Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

Thu Oct 08, 2020 9:43 pm

Minor Update Uploaded:
- Corrected some miss-textured walls.
- Fixed typos with NPC conversations.
- Fixed typos with Level Titles.
    - Bandit's Hideout corrected to Bandits' Hideout
    - Serpent's Nest corrected to Serpents' Nest

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

Fri Oct 09, 2020 8:50 pm

Beautiful. Been playing for some time now. Love the different areas, the nice variation between quests and the simple yet effective skills/weapon system. <3

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

Mon Oct 12, 2020 10:35 am

https://youtu.be/yCt_C49zjiQ icarus time!

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

Tue Oct 13, 2020 8:05 pm

Registered just to post that this is absolutely sick and I've been having a blast. I just defended the outpost in the Harbin Outskirts and had to jump on and say keep doing what you're doing man. I think I'm badass enough to take on the Overseer now so we'll see how I do...

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

Thu Oct 15, 2020 2:39 am

Minor Update uploaded
- Changed some sector Geometry in Map20 to ease navigation
- Fixed some misaligned textures is Map 01 and Map 20
- Fixed Animation Glitches with wall torches

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Sat Oct 17, 2020 1:49 am

Version 1.1 has been released with Major Bugfixes
- Fixed a bug with the Soul Essence powerup that lowered your maximum health if its over 100 HP. Now works as intended and boosts Max HP by +25
- All Minor Updates included before this one.

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Sat Oct 17, 2020 2:17 pm

Found a funny bug though I do not know why its happening. When ever I fire weapons in the hub town ALL of the sharks wig out, take to the skies and chase me down till death. its great lol

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Sat Oct 17, 2020 3:35 pm

dravencleary wrote:Found a funny bug though I do not know why its happening. When ever I fire weapons in the hub town ALL of the sharks wig out, take to the skies and chase me down till death. its great lol

That should not happen, Sharks only spawn if you cross the line trigger that causes them to spawn and immediately chase you.

the only way this could happen is if you use the fly command to trigger the line above the water.
I'll still look into it.

EDIT: Fixed it so that even flying over will trigger the sharks. so this 100% should not happen now :)

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Sat Oct 17, 2020 6:11 pm

jazzmaster9 wrote:
dravencleary wrote:Found a funny bug though I do not know why its happening. When ever I fire weapons in the hub town ALL of the sharks wig out, take to the skies and chase me down till death. its great lol

That should not happen, Sharks only spawn if you cross the line trigger that causes them to spawn and immediately chase you.

the only way this could happen is if you use the fly command to trigger the line above the water.
I'll still look into it.

EDIT: Fixed it so that even flying over will trigger the sharks. so this 100% should not happen now :)



Ah yea I was using Fly to look around the map pieces but I hadnt used it in the hub town at all, It was really funny tho

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Mon Oct 19, 2020 10:44 pm

Update Uploaded:
- Fixed a bug that prevented Serpent Tamer Zanthus from dropping a Soul shard.
- Corrected pickup messages for Poison Infusion and Scholar's Ring.
- Fixed Sky Horizon cut offs in Overworld and Map 20 to make them more seamless.

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Tue Oct 20, 2020 4:35 am

Loving this!

Pros:
- Everything that was great about the first game, love the exploration and atmosphere
- The money / scraps system is a major improvement over the first game!
- Difficulty curve is just right for me

Cons:
- Enemy drops, particularly money, gets obscured by corpses very often. Please make the items either float, or scatter a little when the enemy dies
- You can't close a menu (such as crafting, inventory, etc) by pressing the same key. Having to reach for ESC is a nuisance
- The weapons upgrades aren't removed from the list once you have them, and the "You seem to have enough" text is not perfectly clear. Removing the item would be best, but you could also change the text to "You already have this upgrade" or some-such
- Sound design needs some polish; examples includes background sound pausing between talking menus; for example get the man to play the piano and then talk to anybody else and the piano will stop/start as you go through the dialogue tree. There's also a lack of ambient sound in many areas and a lack of ambient sound in general (e.g. fire crackle)
- Juggling of weapons gets a bit chaotic at times. The many overloaded weapon slots is a constant fumble, and I would question whether the Hunter should be able to use the magical rods _at all_, to give better distinction to the classes; the alchemist would then be the jack-of-all-trades in the middle.

Thank you so much for this great mod!

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Tue Oct 20, 2020 4:07 pm

Kroc wrote:Loving this!
Thank you so much for this great mod!

Thank you so much for playing the mod, and i'm glad you enjoyed it.

