Hello everyone, Gronkins here with patch 0.1.1 of Legends Azamar. This is the first patch of Early Access, and the key change is the dungeon restructuring and a few small adjustments. As a note, these changes currently do not affect the demo (the demo is still on version 0.1.0)
First of all, I want to give a big thank you to everyone who has checked out Legends of Azamar so far, and another big thank you to everyone who has shared their thoughts on the game and/or has provided feedback. This is only the beginning for Legends of Azamar, and I hope to continue to improve the game over time
Dungeon Structure
Currently in Legends of Azamar, each floor was split into two dungeons, requiring players to descend a total of 14 depths before completing it. However, most players are taking significantly longer than expected to clear each floor, some players report playtimes of over two hours in just the Frozen Halls itself
The intention was to move at a moderate pace through the different halls so players got to experience new enemies and environments at a reasonable rate. So the overall dungeon structure of the game has been reworked to better achieve this
Each floor in Legends of Azamar has been condensed to a single dungeon and requires only 7 depths to complete, so you’ll now be able to experience new tilesets, environments and enemies much faster than before
To keep the length of content the game the same, the floors now repeat. After clearing Floor 5, you’ll gain access to a new, higher-level version of the Frozen Halls, and this continues until Floor 5 itself again. Note: the maximum depth for Early Access is still Depth 70
In the future, I want to add additional things to these repeated tilesets (such as unique enemies, extra rooms, etc) so they feel a bit more varied on the second time around. However, my focus for patch 0.1.1 was to improve the early game pacing and I didn’t want to significantly delay this update as I believe improving the game’s pacing is critical
You will retain your highest completed depth and some prior boss quests have been auto-completed based on depth so you don't need to return to a floor you've out-levelled due to these changes. Based on where your progression was, you will have unlocked a new floor. For example:
Floor 1: Dungeon 1 -> Unchanged
Floor 1: Dungeon 2 -> Floor 2: The Abandoned Halls
Floor 2: Dungeon 1 -> Floor 3: The Blighted Halls
Floor 2: Dungeon 2 -> Floor 4: The Lost Vault
Floor 3: Dungeon 1 -> Floor 5: The Deep Forge
Floor 3: Dungeon 2 -> Floor 6: The Frozen Halls II
Floor 4: Dungeon 1 -> Floor 7: The Abandoned Halls II
Floor 4: Dungeon 2 -> Floor 8: The Blighted Halls II
Floor 5: Dungeon 1 -> Floor 9: The Lost Vault II
Floor 5: Dungeon 2 -> Floor 10: The Deep Forge II
As part of these changes, all in-progress dungeon maps have been reset. I apologise for the inconvenience. If you have any thoughts on the revised dungeon structure for Legends of Azamar, feel free to let me know
Enemies
Some players were reporting that the early game felt a bit slow, so I'm slightly increasing enemy pack sizes so the game shows its teeth earlier
Level 1 Enemy pack size: 2-2 -> 2-3
Level 2-6 Enemy pack size: 3-4 -> 4-5
Shops
Shops are not supposed to be the primary way of obtaining items, so they have been slightly nerfed in power. The intention is that the best way of getting loot is by slaying monsters
Shop items now have -1 to their item level
Starting Rarity Bonus: 30% -> 25%
Shop Rarity Penalty: -40% -> -50%
I will continue to monitor the shop’s power relative to item drops
Abilities
Ability unlocks for movement and defensive abilities have been swapped
You now unlock movement abilities at level 6 and defensive abilities at level 8
Visual Effects
Corrosive Strike now has a new VFX
Dungeon
Three new enemies can now spawn in revisited floors
Miscellaneous Changes
Dwarven Artifacts now have an additional line on their tooltip stating they can be sold to merchants for a lot of gold to make it clearer that their value is monetary
The map visuals have been updated to account for new dungeon structure
Known Issues
I am aware of an issue that sometimes causes you to have to press “Escape” twice to pause the game
Bug Fixes
Attempting to fix a bug that causes Escape to pause the game even when an interface or menu is open
Attempting to fix an issue that causes enemy attacks to still persist after dying
Attempting to fix an issue that causes particle effects on enemies to persist after dying
Fixed an issue that caused traps to prevent you from targeting enemies
Hold the Line now no longer shows up on the buff bar
Fixed a bug where Spike Traps weren't correctly gaining Accuracy Rating based on their level
Closing Words
So that is all for 0.1.1. The dungeon restructuring is a major change to game pacing, so please let me know what you think and if you encounter any bugs or issues or bugs with it!
Changed files in this update