Defendion
Defendion Update 1!
Version Date
June 11, 2018
Patch Notes
Update 1!
So this is the first update in Defendion. We've been preparing the update for long enough and changed a lot too. For those who opt in the test branch it is not a surprise, but let's summarize all.
Castle
First of all, we remade the entire castle - just completely changed the map.
Now it is a full-fledged and large throne room with chairs, tables, torches, knights (iron) and, of course, a throne. At the moment this is the first place where a player appears (in the future this will change, as the story cutscene will be added at the beginning)
The game now has the soundtrack, which sounds in the castle and which the captive dances to. The commands that can be given to Orca remain unchanged, but we changed the way the commands run, but more on this later.
Training
Secondly, the level of training (tutorial) has been completely remade. Now it's a room inside the castle with interactive tables, where you can see and try to do that or another action in the game. "Live" hands will show how to do it.
We added a demo table that demonstrates all types of structures and their work, it also spawns mobs and they go from the right side of the table to the left. With each mob killed, their level rises very quickly and you can see how weapons kill them and use it on the main map.
A training table on which you can try real defense on a small map without losing money and inventory, remained almost the same (except common for all levels changes)
Controls
We also changed the controls and removed the hand-menu: instead of the pointer that was used before, all the elements are now interactive - so you have to touch them to press the buttons, and in order to avoid accidental clicks there are windows confirming certain actions.
Interactive elements are also done in order to be conveniently managed from any touch controllers. By the way, Defendion has standard Oculus Rift and HTC Vive support and now it supports Windows Mixed Reality - everything is tested. Also for the last two, the position of the hands has been corrected - so that the hands in the game are felt more real.
Now you purchase the item when you take it from the table, and sell item - by moving it to the basket.
We heard the feedback of the players and made it possible to rotate the structures after installation on the battlefield - now you can organize defense more quickly - simply by installing the structures on the field and then rotating them towards the mobs. This also can be done during the battles.
There is no opportunity to improve the structures and the castle yet, but it will definitely be implemented in the future.
New enmeies
There are 2 new evemies in the game - a tank and a runner.
Tank
A tank has much more basic health compared to the usual Orc. And he looks more impressive and bigger than others. But he goes slower. He attack with a hammer or a hammer with a shield. It is easy to notice him and plan your defense. Since it will take a long time to kill him, probably the best practice is to freeze and surround him with other structures with the possibility of passing between, otherwise he will destroy your weapons.
You will not see him during the first several waves, otherwise it will be rather difficult to win, but be prepared - starting with 5 waves he will appear.
Runner
A runner has very little health, but she runs very, very fast. So quickly that only the flaming wall can inflict damage on her. The time of freezing is reduced for her. She has daggers and she can be called an avenger, because she has a chance to appear only after you kill any orc.
Main map
The changes on the main map, where the table with the battlefield, is not so much and mostly visual - it's lighting, and new buildings (for example, towers with flags - which, by the way, will be included in the gameplay in the future), the textures in many meshes have changed , fixed geometry, added information about the money that you own directly on the battlefield, torches, etc.
Also, the adjustments to the gameplay, the spawn rotation of the mobs, and a few adjustments to the balance (both for old and new mobs) have been made - now the waves should go more dynamically, although you may become more likely to lose if you organize the defense poorly.
In the future this map will undergo further changes.
Other
— added german localization
— optimization (reduce polycount, fixed geometry)
— many many different fixes, from flying hair to incorrect numbers (for example, the beginning of the game with 2 waves) - the description will take too long, so you just have to believe that the game has become much better :-)
We'll be glad to hear your feedback!