Version 1.15 Patch Notes

Version 1.15 focuses on improving Story Mode as a teaching tool. We think our Story Mode was really great as it was, but various parts of it – particularly the end boss battle – could have done a better job of explaining how the game is actually played in Play Mode (which is really what Auro is all about!)

Also, I discovered a couple of nonrandom move code bugs that were causing a bunch of issues. If you were confused by version 1.13/1.14’s “nonrandom” move code, that’s why!

Here’s the notes!

Version 1.15 Patch Notes

  • Significant improvements to Story Mode (don’t read this section if you don’t want anything spoiled)
    • The final boss battle now has a score requirement and utilizes the Brashness Bar, just like in Play Mode. You don’t need to cover the pillars; just kill enough monsters to drain the brashness bar.
      • Rationale: the old boss fight was cool in a Super Nintendo boss fight kind of way, but it really didn’t teach players the object of the game. This new boss fight leads players smoothly into their Play Mode careers.
    • Final boss can now spawn tricksters, as well as rats, slimes and foxies
    • “Points” displays are completely turned off until they are formally introduced in the final boss battle
    • All levels now have objectives that pop up and tell you what you should be doing. Check your objective at any time in the Menu.
    • Revamped some story mode levels to make them more of a singular “lesson”
  • “Points This Level” display added to the level-end state (this feature is known as The Sam Feature)
    • Rationale: players like seeing how well they’ve done on an individual level, and we don’t think there’s any issue with letting them see that.
  • Placement difficulty tweak – increased the threshold for reaching Master Mode.
    • Rationale: players were reaching Master Mode in the placement match, and then getting crushed back down to Rank 9 or even Rank 8.
  • Bug Fixes
    • There were two huge bugs in the non-random move code. Actors now will, when approaching Auro, move in a direction most-similar to the direction Auro last moved.
    • Explosions now push Fliers back 2 tiles
    • Explosions now kill adjacent fliers in currents

Discuss these notes here in the comments below, or on the forums!

So… what exactly is going on with iOS, anyway?

Roughly mid-September, we finally finished Auro: A Monster-Bumping Adventure. We launched on Android right away, saying that we’d have it out on iOS soon. It’s now been over a month – just what the hell is going on here!?

The long-and-short of it is: we keep running into technical problems that cause the game to either not run at all or not be submittable. This is mostly due to our very-weird setup, combined with the recent release of iOS8, which is not compatible with what we’ve been doing.

To get technical for a moment, our game is written in Haxe, and originally used – well, still uses – the NME framework. We also use the Starling graphics library and basically compile to a Flash target, which we then wrap in another Air “wrapper” application, and that’s what actually compiles to Android and iOS, in theory (and in practice, on Android). Continue reading

Reasoning for 1.13

As you might have read, Version 1.13 is a pretty significant patch that will have positive effects on players at all skill levels. I thought I’d take a moment to walk people through the decisions made for this version. I know I personally love to read about the design decisions made on some of my favorite games – I absolutely love reading patch notes – but even better is hearing the why. So that’s what this is.

Before I go on, I should quickly mention that the latest version that’s out on Google Play (and Amazon!) is actually 1.14 – this is just a hotfix cleanup patch that cleaned up a couple of residual bugs from the big 1.13 patch.

If you haven’t already, you can read the complete notes for 1.13 HERE.

Firebomb

This was the biggest thing about this patch, so I’ll talk about this first. I already made a small blurb in the last post explaining the reasoning, but I’ll go on a bit more in detail now. I can’t talk about Firebomb without first talking about Flame Trap, the old spell and why it needed to be replaced. Continue reading

Version 1.13: New spell, less random movement, and better placement!

Hey everyone! Here’s an exciting new patch that should make the game better at every level of play. Also: we’re working on submitting the game to the Samsung App Store, so look for news on that soon!

 

Version 1.13 Patch Notes

- Flame Trap skill replaced with Firebomb. Firebomb (4CD) affects a diagonally adjacent tile (like Jump) and causes that tile to “explode”, pushing any adjacent monsters back. If there’s a monster on the tile, he gets Smokey Flavor, otherwise a flame is created on the tile.

Reasoning: Flame Trap was not an interesting skill. It didn’t do anything really to the game state, and optimal use of it was just “use it when you have it”. In fact, you’d almost always want to use it when the board was clear before anything was happening. Firebomb is an opportunity to give Auro one more tool that’s actually tactical, and in our testing it’s been a real blast to use!‚Äč

- Better Placement Matches. We’ve added a new difficulty setting just for Placement Matches. It now gets much, much harder much faster. Here are the thresholds: [5, 15, 25, 30, 45, 60, 70, 85, 100]
- Nonrandom movement code. We changed the movement code so that when monsters move into a tile that’s adjacent to Auro, they will tend to do it in the same direction *or as similar a direction as possible*. Other movement, such as when actors run from Auro or approach from further away, still has a chance to be random.
– Explosions no longer “stack-push”; this means that if you have Fire | Rat | Rat, the game would push both rats out when you walk into the flame. Now, it won’t.
– Story Mode level 2 now requires the player to get 5 points before proceeding.
– Master 1 goal 100 => 90. Hard Mode’s difficulty slightly increased overall.
– All game modes now perpetually get harder and harder as levels go on by adding an extra Curse Kid and Licorice Bat on every level after a certain point.
– Segment reward for clearing a level reduced from 3=>2.
– Fixed a bug where exploded or rotisseried actors would stand still for an extra turn
– Fixed Story Mode Intro-monster portraits
– Improved many notes and other small text details

 

Discuss the patch HERE: http://www.dinofarmgames.com/forum/index.php?threads/version-1-13-patch-notes.1355/

 

Also, if you’re interested in helping us with beta versions, sign up on the forums and send a PM to keithburgun (that’s me) and let me know.