0.6.8 Summery Time Madness!

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Greetings friend! I’m glad, as always, to see you, and very proud to present our latest update. I will make this short and get straight to the change log.

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Added Post Match summary

  • Shows how much XP you got in the match
  • Shows your current and next level portraits
  • Get badges for bonus XP
  • 5 kills in a match
  • 5 Assists in a match

 

Spell tweaks

  • Fireball AoE damage reduced to 50% of full damage
  • Dimension gate range increased from 900/1000/1100 -> 1000/1150/1300
  • Ember Strike damage changed from 1/2/3 -> 1/1/2
  • Removed Damage on Windwalk, increased duration from 2.5/3.0/3.5 -> 3/4/5
  • Speed boost duration tweaked: 2.0 -> 1.0/1.5/2.0 and speed from 250/300/350 -> 300
  • Added Team pick up on Chakram
  • Moved Fetch from Area to Utility
  • Increased Utility cap from 3 to 4
  • Removed Soul Tear in preparation for rework

 

Misc tweaks

  • Added background to chat window
  • Increased cap on network traffic
  • Tweaked XP amount for each level
  • Added level portraits up to level 20
  • Added rank titles for each level up to 20
  • Added social media buttons to main menu
  • Updated Unreal engine to 4.12
  • Added sound to end-game summary

 

Bug fixes

  • Fixed end-game summary showing wrong winner of “most kills”
  • Fix bug where Lobby displayed wrong player count
  • Reduced startup time significantly
  • Fixed a bunch of minor miscellaneous bugs

 

With the new level system in place you might find yourself at a higher level all of a sudden. If you would like to start from scratch (I know I will!) and reset your progress enter the command: “ResetSteamStats” in the console DURING a match. (it will not work in main menu or lobby)

MailBanner01Keep up-to-date with everything spellsworn
Steam, Facebook, Twitter and the Discord channel.

Hope to level up together with you!
(using rockpillars mostly)

PortraitAnders
/Anders (@CannonFood)
-Frogsong Studios

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Devlog #1 State of the order

“Greetings traveller! Come in, come in! Do make yourself comfortable – anything you wish, Doreth shall strive to provide. Warm fire, hearty company, a bed for the night? These are harsh times, but let not the strife and toil of war trouble you here. Doreth welcomes all to his inn, Order or otherwise. Come, come, enjoy a mug of our finest ale and lend your ear to the stories Doreth has to tellMailBanner01Hey everyone, and welcome to our Developer log!

No patch this week I’m afraid – we’re hard at work on dealing with engine upgrades, creating something extra special and doing all we can to make sure the Rock Pillar is as rock-solid as it can possibly be. With that out of the way, we’d like to tread a different path with you wonderful fans and fireball enthusiasts this week, in our new, monthly (hopefully) developer log. We appreciate the time, dedication and patience all of you have given to Spellsworn and us, and we’re hoping to show our appreciation for that by providing insight into some of the hard work, ideas and aspirations we give and have for Spellsworn. This week, we’d like to discuss the past, present and future of Spellsworn, and what we hope to work on in the coming weeks and months.

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The Past

Two years ago, some friends and I decided to bravely throw ourselves into the void and do something we’d always talked about incessantly over beers. We started our own game studio and began the creation of Spellsworn; a game inspired heavily by the Warcraft 3 mod, Warlock, that we felt was the peak of a PVP arena battle. It focused heavily on player vs player combat that involved weaving combinations of skills and spells together to outwit your opponent.

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What we felt was so special about Warlock was the pure simplicity and balance on offer that created an engaging, strategical experience and an even playing field. Every player had every spell and item available from the get-go, with the ability to upgrade and swap his/her loadout as the match progressed. This has two implications – firstly, you have the ability to forge and create your own playstyle from the very beginning, allowing you to dominate a match in your own way. And secondly, with every spell on offer and available to all from the beginning,  it means that the most important factor in the battles is YOU. There is no specific hero clearly better than any other, no clearly overpowered game mechanic that can be abused to dominate a game – the only factor standing between you and victory is you.  YOU are the hero, YOU are the one who makes the game and decides your fate, YOU are the one who rock pillars.

Other elements also stood out for us – with the arena shrinking and knockback increasing as you receive damage, the battle takes a sharper edge and an unavoidable exciting climax as it reaches its closing moments. Players are forced into close-quarter combat with almost no cover to protect them (unless you bring your own i.e. Rock Pillar). This adds another dimension to the player loadout as certain spells that proved invaluable in the early game could be your undoing in the late.

