A modern take on the 16-bit era, A Valley Without Wind 2 blends a variety of mechanics across multiple genres, seamlessly bringing together the best qualities of old-school platform-shooters and turn-based strategy games. You choose how and where to explore via the world map, how to upgrade your character via mage classes, feats, and perks that you unlock, and how to battle the forces of evil every step of the way.
Valley 2 Beta .712 brings refined Aiming and Death Penalty mechanics, and the previous update adds Strategy-related changes.
Posted by cupogoodness on Jan 9th, 2013
This one refines several core game mechanics further. Most notably, the aiming and the death penalty mechanics.
Thanks for bearing with us as we go through this refinement process; we're intending to be done with this and fully stabilized by February, but in the meantime some fluctuations are inevitable. As the old joke goes: "How do you carve an elephant out of a block of stone? Chip away everything that doesn't look like an elephant!"
That's basically what we're doing right now: we know what the intended feel of the game is, and we're very close with the design, but there are occasional nits and burs that dampen enjoyment and smoothness in one way or another. Anyway, so that's what's going on.
This is a standard update that you can download through the in-game updater itself, if you already have any version of the game. If you have the beta on Steam, it will automatically update for you. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have the standalone game, you can download that here. If you already own the first game, just use your existing license key to unlock the sequel for free!
This one adds in limited context-based angled shots, as well as making a lot of strategy-related changes. This will be the first round of several as we refine the strategy game during this month. From the release notes, here's my explanation of what we're up to:
While we do feel that we have a solid strategic game here, we do think that it can also be better. More engaging, more challenging (on higher difficulties), more streamlined (in terms of how easy it is to express your will), and more thought-provoking (in terms of how many things you must consider at an advanced or semi-advanced level of play when deciding what actions to take).
Additionally, we're really trying to streamline the game itself a little bit more -- it was already extremely streamlined in the main, especially compared to the first game, but this is trimming off some of the last of the fat. The last thing we want is for any particular game element to overstay its welcome; we'd rather you were hungry for more and play a second game of it. All in all this is leading to a game that is a bit shorter than it previously was, but also one that is going to be substantially more intense given many of the overlord's actions are now not possible to undo (you can't just rebuild what he knocks down).
There are more changes planned -- or rather, we have a variety of ideas that we think might work well to continue to bring this from being a good strategy game to a great one. These will be something we experiment with throughout the course of January before settling on final mechanics by February. The game isn't far off, and it's just a matter of getting all of the existing pieces we have to fit together in the most ideal way possible at this point. Right now we're just taking the first steps with the strategic game, and then reassessing from here (thus to better inform our further changes).
And as for the context-based angled shots, here's what those are about:
More to come soon. Enjoy!