The update 1.1.1 is continuation to update 1.1.0 with a big batch of new Steam Achievements being added to the game. Most of these new achievements can be obtained by simply opening the title screen since the achievements are tied to in-game progress. We've also added achievement
The update 1.1.1 is continuation to update 1.1.0 with a big batch of new Steam Achievements being added to the game. Most of these new achievements can be obtained by simply opening the title screen since the achievements are tied to in-game progress. We've also added achievements for those looking to truly challenge the game such as "Carried to Victory", which requires any battle to be won with 5 heroes where a single hero deals more than 50% of the total damage.
1.1.1 Changes • Added 12 new Steam Achievements. Most of these achievements have been tracked in the progress file and will be granted by just entering the title screen. • Fixed water material in the sewers 3D environment.
To celebrate the 1.1.0 update, Kilta is available for 60% off for the next two weeks. Don't forget to also get the soundtrack with the same discounted.
To celebrate the 1.1.0 update, Kilta is available for 60% off for the next two weeks. Don't forget to also get the soundtrack with the same discounted.
The 1.1.0 update was delayed by several months but it's finally here. The main additions of the update are Steam Achievements and several new 3d battle environments. In addition, the update includes various balance changes and bug fixes. New Features • Updated Unity version. • Ad
The 1.1.0 update was delayed by several months but it's finally here. The main additions of the update are Steam Achievements and several new 3d battle environments. In addition, the update includes various balance changes and bug fixes.
New Features • Updated Unity version. • Added seven new 3d environments. • Added support for steam achievements. • Added visual effect that shows the music track name that is currently playing. • Title screen now randomly shuffles hero portraits you've encountered during prior playthroughs.
Bug Fixes • Fixed a bug in battle statistics where certain stats were displayed incorrectly. • Fixed a bug where some enemies didn't have correct visual effects played during their ability. • Fixed a bug where enemy Potion Master's ability could get stuck and freeze the battle. • Fixed a bug where Accessibility Mode would read out health values below zero while in battle.
How fare ye, Guildmasters? Today we have a special treat for all of you melomaniacs out there, as the original soundtrack of Kilta is now available for purchase on Steam! It features 36 tracks and 89 minutes of original music, ranging from unique character themes to energetic bat
How fare ye, Guildmasters?
Today we have a special treat for all of you melomaniacs out there, as the original soundtrack of Kilta is now available for purchase on Steam! It features 36 tracks and 89 minutes of original music, ranging from unique character themes to energetic battle music, all available in MP3 (320 kbps) and FLAC formats.
If you liked the music in Kilta, or you simply want to grow your collection, you can now buy the soundtrack in high quality.
https://store.steampowered.com/app/2083590/Kilta_Soundtrack/ Be sure to send some love to our musician Janne Kantola at our official Discord server, and come say hello to the rest of us too. ːhappy_yetiː
ACCESSIBILITY Set all the accessibility text-to-speech queue delays to 100 ms. These values ranged from 200 ms to 1000 ms, which on fast text-to-speech rates added noticeable delay to the messages. In the case that 100 ms is too low, this value can be adjusted in future patches.
ACCESSIBILITY
Set all the accessibility text-to-speech queue delays to 100 ms. These values ranged from 200 ms to 1000 ms, which on fast text-to-speech rates added noticeable delay to the messages. In the case that 100 ms is too low, this value can be adjusted in future patches.
Changed the order in which the blacksmith accessible group is navigated. The success rate of reforging is now read out before the reforge button element.
When opening a tooltip pop-up with the CTRL key, any currently spoken text-to-speech text is interrupted for a more responsive tooltip.
During a battle, the auto-attack type of a unit is read out when highlighting a unit on the grid.
Added a new help entry describing the layout of the battle grids. The help entry can be found in the help menu under the accessibility header.
Fixed an issue where the hero tooltips didn't read out the selected hero's star rating correctly.
Fixed a bug where the party overview displayed incorrect bonuses. The bonuses should now be displayed correctly at 1 or more, 3 or more, and 5 matching ability traits.
BUG FIXES
Reduced the rate at which random dialogue events were displayed in chapter two and chapter three. The rate was incorrectly left too high on the patch before version 1.0.0.