OldScreenshot
As we’ve watched the MOBA scene develop, and seen the variety of other PVP titles rise to the forefront, we had yet to see a title that offered the same experience and excitement that Warlock had. Therefore, with the blessing and help from their community, we decided to take our love for the mod and Warcraft 3 and craft our own game. Thus working from home, with nothing but a brand new Unreal 4 engine and coffee to guide us, we struck out on our own to forge Spellsworn. We’d had some experiences with minor projects and games in the past, but this was our first commercial endeavour. It hasn’t always been easy; we’ve had some pretty harsh downtimes and have been hit hard by the realities of running a business and creating a game. But, these experiences have only filled us with determination, and we’ve learned so much from them and had so much joy from the great things that have happened that we wouldn’t trade this for the world. The journey so far has been thrilling, enlightening, and fulfilling in so many ways. We take great joy from the work that we do, inspiration from what our peers and community do, and excitement from what we plan to do.

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The Present

Right now, we’re quite happy with our progress in early access, and are delighted to see and read the wonderful feedback and experiences you’ve shared with a game we’ve poured our heart, energy, and coffee into. We appreciate not everything is perfect (*cough* more players *cough*) and we read and take onboard the feedback you provide to us. From our end, we feel that the core gameplay of the game is solid, interesting and engaging, evidenced by the positive feedback we’ve received, the wide array of spell configurations we’ve seen and the engagement we’ve seen at our weekly playdates (if you haven’t already, come play with us!).  I personally love trying to come up with unused combinations of spells to make the coolest kills; my proudest combo is the “Slingshot”, where you use Lockdown and Swap ball to bodyslam unsuspecting enemies far out of the arena – #gitgud.

XpBarThat said, we’re conscious of, and actively working on a number of critical issues that have been raised and on some of the long term milestones we have for Spellsworn. Right now, we’re currently focused on user retention, and implementing systems to provide meaningful feedback to your match performance and time invested in the game. We want to give winners the proper recognition they deserve and provide the losers with a sense of accomplishment, even if they spent too much time bathing in lava. On top of this, we’re also looking at improving and fixing some things under the hood, primarily bugs, networking issues, and engine issues.

The Future

Plans are set in motion to add more meat to the proverbial bone that is the core gameplay. We are rapidly approaching a stable Alpha-build ready to be launched during the summer/autumn, with lots of work done on the progression aspects of the game. We also want to add more in-game content, giving you more to work with while fleshing out the who, what, where, when and why of the universe. We want to provide voice, context and meaning to the cataclysmic battle that is tearing the world apart.

Personally, we rPaper_OvergrownSkulleally just want to provide a thrilling experience for you and your friends, and to make Spellsworn a game that you are delighted to show at a LAN or play for a night-in, that serves as an outlet for your creativity, and that provides you with experiences that you can take with you for life, just like the original Warlock has for us.

That’s all for this week, travellers. Thank you for reading, and more importantly, thank you for taking part in this journey – it wouldn’t be possible without you or your Chakrams. We’ll be back with our regularly scheduled patching next week, but we’d love to hear your feedback and comments on this, and whether you’d like this to be a regular segment. ‘Til next time (and don’t forget to try Doreth’s ale!)

MailBanner01Keep up-to-date with everything Spellsworn
Steam, Facebook, Twitter and the Discord channel.

Hope to clash with you in the arena!
(Getting rocked by my mad pillars)
PortraitAnders
/Anders (@CannonFood)
-Frogsong Studios

 

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0.6.6 – preparing the way

20160526-BannerGreetings my fellow dabbler of the arcane arts!
It was way too long since we last talked, and I have some great things to tell you but let’s get right into the patch notes.

Patch 0.6.6

Added First iteration of an End game summary

It shows you the Match Winner, and some other players worthy of notice,
and after a little while moves the whole game back to the lobby.

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(note how Steve has “most deaths”)

Spell tweaks

  • Acid Pool can no longer be moved using Dimension gate
    Ember Strike damage increased from 1/1/1 to 1/2/3

Misc tweaks

  • Reworked splashscreens
    Reworked movement to feel more responsive
    Removed pre-alpha watermark from in-game
    Added new font and unified font usage
    Tweaked player circle to be more visible

Bug fixes

  • Fixed not selecting a color in lobby would make you no color
    Removed hidden debug keybindings
    Chests can no longer be used on other chests
    Keys can no longer be used on other keys
    Color arrows no longer steal keyboard focus
    Fixed Joining a game via steam-invite
    Fixed animation bugs with Bogwitch (had particle effects bound to them)

We have also started preparing a system for the implementation of vanity weapons, and adding bots in the lobby. So we have big things coming up in the near future!

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MailBanner01Keep up-to-date with everything spellsworn
Steam, Facebook, Twitter and the Discord channel.

Hope to clash with you in the arena!
(blowing your mind with mad combos)

PortraitAnders
/Anders (@CannonFood)
-Frogsong Studios

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0.6.5 – Friend Puncher

20160428-Banner Oh, hello!
I didn’t see you come in..
Welcome to another fantastic update.

