This patch came fast in order to fix a bug that wasn’t letting new players log in. Bug should be fixed, all logging in should be good now.
However, since this was rushed, there are a few things that I was still testing that made it into this patch. It is likely that there is a bug or two in this version.
I will try my best to patch things out as they are found. Please make a post to report any problems you find in the game. It really helps me fix things much faster.
- New players can log in again. Yay
- Monsters you battle are highlighted at the very start of the match
- Queued abilities sometimes don’t trigger when back in battle position after a knockdown reset
- Local multiplayer is a bit broken due to the new camera and split screen functionality didn’t make it into this patch yet. Should work fine during battles though
- UI for cancelling a queued ability isn’t there yet
- Still some UI that a gamepad can’t handle very well
- No way of cancelling a queued ability with a gamepad. I guess you can just block for now…
- Monsters don’t turn when you talk to them, resulting in the talk cam sometimes being behind a wall
- No way to early cast melee/short range abilities(Cast Now) since repeating the same ability command now queues up another one
- Abilities that are queued before the battle countdown starts are cancelled as soon as the countdown begins
Issuing a command while your monster is unable to perform the command now queues the command up to be performed as soon as your monster is able to. This should remove the need to spam keys in order to have your monster follow a command as soon as possible. Pressing X now cancels any ability in your queue(no UI for this yet).
Queued abilities are displayed with an ability icon on your monster during battle. This icon is visible to all players with a few exceptions.
This also allows you to queue up an ability before the battle has even started. Your monster will the perform that ability as soon as the battle starts. The queued ability in this situation is not visible to the enemy player. The same goes for when a knockdown reset is taking place(though that’s a bit bugged right now).
If the queued ability cannot be used due to not meeting a requirement such as having enough mana, the ability will be removed from queue when it would have been time to cast it. The reason for not removing it right away is because some abilities and some future ones give your monster resources which would then let you be able to cast the queued ability.
So the obvious drawback of queuing an ability up is that the enemy can see what ability your monster will perform next. There is an upside however. All commands have a delay between the moment you press the key and the moment your monster begins to react to this command. It’s a small delay but it’s a huge deal during a battle. However, if you queue an ability up and the time that it has been in queue exceeds the time of this delay, then your monster will completely skip the delay and go straight into performing the ability.
It’s an interesting feature that I was playing with in my dev build but now it’s out for others to test, though I wish I could have polished it up a bit more. It feels cool to tell your monster to perform a bite attack and then follow it up with a flareball. Without the delay it makes it almost feel like you are comboing abilities together. You can even try to queue a dash after another dash which looks a bit wonky right now but could maybe be effective in dodging multiple projectiles.