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Spellbreak chapter 3
Spellbreak chapter 3







In our first major patch, we’re going to be setting up the story for the coming Chapters and will be introducing the following features: In the coming weeks, we’ll have a much more in-depth look at the Chapter system, but I wanted to provide some basic context for the first parts of it described below. On top of that, as you make your way through the Chapter as a whole, you’ll unlock new gameplay and cosmetic rewards. At the most basic level, the Chapter system provides you with weekly quest-based story content and rewards. We want you to explore new content and an expanding world with us and your fellow players. It’s not just about adding a new gameplay mechanic every other week, but about exploring WHY that gameplay exists in the world. We want to tell you a story in Spellbreak and we want to do it over the course of weeks, months, and years. A good portion of the team has been working on the two patches following 1.1 since before launch and I’m going to refer to these two patches as “Prologue” and “Chapter 1.”Īnd now for a quick diversion here to talk about Spellbreak’s Chapter system at a high level! You’ve seen it on the main menu, greyed out and taunting you, but what is it? Let’s use a timeframe of 1-3 months for “mid-term” here. A few seconds after use, it “rewinds” your health, armor, and position to the time at which you activated it, letting you “heal” back damage or juke out your opponents in a big way. Chronomaster gives you control over time itself. In the right hands, it’s incredibly powerful and enables some amazing plays. Shadowstep allows you to do a short-range dash AND become invisible for a brief amount of time. In addition to 1.1, we’re also going to be rolling out the Shadowstep and Chronomaster runes. While its focus is on fixing bugs, it also includes a number of small quality of life features, some rebalancing to aim-assist, and updates to sound effects. This includes a ton of bug fixes that showed up post-launch.

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#Spellbreak chapter 3 Patch#

In the short-term (think <1 month), we’re primarily focused on Patch 1 (aka 1.1). If and when things do change (and they will), we’ll strive to keep you updated as well. By sharing this very early in the process, we’re trusting that you’ll take it in the spirit with which it’s given. A feature might be more technically or artistically challenging than originally thought, it might “fail” in playtesting and need a massive rework, a new opportunity could come up, or we could receive some really insightful feedback that we want to react to. Roadmaps can change-sometimes a lot! This represents our plans as of today, but there are all sorts of reasons something could get moved on or off the roadmap. We’ve got plenty more in the pipeline that won’t be mentioned below, but that doesn’t mean it’s not happening. Roadmaps don’t generally include things like bugfixes or other smaller features.







Spellbreak chapter 3