This time our most notable changes/additions is an updated lobby and new spell. Check out the change-log down there for all the delicious specs.

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Spell addition:
Ember Strike – Melee

  • – Cooldown: 2/1.5/1
    – Damage: 1/1/1
    – Knockback: 1000/1150/1300
    – Range: 300


Spell changes

  • – Acid Pool : Reduced airspeed.
    – Fireball : Added Splash damage with Radius: 200
    – Swapball : Projectile is now blocked by props

Lobby Changes

  • – Host now sets player color/team
    – Host is now able to kick players
    – Color is now displayed over name

Additional fixes

  • – Fixed bugs related to Spectators hosting and joining games.
    – A small plethora of Crash fixes

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Play date reminder
Tuesdays & Thursdays , 17:00-18:00 (UTC+01:00) hosted by Devs
Wednesdays , 5:00pm – 8 PDT hosted by Smelly Goat
(use this link to help with time zones)

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Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit

don’t forget our IRC channel on Quakenet , and the Discord channel.
(a HUGE “Thank you” for setting them up!)

Hope to meet you in the arena!
(Punching you sweetly in the face)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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0.6.1 – Acid Pool Party

20160412-Banner Welcome to the party!

This patch has some really exciting things in it!
We have a special dev-guest helping us out. Robin Kahlow (Tora), one of the original makers of the Wc3 mod “Warlock” has added bots to Spellsworn!

First iteration of Bots
How to add bots to your game:

  • Host a game, and start it.
    Open the console. Standard button is “´”
    Type “Spawnbot [team]” (team is: 0,1,2 etc) to spawn a bot in that team.

Note: The gamemode will not be set as Team unless at least 2 players are the same color in the lobby. This means that starting a 1vs1 game and then adding bots to your team-color will not make the game a team deathmatch.

Spell changes

  • – Reworked Acid Pool to be more useful
    – Shock now reflects on Energy shields, and travel through Dimension gates
    – Charge now travels through dimension gates

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Play date reminder
Tuesdays & Thursdays , 17:00-18:00 (UTC+01:00) hosted by Devs
Wednesdays , 5:00pm – 8 PDT hosted by Smelly Goat
(use this link to help with time zones)

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Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit

don’t forget our IRC channel on Quakenet , and the Discord channel.
(a HUGE “Thank you” for setting them up!)
Hope to meet you in the arena!
(Worshiping the almighty pillar)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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Spell Changes

20160401-Banner
Good day!

Please come in, I have something important to tell you.
Today we are announcing a major change to our spell lineup! We have talked and listened to our community and the overwhelming LOVE for pillars is down right inspiring.

We took this to heart and are now proud to present you a WIP of the new spell roster!
SpellUpdates2
As you can see, rock pillar might not be the best pillar any more but it certainly will be the classic!

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Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit

Hope to meet you in the arena!
(Throwing homing pillars in your general direction!)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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0.5.7 – Operation nerf Gravity is live!

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Hello weary traveler!
This occult document clearly dictates the gravity ball was very, as the scholars put it, “Totally OP” and needed addressing.

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Thusly time has come for another update with fixes and tweaks!
Let’s get right into the change log.

Change log 0.5.7

  • -Removed memory leak that created massive lag in high player matches
    -Changed Steering modifier from 0.4 to 0.5
    -Adapted GUI to fit different resolutions and aspect ratios
    -Fixed bug where bookcases could be moved with dimension gate
    -Removed “white square issue” on level icon.
    -Added scrolling to chat window (activate chat and use scroll-wheel to scroll)-Reworked Gravity Ball
    Lowered speed
    Removed ending explosion
    Tweaked pull force-Tweaked the falling tablets on Codex
    Hit Area from 400 to 275
    Knockback from 5000 to 2000
    Added a warning decal
    Increased warning sound volume

With one of the largest lag-build ups fixed, we will focus the next update on improving and bugg fixing spells!

We might even have time to make a new one!

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In closing I want to remind you of our weekly play dates:
Tuseday & Thursday , 17:00-18:00 (UTC+01:00)

and our IRC channel on Quakenet , and the Discord channel.
(a HUGE “Thank you” for setting them up!)

…and never forget what pillar is the best pillar!
Rockpillarbestpillar
Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit
Hope to meet you in the arena!
(Cowering proudly behind my pillar)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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Hot fix 0.5.6 is here!

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Hi There!

I would say that a large update without a hot fix is like a waterfall without a secret behind it.
So here it is!

