular classes, but the problem with Soldiers has always been the way they use their abilities. Because Soldier special moves haven’t had anything like an MP cost in the past, other design measures had to be taken to balance them out: Impale could miss, Headbutt would constantly fail and cause blow back damage, Reckless was a crapshoot, etc. When redesigning Soldiers I wanted to keep a bit of the random chance and blow back damage aspects of their abilities without making those penalties quite so harsh. In order to do that while still keeping things balanced, Soldiers needed a new way to power their abilities. My answer to the problem was the use of a very common modern RPG mechanic: a stamina meter.

Called “Will”, a Soldier’s stamina meter consists of five hollow circles that fill up at the rate of one circle (a Will point) per round of battle. The Will meter is reset between battles, so Soldiers always start each fight with an empty meter. Regular attacks and certain basic abilities (Guard, Counter, etc) do not use any Will, allowing you to save up your points to use the Soldier’s new powered up special moves:

StopSpell – StopFire, StopIce and StopStorm have all been combined into one ability that reduces all incoming elemental damage by 30% for two rounds for the entire party. Cost: 3 Will points

Reckless – Pretty much the only thing that’s remained the same about this special move is the name. At 4 Will points, it now targets all enemies and does a full damage strike on each target, but also returns 50% of the damage back to the Soldier. With some investments in the skill tree, that damage can be reduced to 20%.

Impale, Gore, Headbutt – All of these abilities can be upgraded to have either a 100% Bleed success rate, or very close to it.

The Will meter is a cool new mechanic that should make playing a Soldier a lot more fun, but v1.52 has even more changes in store for the class. The Soldier’s two skill trees are Berserker and Guardian, and from the names you can probably guess that they’re geared towards offense and defense respectively. These trees will allow Soldiers to become a raging damage dealing beast, the ultimate defensive tank, or some mix of the two:

Hopefully this will be one of the last few blog posts that I write about v1.52 before all of you actually get to play it. Development is moving along well, albeit slower than I expected (I still don’t want to give out a hard release date). There is a lot of new stuff in store for the coming weeks, so stay tuned.

© 2011 Ben Mallahan & Silk Games | contact: team@silkgames.com Suffusion theme by Sayontan Sinha