Fixed a bug where any score was incorrectly set to zero at the end of a playthrough. This was caused by changes to the save file format from version 0.9.1 to 1.0.0.
Fixed a bug where a single quest incorrectly used the wrong and deprecated 3D environment.
Fixed an audio issue where Maryu's ability Sage's Advice caused clipping.
Fixed an audio issue where clipping could be heard when entering the deployment mode with multiple party members.
The version 1.0.1 aims to improve the accessibility mode that was introduced in the full release. Many accessible aspects were improved or otherwise altered because of the sheer amount of feedback we received these past few days. For example, the update brings an alternate way to
The version 1.0.1 aims to improve the accessibility mode that was introduced in the full release. Many accessible aspects were improved or otherwise altered because of the sheer amount of feedback we received these past few days. For example, the update brings an alternate way to position your heroes in battles when playing in the accessibility mode. We hope to receive as much constructive feedback in the future as well!
ACCESSIBILITY
Removed the prompt "tooltip opened" when opening any tooltips with the CTRL key. This should make the tooltips feel a bit more responsive.
The player side grid can now be traversed two-dimensionally using the WASD keys. Due to technical limitations with the accessibility plugin we're using, implementing the custom two-dimensional navigation wasn't possible using the default arrow keys, so we created an alternative key selection instead.
To resolve specific bugs related to moving heroes between the party and reserve slots, both slot groups are now under a single accessible group. Two new shortcuts were added to facilitate faster navigation between the party and reserve slots. Pressing the P key changes the focus to the party slots and pressing the R key changes the focus to the reserve slots.
When moving heroes between the party and reserve slots, the focus is correctly returned to the top of the whole group.
While moving items, the inventory window now correctly returns the focus to the start of either the weapon or equipment slots.
The inventory window feature, which allows the sorting of items, is now accessible.
When placing items to the party slots, the name of the hero who the item was given to will be called out.
When highlighting a hero or an item in the party or reserve slots, the name of the slot will be called out.
When highlighting an item, the tier of the item is read out after the item's name. For items with an undefined tier, the word "none" is used.
Added an accessible element to the party slots, which will display the approximated auto-attack strength and the type of the hero in the slot.
The party overview in the guild management will now display the effects gained from having multiple heroes with the same ability trait.
Changed how unit information is read out in the deployment mode. Pressing the CTRL key when highlighting a grid position with a unit placed on it will now open a tooltip popup instead.
The guildmaster skills can be now be used with Q, W and E keys. This only applies to the active guildmaster skills, not passive.
The score display upon winning or losing a playthrough is now accessible.
The score display in the progress screen is now accessible.
Added a new help entry listing all accessibility controls.
The tabs in the options menu are now correctly labeled with a "tab" postfix.
Added an accessible element group to the deployment phase describing active positional effects when fulfilling certain formation requirements.
Fixed the automatic reading of elements in dialogues. The focus is now correctly returned to the topmost element after advancing the dialogue.
Fixed a bug where the blacksmith could not be used after closing the inventory window once.
BUG FIXES
Fixed a bug in version 1.0.0 where certain dialogues did not display correctly.
Fixed a bug where any open tooltips wouldn't automatically close upon concluding a battle.
Greetings, Guildmasters! We've been extremely busy these past few months. The most observant of you might've already noticed that on Thursday, the 7th of July, we published the 1.0.0 version of Kilta to the public. Yesterday we rolled out the day one patch (1.0.1), or in this cas
Greetings, Guildmasters!
We've been extremely busy these past few months. The most observant of you might've already noticed that on Thursday, the 7th of July, we published the 1.0.0 version of Kilta to the public. Yesterday we rolled out the day one patch (1.0.1), or in this case the day two patch, which had a large number of accessibility changes administered to it. The update has separate patch notes that are not included in this announcement, but they will be published shortly after this. Since we're officially transitioning Kilta from Early Access to Full Release today, the release discount will be in effect from this point onwards. You can also look forward to the amazing soundtrack of Kilta, which will soon be available for purchase on Steam.