Kroc wrote:- Enemy drops, particularly money, gets obscured by corpses very often. Please make the items either float, or scatter a little when the enemy dies

I'll see what I can do about this, though the Item_toss flag should be enabled so the items spread out on death.

Kroc wrote:- You can't close a menu (such as crafting, inventory, etc) by pressing the same key. Having to reach for ESC is a nuisance
- The weapons upgrades aren't removed from the list once you have them, and the "You seem to have enough" text is not perfectly clear. Removing the item would be best, but you could also change the text to "You already have this upgrade" or some-such
- Sound design needs some polish; examples includes background sound pausing between talking menus; for example get the man to play the piano and then talk to anybody else and the piano will stop/start as you go through the dialogue tree.

hmm, Nothing much I can do on this end, since there are limitations of the Strife Dialog Format, unless I do a very round about Dialogue System with ACS or ZScript that will require me to redo pretty much the entire dialogue As well as the scripting that is tied to them.

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Wed Oct 21, 2020 10:58 pm

Minor Update Uploaded:
- Reworked line triggers for Overworld music change and Area Name change to make them more consistent.
- Some Texture realignment.

Re: Abysm 2: Infernal Contract -RELEASED! v1.1 - Action RPG

Thu Oct 22, 2020 12:39 pm

Hey, I love this game and marathoned it in one day, completing as Sorceress and testing Hunter and Alchemist. The money/scraps balance is really good, it kept the shops relevant the whole time and I never felt like I had to find a way to drain a hoard of cash. I also really like the monster variations. I don't know if they were randomized at all or to what extent, but they were spread out enough that they didn't get overwhelming and common enough that it didn't get boring. I also really liked the art design of the maps and environment.

Since I love it so much I want to make sure you understand that the following gripe I have is basically irrelevant because the game is great as is. I'm not a fan of the weapons, only because it appears that all Magic > Conventional even with the stats balanced sufficiently and weapon upgrades installed. The Raven Staff is more accurate than the Repeater, always accurate on the first shot, and possibly as a result, more ammo-efficient. My Hunter kept falling back on the Raven staff whenever she ran out of Flechettes. The Serpent Staff is also a tighter spread than the hand cannon, uses 3 Mana per shot vs. the 12 Flechettes the Cannon uses, and the Cannon has just the slightest delay before firing that the Serpent staff doesn't, making it harder to hit fast moving enemies. I'm torn on the Fire Lance vs Bow, since the bow doesn't cause self damage if you hit a wall by mistake, but the arrows are incredibly expensive, so every shot missed is like watching gold fly right past a demon and into the void. Finally, I was expecting the Mace to operate like Parius's "Mace of Contrition," but it's really short; basically only reaches as far as Doomguy's fist. The damage that it and the Hatchet cause is pretty good when stat-boosted, but it's hard to get close enough, especially to ranged attackers. Compare that to the free pea-shooter the Sorceress gets, which also gets boosted and upgraded.

It seems like life's just better for a wizard from beginning to end. If I had one wish, it'd be that conventional ammo be more plentiful/cheaper, and the melee weapons be upgradeable and just a bit longer.

On that note, however, I *really* loved the way the ending was handled, in so far as not kicking me out of the game immediately. I'll avoid any specifics of what I liked for spoilers' sake, but I've still not found two of the hidden dungeons, one because I can't see in the dark, and the other because I'm too dense to understand the clue, but I figure I'll get to them eventually.

PS: If I had *two* wishes, the other would be that spells could be hot-keyed like potions and apples are. I don't like sorting inventory mid-combat for the right spell for the situation.

PPS: Just a thought, if you made Piano-Man change the level music rather than generate a sound, his music would continue through dialogue uninterrupted. It'd be less realistic, but prettier. Plus you wouldn't have to stand in the pub all day just to hear Bloody Tears.

Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG

Sun Oct 25, 2020 12:10 am

Version 1.2 Uploaded

- Changed the Damage output and Ammo consumption of the Raven Stuff Secondary Fire, Life Steal
    - Damaged reduced from 4 to 1
    - Life Stolen reduced from 50% to 255
    - Ammo consumption increased from 6 white mana to 10 white mana
- Serpent Rider Zanthus now gives 30 Experience points for killing the serpent in addition to the 15 Experience points you gain when killing the Rider.
- Fixed a bug that prevented Instant Kill Sharks from seeing the player when going out of bounds above water level.
- Texture and texture Alignment correction
- Reworked line triggers for Overworld music change and Area Name change to make them more consistent.