World Map & Quest Changes

We've been working on the quest and guild combat system over the last two weeks, and... It just wasn't that exciting.

You basically mashed a button, picked a team, did a fight, repeat. Those fights had different goals and meanings, but it was still repetitive.

I think much of what has made our other game The Infinite Black so popular is the sense of exploration: You can spend hours moving around fighting and looting, even though the game's core mechanics aren't that complex.

We're going to try a dramatic shift in how Dire gets you into fights: The world map will have 20 locations that you can select and deploy a squad to. Once there, your group exists on a node-based map very similar to The Infinite Black's map. You can move your team around from node to node, exploring the map, and discovering things to interact with like enemy squads, treasure chests, guild halls, etc.

You'll be able to engage enemy squads in your node. In some locations this can also include other player's squads, allowing for large-scale PvP.

When deploying your squad to a map location, you'll be able to pick a team size from 2 to 6. Smaller teams move more quickly, and larger teams cannot engage "down" (5-member team cannot attack a 2-member team).

NPCs will spawn on the maps as roving squads of various sizes. They'll drop treasure whenever defeated, and bosses will spawn once their minion squads are beat.

If your team is defeated they are removed from the map and need to be re-deployed.


I'll write up more later, but I'm interested in your initial thoughts.

07/31/2016 Ozymandias

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The Spellcast

Developer Posts

“It's been a long year but we're finally rolling out a huge update for Heroes of Dire! All platform download links are available at http://www.DIRE.com Thanks for your patience, and there's more to come! Please report any issues so we can get them fixed ASAP. v1.4.0 - Many UI improvements! - Media packaged with client -- No downloading and fast load times! - Over 200 new audio clips for voices and combat - Guilds can now design a custom banner - Quests, treasures, and squads visible on the world map - Recover crafting materials from scrapped items - All weapon damaged adjusted to make lower levels easier - Item durability loss significantly reduced to encourage fighting - Item durability MAX removed -- All items repair to 100% - Quests: Removed kill requirements, replaced with progress points - Quests: Officers worth 5 points, Leaders worth 15, Deity worth 50 - Quests: Item rewards are better than normal loot drops - Rogues can shadowstep through walls and friends - Lance, Halberd, Quarterstaff, and Spear reach 2 tiles instead of 1 - Resources and Artifacts can no longer be teleported - Resources can be destroyed by squads - Masterwork crafted items are much better (for players and NPCs) - Battles can once again pull in nearby friends and enemies - Fighters have a new stat called Mana - Max mana is calculated from class, race, rarity, and ascend - Healing actions reduce a fighter's mana by weapon attack speed - Healing is heavily penalized once mana is depleted! - Cultists, Zombies, Golems, Giants, Huppo gain a mana bonus - Wall Shield has more Guard, can stun, and does more damage”

11/03/2018