LAUNCH DISCOUNT For one week, we will offer a 10% discount on Kilta to celebrate its successful release. Remember to tell your family and friends about it! ːsteamhappyː
https://store.steampowered.com/app/1401560/Kilta/ Since there have been so many comprehensive changes between the full release version and the previous version (0.9.1), we were practically forced to make well-condensed, but concise patch notes as shown below. Of course, if you have any questions about the patch notes and stuff that happened in our silence, we're happy to answer them in the Steam discussions or on our official Discord server.
NEW FEATURES
Overhauled the progression system.
The two starting heroes of each run are selected from the heroes unlocked in previous runs.
The hero star ranking is now persistent across playthroughs and earned by defeating bosses.
Included a new hard mode where the player can try to reach the true ending with their ranked up party of heroes.
Made final upgrades to sound and visual effects while attempting to fill the audiovisual void. (Regrettably, still in progress.)
Added new music and battle environments.
Improved the graphical user interface for clearer and smoother gaming experience.
Overhauled the guildmaster skill system.
The player will have up to 3 different skills at their disposal in every battle.
Added new skills including passive skills that have a constant effect in every battle.
Added accessibility features for the blind and visually impaired.
Added a new tutorial system and revised the in-game help section.
Made multiple smaller additions and improvements to the game ranging from very small details to bigger features.
For the time being, we intend to continue developing Kilta because we feel that the game still has a lot of room for improvement. We feel like we can still make the game better, a lot better. Although there hasn't been much feedback about the game and its features in general during the Early Access phase, except maybe about the accessibility features, which have gathered a lot of feedback in a very short time, it has been a blast to see interactions amongst the community with Kilta being in the center. It has been nice to respond to the wishes expressed by the community and be able to develop much-requested features and make changes according to the reviews and discussion on Steam, our official Discord server, and other social media platforms.
As always, if you have any feedback, questions, or suggestions regarding Kilta, such as a new exciting and refreshing game mode, we'd love to hear about it in Kilta's Steam discussions or on our Discord server.
Our deepest gratitude to our community as well as our current and to-be contributors. Thank you.
Greetings, Guildmasters! We’ve been pretty quiet these days but rest assured, we’re working hard on bringing you version 1.0! Here is a summary of what we've been planning to implement and/or change regarding the full release of Kilta: A NEW PROGRESSION SYSTEM FOR BETTER REPLAYAB
Greetings, Guildmasters!
We’ve been pretty quiet these days but rest assured, we’re working hard on bringing you version 1.0! Here is a summary of what we've been planning to implement and/or change regarding the full release of Kilta:
A NEW PROGRESSION SYSTEM FOR BETTER REPLAYABILITY We have listened to your reviews and feedback and are planning to add a new progression system to the game so that you can play Kilta again and again without getting fed up so easily. This addition was planned for version 0.9, but now it’s here for real!
POLISHED AUDIOVISUAL EFFECTS The rest of the missing visual effects are going to be added to version 1.0. Also, instances, where multiple sound effects may play at the same time, are a concern to us, thus we’ve decided to improve the system in question and generally better mix the sounds.
A HARD MODE WITH A NEW ENDING Our difficulty multipliers were fun, but hard to balance as we advanced in development. Version 1.0 will have a normal mode with reasonable difficulty and a hard mode that you will need to overcome to witness the new ending.
NEW STORY ELEMENTS A new NPC will make its appearance, bringing more story and dialogue to the game.
A BRAND NEW 3D ENVIRONMENT Viljami has worked hard on a new environment, this time 100% in 3D! We published a glimpse of what he was working on, but we can already tell you the final result is amazing. Wait till you see it!
A NEW BOSS FIGHT A fourth boss will join our roster of dreadful chapter ending enemies! It will close our hard mode and end the story of Kilta. For better or worse, everything depends on you…
ACCESSIBILITY FEATURES Certain accessible features for the blind and visually impaired will make it to version 1.0. In due time, immediate feedback regarding these features is highly welcome.
What do you think of this plan? Tell us in the comment section and we’ll get back to you shortly!
Ahoy, current and soon-to-be Guildmasters! Little by little, the full release of Kilta is approaching, and we couldn’t be more excited. So far, we've received quite a lot of constructive feedback and valuable insights. There is still plenty of time to provide us feedback of any s
Ahoy, current and soon-to-be Guildmasters!