Changes

  • -Reworked lighting on Codex and Clearing to reduce lag
    -Increased Melt value on Clearing from 0.25 to 0.35
    -Fixed two crash-bugs
    -Made tips visible on loading screens
    -Reduced gravity ball Pull force from 1100 to 750
    -Fixed connection issue on Linux build

Our focus for the next update will be to further reduce lag, and prepare for some cool future customization.
And don’t forget the Play dates!
Every Tuesday and Thursday 17:00-18:00 (UTC+01:00)

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Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit
Or check out the IRC channel on Quakenet

Hope to see you in the arena!
(catching your chain hooks on my rockpillar)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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0.5.5 – Codex Update!

20160304-BannerCodexupdateGreetings traveler!
Let me tell you about the ancient grimoire we recently got our hands on.
We found it in what remained of an old study. Withered, worn, and covered in dust…

Book04
From what we could decipher it spoke of something called “Codex”.

“Wizards have been asking the same question for millenia; is Codex a physical realm of knowledge or the mind of some eldritch creature, or both? I think the better question is; would such a creature take kindly to the intrusion of wizards? Tread carefully in Codex. There are things asleep in this world that should never be awakened.”
BookPapersThere are now THREE arenas in Spellsworn. Each with its own feeling and gameplay.

Codex
– Static props in a symmetrical pattern populate the arena
– After about 10 seconds giant tombstones will drop from the sky, and damage anything
beneath them. They will remain where they landed until the rest of the match, or until
they sink into the unspeakable depths below.

The Clearing
– Random props, from trees to rocks, will spawn randomly across the arena.
– All spawned props are destructible, some with more hit points than the others. This
makes you far more exposes in the later parts of the round and especially during the final rounds.

The Cauldron
– Static props in a symmetrical pattern populate this arena
– This is considered “the classic” arena. No surprises and no randomization. You know,
each round, what you have to work with.

animatedStonesHomepageBookPapers-KnockbackWe have changed how the knockback system works. This is to make the knockback more of a threat.

– The force is now more spread out across the entire span of your knockback. Not faster in the beginning with a clear drop off towards the end.

– It is now harder to counter its effect using your own movement. This drops off during the knockback, gradually giving you back full control.

We are aware we will have to fine tune this all the way up to final release, so we feel it’s important to get it out now so we can test it together with you!

If you wish to play around with the settings yourself and see witch one feels best, we have exposed three commands for you to use!
(note: the host must enter it and they reset each match)

SetSteeringModifier         (0.4) How much you can control and fight your knockback.
SetKnockbackModifier    (0.6) How powerful the overall knockback is.
SetDecelerationModifier  (0.6) How fast you lose momentum, after getting hit.

Please use responsibly

BookPapers-Changes

  • Levels
    – Added New level: Codex.
    – Reworked level: Fairy ring (Now called The Clearing).
    – Renamed level: Soul Cairn (Now called The Cauldron).
    – Removed the “Voko-pixel” from The Cauldron.

 

  • General
    – Added music and ambient sounds to Game Lobby.
    – Removed drop down menu under “Play button”.
    – Reworked knockback calculations.
    – Added console commands to tweak knockback (look above)
    – Fixed incorrect spawn position when using Fetch,Swapball, and charge.
    – Fixed game timer.
    – Added “Current round” to round counter.
    – Added victory-colored icons to round counter.
    – Added server browser filters for “In game” and “Password protected”
    – Added new loading screen with useful tips and tricks

 

  • Spells
  • – Removed speed buff on upgraded projectiles.
  • – Removed damage on Chain Hook.
  • – Swap ball now swaps with Rockpillar

 

  • + General bug swatting and crash fixing.

MailBanner01Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit
Or check out the IRC channel on Quakenet

Hope to see you in the arena!
(destroying your homing missiles with my rockpillar)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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Prepare for 0.5.5 Friday!

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Hello! Good to see you!

Next update – 0.5.5 comes out THIS FRIDAY. March 4th!
To get a summery and a tease of what it will contain: Check out this previous post I did.
It’s going to be GRAND! And this is just the start of all the great things we have planned for 2016, the year of dreams. We’re talking skins, staffs, spells, bug fixes, and that good stuff!
20160229-TV
To get you in the mood I though I would collect some videos other people made about the game. Just some previews and fun game play. It’s a fantastic feeling when other people play and enjoy something you have created.

SpellSworn – League Meets Smash Bros? Gameplay and Funny Moments!

Let’s try l Spellsworn #1 (Early Access) l [German/Deutsch]

Spellsworn – First look

Drunk Gaming with Kitt – E3 “Spellsworn is no match”

MailBanner01Please check us out on the rest of the internet, and let us know what you think!
Our Steam page, Facebook, Twitter, and Reddit

Hope to see you in the arena! (blocking your spells with a mighty rockpillar)

PortraitAnders
/Anders (CannonFood)
-Frogsong Studios

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