Prevent The Fall - All News

Sunday - August 13, 2017
Prevent The Fall - Patch 1.21 is live
The VR action RPG Prevent the Fall got a new update:
v1.21 Patch is Live
With the 21st patch we are happy to introduce a few adjustments based on feedback received and a fairly sizable adjustment to all items in the game to provide a better progression for new weapons upon leveling.
First, we made some small adjustments to combat. There are now improved blocking and parrying animations on both players and some NPCs. These are on a blended animation channel so they can play with the animation currently playing. We also introduced a new knockback effect in VR where you can knock back an enemy if you have high enough energy.
Moving on to the larger chunk of updates in this patch. We adjusted the available level for nearly everything in the game. Some items are able to be earned earlier, some later than before. Weapons (melee in particular) were clumped together at certain intervals and now they will be spread out a few more levels. This was done for every item in the game. You might now have items you shouldn’t have yet if you are playing and some items that are slightly less effective than before if they are a lower level than before. For the most part quite a few things were made more effective than less effective.
To go along with this we made a lot of stat adjustments as well as weapons changed levels. We adjusted the damage scale quite a bit. Early weapons (Level 1-5) might do a bit less damage than before, later game weapons (15-20) now will do more damage (a lot more if they are 18+). Energy was adjusted as well along with magic and you should see a similar change in values. Since weapons are doing more damage the actual energy/magic to DPS should be similar though. Quite a few weapons are now higher level than before and will do more damage as a result.
Magic damage scale was all over the place for magical weapons and all magical weapons were adjusted. Those were tweaked and adjusted with mostly an increase across the board, in particular for AOE weapons (Arcane Staves, Wind Staves, and Earth Staves). Arcane Staves in particular received large damage improvements in some cases doubling their damage. The Conjuration and Necro Staves also received damage updates making them more effective to use as projectile weapons if you are into using pets. Fire and Lightning Staves received less of a bump, but the higher end ones do more damage to go along with the adjustments for all other weapons.
To go along with the these changes we identified a few gaps and introduced a few new weapons at the higher end (15+) and a few new uncommon variants of existing weapons improving coverage in those areas and should make earning those levels a bit easier than before due to more weapons and the weapons at the higher levels now hit a lot harder than before. For a full list of items added please see the notes below.[...]
Tuesday - July 25, 2017
Prevent The Fall - Patch 1.19 is live
With Patch v 1.19 a new talent system, consumable inventory items, shrines, and new Hard and Epic difficulty levels among other additions are introduced to the dungeon crawler Prevent The Fall:
v1.19 Patch is Live
The 19th patch since Early Access is one of our largest patches. It took a bit longer to wrap up, but we introduced a lot of changes and new features in this patch. The biggest feature introduced in this patch is the new Talent System. We also introduced a handful of other new changes including improved blocking, strafing, rolling, new energy system for attacks and abilities, potions, new difficulty options, and a new shrine buff system along with a handful of other tweaks and bug fixes.
To start let's look at the new Talent System. Instead of the skill points that were rewarded each time you level there are now new talent points. This are spent on a talent tree split into 3 sections: Defense, Melee, Magic. The existing stats (strength, intellect, etc) are now in the talent tree so be sure to spend points on the stats as they will be reset back to 1 as a result of this patch. Along with being reset they now have some level limits as well, so if you are level 8 you will not be able to max out the stats (the last hoop for that is at level 16).
Beyond just adding the existing stats 47 total talents were introduced in this patch touching most of the systems in the game. You can now choose to upgrade different combat areas to reduce magic cost, buff pets, break parries and blocks more often, better blocking and parries, less energy rolling (along with a new armor buff), and a wide variety of other adjustments including new stun and bleeding options. You will not be able to max all talents at level 20, but talent tomes were also added that are rewarded as treasure for those interested in that pursuit. Existing players should have talent points set that correspond to their existing level so be sure to check out the talent window by pushing “T” or from the Talent Button in the system Menu.
Talents are the largest change in this patch, but it is just the starting point. Blocking, strafing, and rolling have been improved in this patch. You can now move around while blocking and rotating toward the target to block is now much easier. Strafing was fixed removing some issues with the camera making it a much more useful option, and rolling received a similar improvement so you will roll the direction the camera is facing so if you roll backwards you will roll backwards in a logical fashion that one would expect. Rolling also now has a short armor bonus that will reduce damage that can be improved via a talent.
