It’s taken longer than expected with these changes, as I think there was a bit too much taken on for a single update. But here we are at last! Now to try and summarise all of the changes…
One thing to note first, is that for these changes you will have to create a new world. You can use the same character, but you will not be able to experience the new map unless you do so.
Build 6 – Rivers, Fishing, Abilities & More
Custom Design / Procedural Generation
In my last post, I shared my thoughts on wanting to switch to using custom design for maps over generating them. The feedback on this topic was interesting as it shows a desire to still retain an element of generation. Basically I want to reassure you all that the world creation will continue to use a mix of both custom and generated areas.
However, one distinctive difference with this build is the addition of rivers and other custom designed areas. For the Woodland, the way this is constructed is by first generating a random “base” of the area, then a custom/static layer is printed on top to produce the mix of the two.
One thing to note here is that I had to create a developer-only map edit mode to facilitate much faster editing of large areas. It’s good that this exists now for future use.
Rivers & Fishing
There are now rivers running throughout the Woodlands, with small and large fish lurking in the waters. You will need to craft a Fishing Rod and to carefully cast your float out next to a fish. Any fish caught can then be sold to a vendor for a generous price. Four rods are currently available and each increases your chance of catching more valuable fish.
Fishing Rods and Crafting Requirements:
Four new abilities have been added. Orb of Light is a non class specific ability to simply help add a bit more light when you want it. The other 3 are more defensive options for each of the class types. On a related note, the crafting requirements for some abilities have been adjusted to make some more readily available.
Summons a mystical Orb of Light that orbits the caster and illuminates the surroundings. Lasts 30 seconds. 1 min cooldown.
Briefly go out of sight. For 4 seconds, you are completely invisible and will not be detected by monsters. 20 sec cooldown.
Envelops the caster in a bubble of mystical energy. Prevents knockback and transfers 20% of damage taken into consuming mana instead. Lasts 8 sec. 30 sec cooldown.
Queen Bee Mini Boss
There is now a mysteriously large hive in the Woodland. Proceed with caution if you don’t like large flying insects.
Cursor Based Melee & Interaction
One of the sore areas for feedback has been around the movement and melee systems. Changes have already been made to allow for full directional movement by holding down RMB. However there were still issues with the melee system being difficult to aim/position for new players.
With this update, the melee system for both players and enemies has changed to be range based. That is, enemies will now also move in any direction and once in range, will directly attack the player.
More importantly, you can now melee attack enemies and objects by using RMB. The cursor now accurately selects/highlights enemies, blocks, doors or NPCs to either attack or interact with.
There have been so many small tweaks/changes, but here are more notable ones:
Posted by Phill in Builds
I’m pleased to share that the official wiki solution for Shards of Azuria is now live! Many thanks to Gamepedia for providing such an excellent wiki service. The site can be found at the link below: https://shardsofazuria.gamepedia.com/Official_Shards_of_Azuria_Wiki In terms of content on the wiki, there is already a great start. I hope in time it becomes […]
Build 6.2 – Fixes & Changes Changes: – Reduced the aggro radius of the Bear and also the rate of health regeneration – Input validation added to prevent other actions while casting. – Day/Night lighting has been tweaked so that it isn’t as dark at night or in caves (light intensity also tweaked appropriately for […]
It’s taken longer than expected with these changes, as I think there was a bit too much taken on for a single update. But here we are at last! Now to try and summarise all of the changes… One thing to note first, is that for these changes you will have to create a new world. You can use the […]
(ノ°∀°)ノ⌒･*:.｡. .｡.:*･゜ﾟ･*☆ Happy New Year everyone! For many reasons, 2016 was a turbulent year, full of shock and bewilderment. I hope that for all of us, 2017 turns out to be a better year. A year full of positive changes without any regrets. 2016 was still an incredibly significant year for Shards of Azuria […]
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Hi all! This is my first real announcement since launch. It has been a bewildering, but very rewarding experience. The feedback and engagement has been so amazing. I’ve tried to soak up everything that has been said to try and make the best decisions moving forward. I’m working towards an update on the 24th. I’ve […]
Firstly a MASSIVE thank you to everyone who has shown support so far! It’s already been so rewarding to get feedback from reviewers or youtubers. Watching people play and seeing how they react has been absolutely fascinating. In around 2hrs time, Early Access will go live on Steam: http://store.steampowered.com/app/498340 The game will be priced at […]