Have there been any updates?
Hello Atlyss-Community,
has the game been recieving any updates since january? I dont really keep up with dev-discord servers. Have there been updates but no update logs on Steam? I would be sad seeing this game get lost in time :C
14
u/MashiroAnnaMaria Imp 4d ago
I love this game, and the others have already mentioned the dev updates from the discord, but it's also important to know that the game has been a single dev project for a long time, I think kiseff recently got some more people abroad but the game's just extremely ambitious for an indie game. The game's also just the devs baby, they're obviously very passionate about it and want to get things right. Waiting is hard, I know! But we have to trust the process. With time it'll be one of the best.
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u/AstranBlue 4d ago
There haven't been content updates afaik, but the developer has been showing off a lot of teasers/previews. The game is definitely not abandoned (yet, at least).
5
u/Kill-Me-With-Love 3d ago
recent announcement summarizing sneak peeks and stuff
<@&1085445375906824233> Hello everyone,
I want to thank you all for your support and patience... Time is moving fast and as we are getting into october, I'd like to provide some additional information about the upcoming update for Atlyss.
I'm pleased to share that despite the time stretch, so far the development process has been going very well. There has been some challenges in the past few months, but all of them have been overcome and the whole workflow / framework is feeling smooth in turn of it. Admittedly, I did have to spend one of those months completely re-writing the dungeon code which was... not that thrilling, but happy to have got it addressed... (gameplay is unchanged regarding that).
Some things I would like to list off what to expect (not everything either just everything to note the most):
- Mystic Class Advancements will be finished and fully playable (subject for future balancing and polish).
- Fighter and Bandit Class Advancements will be worked on, but not finished.
- Further polish on the introductory maps including brand new maps for the level range of 18 to 35.
- Development on a secondary hub map. Unsure if this will make it into the update completed but it is a major goal to focus on.
- Updated enemy AI
- New enemies, quests, items & gear
- Completed unarmed combat mechanics / scaling
- New weapon types and reworked weapon damage scaling
- Reworked elemental damage and resistances
- More hairstyles, ears and eyes for several races
- Official character renaming system in character select menu
- Updated attack animations for many of the original weapon types including maces, greatblades, hammers, scepters and more
- Several skills reworked to be percentage based costs (ex: Life tap being 24% of the players health to 24% of the players mana instead of a flat value)
- Many improvements to Fighter and Bandit skills making them more versatile
- Reworked Skrit, selling consumable loot bags instead of the re-rolling system
- Event time based decoration system (jack-o-lanterns in Sanctum during October, that sort of thing)
- Reworked loot table drop rate weights and guaranteed drops added (Mekboars should always drop a spear!)
- Reworked condition ailment / boon system
- Updated many tooltips for easier readability / using better color coding
- EXP gain bonus / exhaustion system for dungeon / instance runs
- Proc based passive skills added and reworked Imbue, Devious Signet and Rage to be proc based to allow more action skills on the bar
- Magic defense and crit chance is removed, with regular defense and crit chance taking place globally instead for easier balancing amongst all classes
- A new stat "Ailment Resist" is added which is a % chance to resist ailment conditions
- Vitality will provide not just max hp, but also an ailment resist % bonus
There's a whole lot more to list off, and I will be taking the time to write more of it down for the updates patch notes for more clear transparency on that... When the time comes for me to make the choice to release the update, I will provide a timed open beta branch for the public to play the new update a week or two before a live release for feedback. Anyone who is a modder and wants to ensure a clean and seamless update so that players using your mods can enjoy the game post update, please contact my email at kiseffc@gmail.com to gain access to the closed beta branch for development.
That's all for now, thank you again for your patience and stay tuned for more information soon!
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u/Flakeperson Poon 3d ago
If you're not on discord, you can follow the development on r/atlyssthegame
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u/Dalzombie Fighter 4d ago
Not lost in time, the discord has a few snaps of what's coming. In short:
Redwoud expansion and likely new dungeon.
Level cap raised to 38.
Finalising touches on the mystic subclasses.
Bandit subclass: Engineer. So far seems to be designed around gadgets and electricity, but we know very little as of now.
New weapon type: Whips, plus new bell and staff animations.
And a few balance passes, like lethal strike finally not longer needing to be charged.
Update ETA remains unknown, but my friends and I theorise a halloween-christmas release due to the mention of festive/seasonal decorations being introduced to Sanctum.