In my last post, I discussed how it’s essential that we lock down a number of core Prismata unit designs for the purposes of developing our single player content, and called out to everyone in our community to help point out any remaining sore points in unit design that are deserving of our attention. The response was great, and a ton of suggestions popped up in our inbox.
Most of the discussion thus far has focused on a small set of 5-10 units. In many cases, these were units that we already had an eye on; nevertheless, hearing the community’s input is very important as we decide which actions to take.
You can read many of my responses regarding specific units in this reddit thread, which contains dozens of posts on the topic. (I will be continuing to monitor and respond to this and other threads on the Prismata subreddit if you have anything to add.)
Today, I want to discuss a different facet of ranked play balance—all of the other Prismata gameplay aspects we’ve been investigating, beyond individual unit designs.
This post contains an announcement that may have some big implications for ranked play!
With Prismata entering beta soon, we’re looking to soon complete the rebalancing of our Ranked Play mode. In this article, I’ll be providing an update on how that’s going and what remains to be done.
There’s a lot to talk about on the blog this week. I spent much of the past week assisting with some much-needed server improvements (and neglecting the blog accordingly) so I’ll be getting caught up by posting several articles this week (I’m aiming for three more posts in the next week, but we’ll see how that goes…).
Today, I’m going to speak rather generally about a bunch of different topics, and I’ll follow this post up with two other more in-depth postings later this week.
You may have noticed that two new single-player puzzle missions were added to the Prismata alpha last week—Lucina’s Rage and Cluster Conundrum. For the time being, these can be found in the “Tier 4a” Master Challenges in Combat Training.
As I mentioned in the last article, I’ve been spending much of my time lately working on single player content for Prismata while the rest of the team continues development on art/sound, the servers, the Windows/Steam version of Prismata, and new features. Today, I want to reveal a few more things about Prismata’s single-player content.
Let’s start with a little teaser from our first puzzle collection:
So, you might have noticed that things were a little “off” last Friday…
For one thing, there were some extra special default base set skins:
In fact, we have a proud tradition of having a little experimental fun with Prismata on April 1st. We deployed a pack of totally radical units last April 1st, and some of them actually made it into the game (looking at you, Resophore). April 1st is often a great time to test out highly experimental features that likely shouldn’t be in Prismata, but might be fun to try out. This year was no exception, and we actually did a number of things, including the following:
We’re working on a series of new trailers for Prismata’s release. Here’s a version of a high-octane, fast-paced one we’ve been working on:
This isn’t quite final yet (we’ve still got more updates to in-game graphics planned for the next couple of months, so we’ll be replacing parts of the footage later). That said, we think it’s pretty cool!
Feel free to let us know what you think by leaving a comment in the Prismata subreddit.
We’re super busy preparing for the launch of our Windows desktop build next week, which coincides with a special event that I can’t talk about just yet.
If you’d like to try a prerelease version, we’ve posted one here. It’s more-or-less complete, though still a little rough in some places (one known issue is that Analysis mode doesn’t work.) We’ll be working throughout the rest of the week to polish it up, so if you have any comments or feedback (or run into any problems installing or running it), we’d definitely like to know!
That’s all for now (but check our twitter page if you missed out on the skin spoiler from last weekend!)
We’ll be releasing a number of new skin sets soon. Here’s one of them: the Space skins!
The full skin set has been posted here.
More to be revealed in the upcoming weeks!
This is part 2 (of 2) of the change notes for our February 2016 balance patch. Part 1 is here.
The patch will go live in the next day or two, no sooner than the end of Will’s constructed tourney (which you should all check out!)
In this article, I will discuss the following three additional changes not mentioned in the previous article.
- Three new units!
- Deadeye Operative being replaced by two different units.
- A few lingering balance changes.