To go along with that even more combat changes were introduced. Energy was also adjusted in this patch adding energy requirements for regular attacks and abilities. If you run out of energy you can still do regular attacks, but abilities will not fire much like magical abilities. To go along with this change the amount of energy the player has was tweaked and energy is now increased by Dexterity instead of Stamina. Energy and magic regeneration time was cut in half so you should have to wait less for the regeneration to kick in. Also, players can now do critical attacks. There is a small chance with both melee and ranged attacks that can be increased via talents.
To go along with all of that we also introduced potions with this build. There are 3 extra slots to the right of the abilities on the hotbar that can be used to store potions. Potions have a 30 second cooldown, but will provide a boost of health, magic, or energy. Potions can be purchased at the vendor or can be found as rewards. Usage of potions is done via the 7-9 keys on a keyboard, holding the trigger button and using the d-pad (up, left, right) on a gamepad, holding the “grip” button on vive and pressing up, left, right on the trackpad, and holding the grip (bottom trigger) on the rift and pushing up, left, right on the analog stick. To add an item to the hotbar in VR you have to drag it there.
Next up we introduced 2 new difficulty options: Hard and Epic. Balance is still very much a work in progress even more so after this most recent patch, but this will increase the difficulty of the game by adjusting NPC damage and health along with adjusting regeneration rates. Some more tweaking is most likely to follow, but it should provide a bit more challenge.
Lastly, new monuments or “shrines” were added to many dungeons. They will provide a buff that should last the remainder of the trip through the dungeon. The buff provided depends on the dungeon.[...]
Sunday - July 02, 2017
Prevent The Fall - Patch 1.15 is live
The dungeon crawler Prevent The Fall has been patched to version 1.15:
v1.15 Patch is Live
Our 15th patch of Early access introduces a few new features and adjustments to combat in VR to make it more difficult. Starting with the new features the 2 major additions to this patch are locked chests and a new vendor NPC.
You will find a few of the chests in the dungeons are now locked. You will be presented with a mini-game to push pins to unlock the chests. You need to line them all up roughly at the center of the pins to get the chest to open. It does get progressively harder in later dungeons. There currently is no time limit or “expendable” items right now such as lockpicks, but those could be introduced in later patches.
We also introduced a new vendor “Johnny” to the tavern. He currently only sells items, but he will be buying back your junk and selling consumable items in future patches. He will only try to sell you stuff you are missing or is better than what you have equipped or in your inventory. You can drag items from his inventory to purchase or double click/right click using a mouse, Press A using a gamepad, or single click (or drag) using motion controls to purchase an item. His inventory is updated each time you return to the tavern and is based on your level, much like the dungeon loot is.
Along with these 2 additions we made some adjustments to VR combat. We had an energy system that would burn down if you attacked to fast, but most of the time you could abuse that fairly easily to attack rapidly and run away and recharge. The system has been revamped to massively cut down on damage if your attacks are more than half a second apart (for each hand). It will start at 25% damage (100 to 25 damage), then is reduced by half each time (12.5%, 6.25%, etc). Each time it also resets the timer so if you don’t time your attacks you will do less damage overall. If you continue to attack rapidly it will drain your energy as well, but not as quick as before. We also tweaked the regen timers as you regenerated more easily in VR, it should be much harder to regenerate while in combat now and the time to regenerate increased from 3 seconds to 4 or 6 depending on difficulty.
Finally, we had a handful of smaller changes. A few adjustments to abilities adding new particles and sounds where there were not some before. New conjuration and affliction staff options between levels 8-14, a new high end flaming sword and mithril armor for higher level dungeons, adjusting difficulty on quests now shows the level instead of + or - the level, and a handful of other changes document below.
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Monday - May 29, 2017
Prevent The Fall - Available on Steam EA
Prevent the Fall, the Action RPG / Dungeon Crawler that is playable with and without VR, is now available on Steam in Early Access with a 15% discount.
Prevent the Fall is an action oriented computer role playing game which can be played with or without virtual reality headsets. Experience the game in either single player or in multiplayer co-op online or via LAN.
Advance through twenty character levels, as you explore semi-procedurally generated dungeons, earn Steam Achievements, and acquire a slew of items in this RPG experience. Co-op sessions can be mixed and matched with both VR and non-VR players adventuring together. The game can be controlled with mouse and keyboard, gamepad, or Steam VR motion controllers. Both Oculus Rift and HTC Vive headsets are supported.
Dungeons are semi-procedurally generated for maximum performance. Utilizing randomly selected layouts players will be able to generate simple quests which will have them seeking to explore, slay, or collect items in dungeons featuring generated NPCs, loot, and traps. Players are able to increase or decrease the difficulty of these quests, and dungeon encounters will spawn an increased number of monsters based on the number of players in co-op sessions.