Little by little, the full release of Kilta is approaching, and we couldn’t be more excited. So far, we've received quite a lot of constructive feedback and valuable insights. There is still plenty of time to provide us feedback of any sort on bigger features and smaller details alike and affect how Kilta will conclusively turn out to be. We wanted to seize this opportunity to once again remind you all that you don't have to be afraid or nervous to share your thoughts on Kilta and its current state.
We’d like to think that this applies to all Early Access games out there. In our opinion, the very concept of being in Early Access is that the game is equally in need of both user feedback and support. No matter how harsh or "spiteful" the feedback may seem, without fail at least we try to look past the occasional dissatisfaction and find the positives in it. We aim to improve our ways and tools, as well as the product itself through what we've learned. However, we can't please everyone since we too have our vision to follow, but most often whenever we receive feedback we do take notes and continuously reformulate our plans. Despite everything, we are listening.
Now onto the announcement… Although the time frame might seem a bit odd since Halloween is right around the corner, we wanted to put the game on sale. Thus, this week we will offer a 20% discount on Kilta. Use this chance to join our merry little community and help us improve Kilta to become something truly praiseworthy!
As a reminder, we recently released an update (0.9.1), which adds audiovisual improvements, a new trait system that creates synergies between the party members, and a brand new hero named Palexia, the Pretender. You can find the patch notes of version 0.9.1 here: https://steamcommunity.com/games/1401560/announcements/detail/2960539820007315477 As usual, if you have any questions regarding the game or you want to give us feedback, bug reports, or just your thoughts on the game in general, you can do so in Kilta's Steam discussions and/or on our official Discord server. Come and say hello! ːsteamhappyː
Version 0.9.1 adds Palexia to the roster of heroes with her new abilities that can imitate both her allies' and enemies' abilities. Also, many sounds and particle effects in battles have been updated and improved, and more is yet to come. In addition, the patch includes various b
Version 0.9.1 adds Palexia to the roster of heroes with her new abilities that can imitate both her allies' and enemies' abilities. Also, many sounds and particle effects in battles have been updated and improved, and more is yet to come. In addition, the patch includes various bug and balance fixes.
NEW FEATURES
Added a new hero named Palexia, the Pretender.
Palexia's first ability, Imitation copies and uses an ability from a random ally.
Palexia's second ability, Mirror Move copies and uses an ability from a random enemy.
Added new random dialogues between Palexia and other heroes.
Added new unique background music (Palexia's theme).
Added an ability trait system. Having multiple same ability traits in the party can grant different bonuses in battles.
Updated many existing guildmaster skills.
The Healing Salve was replaced by the Sacred Shield. A new skill that fully heals a single hero and provides a shield for everyone.
Updated and added many new sound effects to the game.
Added various new visual effects to the game. The first part of the audiovisual overhaul before version 1.0.
All existing statuses now have visual effects.
Replaced the damage and auto-attack visual effects with new ones.
Replaced the ability charged visual effect.
Added sprite animations to certain statuses and ability-related actions.
BALANCE
Reduced the hard damage from 10% to 3.3% that heroes receive when taking damage.
The health regeneration effects now happen at a slower rate than previously.
Adjusted and slightly modified certain guildmaster skills.
Many guildmaster skills got their numbers tuned up.
The Healing Potion now grants an additional regeneration effect that heals 30 HP over time.
The positional effect penalties were removed and the bonuses were adjusted.
BUG FIXES
Fixed a bug where the unit cards would scale up when hovering over them while not targeting a guildmaster skill.
Various bug fixes.
If you have any feedback or questions, we'd love to hear them in Kilta's Steam discussions and/or on our official Discord server.
Version 0.9.0 is the biggest content update of Kilta so far. It adds a third chapter to the story and greatly expands the two first chapters with overhauled quests, many new enemies, and weapons to help you overcome them. New battle environments have also been added while the sou
Version 0.9.0 is the biggest content update of Kilta so far. It adds a third chapter to the story and greatly expands the two first chapters with overhauled quests, many new enemies, and weapons to help you overcome them. New battle environments have also been added while the soundtrack has been remastered and expanded. There are still some placeholder sounds and graphics here and there and we have also begun work on updating the sound and visual effects which will be added in a future update.
