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#61
12 December 2014 - 08:14 PM
Thank you everyone for your mad support! I promise you, now that I've done the heavy, analytical part of the mod, the updates should become a lot more routinary!!! Again, thank you so much for the patience and for your support!!!
All feedback should be posted in the thread I'm about to create!!!
#62
19 December 2014 - 09:56 PM
I'll be PM'ing you on MONDAY / THURSDAY, a test version including Day 3, 4 and 5, up until the Bubbleman fight.
It's gonna be AWESOME.
Edit: changed the day to give me some margin lol.
#63
19 December 2014 - 11:17 PM
#64
22 December 2014 - 10:59 AM
Testers, expect a PM between tonight and tomorrow morning.
#65
23 December 2014 - 01:29 PM
I'm polishing Day 4 and Day 5 right now (things like HP, damage, etc). I should be able to send you guys the beta version today at night.
One thing to note is that the HP on lots of enemies has been reduced. Through testing, I've realised that the best way to go with the relocated enemies is that they have to be a lot squishier. On Day 3, you'll be experiencing thingslike Vineys, Puffballs, Momogras, which have a natural defense, for which giving them high HP would be overloading them. For the first 2 days, same happens to Elebees, Spikeys, Fishys. They are fast, disappear, they need less HP.
You'll love BeastMan and MetalMan. Those fights are pretty balanced, and make you move around and predict their moves. FlashMan Alpha is a bitch. I don't even wanna face FlashMan Beta right now, even if the chip's worth it.
#66
20 April 2015 - 05:21 PM
#67
20 April 2015 - 07:03 PM
I need to delete the Hex Editing part. Now, there's no beta versions being spread in PMs anymore. I'm taking a decent break from the modding (I'll probably get back to it next week though, it's been a good time already) because I'm essentially long burnt out. However, all content released in the current version needs as much testing as possible.
What I mean is, if you want to help with the beta testing, you can download the current version and give it a try, and let me know how it goes!
#68
22 April 2015 - 12:12 PM
#69
22 April 2015 - 12:52 PM
Drakodan, on 22 April 2015 - 12:12 PM, said:
Hey Drakodan, welcome to ID. As far as I remember, most of the changes I had planned in regards to chip rebalancing were already made and applied into the mod. The thing is, there's not an easy way to test the builds, because, for example, all mistery data and shops have been redesigned, and I've payed special attention for the player to have access to the most powerful tools in a limited stock or supply.
What that means is that, while the battle formations (aka the difficulty / content of the game) haven't been fully released yet, the new shops / mistery data / rewards have been hanged accordingly (and also, the rewards from every single virus has been edited as well). That means that in order to test the builds as you intend, you'd have to either have an intimate knowledge of how I've edited everything, or clear the game completely (with the vanilla formations for the unreleased content), and see what you can build with it.
I'm up to brainstorming if you can propose an alternative! Maybe I'm missing some other practical method that we could employ. I'm definitely interested in an experienced player (like a speedrunner) testing out aspects of the gameplay that me, as an enthusiast player can't do as well.
#70
22 April 2015 - 01:09 PM
#71
22 April 2015 - 03:42 PM
#72
26 October 2015 - 04:12 PM
#73
26 October 2015 - 05:04 PM
Fechdog, on 26 October 2015 - 04:12 PM, said:
You can do it, just download and apply the patch that is on the download page
If you see carefully, this thread is not updated, the last version Hart posted to beta test is 0.3.0 and that was on 2014, right now WotU is on version 0.5.5
Hope you enjoy the mod, and if you could, please give some feedback, Hart will surely appreciate it.