This small but fun feature will allow you to quickly review your character's exploits. Unfortunately, this kind of major rework would make the update incompatible with existing saves, so the chase mechanic has to be postponed until Rags to Riches. On top of that, we want to lay down the groundwork for future Random Encounters, which will also require NPC routes to be simulated on the world map. But after some deliberation, we decided it would be a better approach to combine the system with the existing mechanic that allows enemies to follow the player character between locations. Our original plan was to fix it in this very patch by adding a system that would emulate the transition of enemies between map tiles. Essentially, it all stems from the limitations imposed by the game’s engine - GMS can’t process events that happen outside the room or map tile occupied by the player character. It’s a well-known issue that enemies can’t be chased after they flee to another map tile. At the same time, some conditions will actually give your opponents an advantage: if your character is Injured, Bleeding, or low on Health, the surrounding enemies’ Will to Fight will receive a boost, making them less likely to retreat. We’ll share more details in the patch notes. The number of conditions influencing it was greatly expanded too: in addition to receiving damage, critical hits and Injuries, enemies’ Will to Fight can be swayed by the presence of nearby allies, them dying or fleeing, certain negative and positive effects, the player character’s equipment, and so on. Instead of the chance to flee, affected by specific conditions, there will now be a depletable Will to Fight bar. The overall system also became more deterministic. Fleeing enemies will no longer try to repeatedly reengage the character only to start running away again. Or you know, not have other abilities and fire it up from the start to use basic attacks. Now you'd use a Tactic once you've spent your other abilities, and then proceed to only use basic attacks to keep the stacks from ticking down. Hell, using a Stance loses you a Tactic stack. If you use weapon abilities to build Stance stacks, your Tactic ticks down. It's either Tactic time or Stance - if you use basic attacks, you lose Stance stacks. What it's done is remove the synergy to almost make it a sequestered weapon skill tree of its own that doesn't gel with weapon ability use from dedicated weapon skill trees. You'd liberally use abilities to either reposition and or build up your weapon stance stacks. The wilderness gets wild at higher levels and you're fighting legions on every square of the travel map, it could feel like.Īnd you'd dive into the thick of it and have enemies wail at you to build the Tactic stack up. T4 dungeons are chock full of tough-asses, and getting the synergy going on my pet build was the shift from cheesing encounters to firing on all cylinders. Passives are gone, lots of things marginally gimped but functionally the same, with the tactics thoroughly gimped. When I say it's impossible to, say, turn Stoneshard into MMORPG or add 100k lines of dialogue to every NPC in the game it's not because the laws of our reality physically prevent us from doing so, it's because it's not a valid possibility to consider with our current resources, experience and time constraints. Hence why it was impossible at the time to add save on exit - we just couldn't afford to start a very lengthy development sequence when people were begging for new content. Considering how this 9-month development cycle was the beginning of all those "why no updates, I'm literally losing my mind" type of posts and comments, I think you would understand why undertaking it right after the Early Access launch would have been a very bad idea. It changed in City of Gold, an update that took 8 or 9 months, approximately 6-7 of which were spent on reworking said basics to make that happen. People were thinking something like save on exit could have been added overnight by changing "saveonexit = false" to "true", and that wasn't the case because of how world generation and data storage worked back then. Yes, when we said it was impossible, it's not because we were dishonest, it's because at that point it was impossible without reworking the very basics of the game. I really don't know why people are so fond of conspiracies.
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