NEW CONTENT
A new boss fight.
9 new enemies.
31 new items.
17 new quests.
A lot of content has been added to the previous chapters as well to make each playthrough more unique and interesting.
10 new "Great" variants of enemies have appeared! These challenging foes have higher stats and a bonus in their ability.
8 brand new enemies: Deserter, Pilo, Elk, and Wisboar variants.
20 new quests.
23 new items.
NEW FEATURES
Enemy quirks: Enemies can now have unique effects, same as heroes having items equipped! Watch out for devious new situations that emerge from them.
You can now see the enemy formation before selecting a quest. About time!
You can now see hero and enemy stats by hovering their tooltips during battle.
You can now see characters' action bars above their heads for easier following of the battle.
Game now features a unique mouse cursor instead of using the system default one.
Added 3 brand new 3D battle environments.
Added audio pitching during guildmaster skill mode.
Battle sound effects now have spatial blending so that they don't appear completely 2D.
Updated and added heaps of new sound effects to the game.
MUSIC
2 new battle songs.
1 new boss song.
Many of the existing songs have also been updated or remastered.
BALANCE The goal of the balancing changes has been to make the gameplay more strategic and interesting, which has also led to the difficulty raising overall from last patch. With more fearsome foes but also new tools to defeat them, do you have what it takes to conquer Chapter 3? Let us know!
All hero abilities have been gone over and most of them have received balance changes and adjustments. For example, Pyroarix's wild damage has been finally tamed to more acceptable levels.
Larger reworks were made for Surge of Life, Fourth Axis, and Magpie's Boon.
All previous quests, items, and enemies have been gone through and balanced properly.
BUG FIXES
Various bug fixes.
Expect to hear news about upcoming updates in the near future. If you have any feedback or questions, we'd love to hear them in Kilta's Steam discussions or on our official Discord server.
Hello, fellow guildmasters! It’s been a while since we got in touch with you. We’ve been very busy working on our next update, and that will fix the short playtime issues some of you reported. We know we’re a little late, but as explained on social media we’d rather give you a po
Hello, fellow guildmasters!
It’s been a while since we got in touch with you. We’ve been very busy working on our next update, and that will fix the short playtime issues some of you reported. We know we’re a little late, but as explained on social media we’d rather give you a polished game with an unstressed team rather than a buggy one with exhausted team members.
Let’s get to the point of this article: show you where we’re at right now. We got lots of new content and we can showcase some of it now. We’ll start with the interface improvements, led by our UI designer / artistMartti Kandelin.
Look at our “Blacksmith” new interface! Martti designed new icons for Physical power and defense, Magical stats, Aggro, speed, and activation charge. He also gave a more organic touch to the interface, using paper, wood and leathery colors and textures which actually suit well with the atmosphere of the game. Also notice the golden contour around our guild members pictures that make them standing out like knights portraits in a dusty book.
The quest board has also been renewed! Notice all stats for your characters are now displayed in a handy, more graphic way for you to evaluate easily your needs regarding the quest. The map is still here and the circle on the bottom right corner will have your guildmaster skill in it. Navigation between the different menus of the game will be made through the three top icons. The background is interactive, and it helps you navigate between menu screens.
Backgrounds here and in the blacksmith screen have been designed by Katariina Haukka, one of our environment artists. Aren’t they gorgeous? They will be even more in the final version!
Another work from Katariina are these concept arts of Kilta’s steppes both at daylight and dawn. They feel peaceful, just as if no-one ever set a foot there. Savage lands where nature rules everything, from the bottom of the plain to the top of the mountains.
And here is how it looks in the game! Viljami Heikkilä transformed Katariina’s concepts to in-game backgrounds thanks to his technical artist skills. He also included some pixel art assets from Katariina. Viljami told us that he was not satisfied with the clouds in his first attempts, but now you can witness they are ready to be played. In the last background, the depth is amazing, as if the hills and mountains never stop expanding into the fog covering the horizon.
Now let’s show you the new enemies! Introducing the Shark Ogre (or “Shogre” as someone suggested in our discord server, as a joke). It’s a shark with feet and a huge icy bludgeon that will probably give you brain freeze, if not worse. Janne Kantola (which is also our main composer) made the pixel art based on a concept art made by Pauliina Linjama. Do you have an idea on where our chapter 3 will take place?
Speaking of Janne... You’re probably a fan of his music made for the first chapters of Kilta already. He did amazing work making new themes and songs for this new chapter. Here’s a quick audio snack to get a bite of what awaits you sound-wise in the next update.
Joonas Hamilas, our sound designer, has also worked hard on new sound effects for Kilta. He has a lot on his plate: damage effects (light, medium and heavy damage for melee and ranged attacks), your favorite heroes attacks (physical and magical damage having their own kind of sounds for both melee and ranged), and other sounds for abilities, enemies etc. He started working on all of these sound effects (that’s more than 50 of them!) but he’s not ready to showcase them yet. Instead, we show you a glimpse of what a sound designer interface looks like above.
And what would be Kilta without its funny and sometimes witty dialogues? Jani Nevarranta is in charge of those and here is a screenshot of one of his main tools, Nimble Writer.
You’ll find there one of the first ever dialogues designed between Palexia, our new character, and the player. Although she seems obnoxious, she knows how to give credit to someone when they do something good. It’s not often (okay, barely sometimes) but when she does and you know her, you know you’ve earned it for real.
Although he has no technical background, Jani also made himself a program to “translate” these files into Kilta readable files! And that’s a perfect transition from our artistic assets to technical improvements. Here it goes!
After showing the fancy new artistic elements, let’s dive into the sexy technical details. This screenshot taken by Axel Lindberg, one of our programmers, might be mysterious to most of you, but maybe the programmers and vfx artists among you might have a clue on what it is. Although he explained it to us, we thought it would be better if he told you directly what it is. Here’s how he would describe it:
“The crux of the matter is to make it easier and faster for us to manually edit (and create) modular visual effects in the Unity editor. Modularity is the keyword here. Since Kilta has a variable number of characters, both heroes and enemies, and all of them require a variable number of visual (and sound) effects in battles, the VFX Alterer (as I call it), was developed to easily make quick modifications to all visual effects and help bring consistency to them, such as improve overall color management. I'm mostly talking about visual effects related to Kilta's automated combat, but it can, and will be used to edit other visual effects as well.
Axel continues explaining: “Kilta's visual effects are called prefabs or prefab objects that remain in the project assets, and, in this case, contain particle system components able of emitting particles in the virtual environment. One of the main functions of a prefab is that you can instantiate a copy/clone of it as a separate object, and treat it however you want without affecting the original object still residing in the assets. E.g. we use this function to spawn visual effects in battles. In other words, we have a collection of visual effects sitting in a folder somewhere inside the project, and other in-game systems are free to instantiate them whenever they need them."
"With the VFX Alterer, we can easily create and edit more visual effects by duplicating existing prefabs and editing them. For instance, we can duplicate a specific visual effect, make a prefab of it, quickly edit certain settings and values in it using the VFX Alterer, and voilà, we have another visual effect ready to use. But I want to point out that the VFX Alterer itself is not working together with any part of Kilta's battle system and does nothing when the game is running. It is just a tool used inside the Unity editor to edit new and existing visual effects according to our needs.”
We hope this technical description will help you get a grasp on how it helps us design visual effects!
Now, here is one document only his creator and a few chosen ones can understand. Arsi Liimatainen, our freshly recruited game designer, made it. Nicknamed “The monstrous balancing sheet” by his creator, it helps him and Marko balance the growing amount of content, especially the powerful new foes coming ahead.
Yes, there will be new enemies in next update and yes, they may be far more dangerous than the previous ones. Our game designers will blow you away with a perfectly balanced adventure! Actually, if you are interested in the balance algorithm developed for Kilta, stay tuned to read the Thesis of Marko Pakanen on that aspect. It should be ready in a couple of weeks (months? ha ha ha).
Let’s not forget our back-end men Joonas Muukkonen (lead programmer) and Marko Pakanen (programmer). There’s also Lauri, looking for business opportunities and giving the team fresh ideas. David handles administrative tasks, hiring new people and supervising overall development and marketing activities. Finally, Valentin is in charge of all marketing and community management efforts, including writing this article.
Remember all this work showcased here is in progress, hence it is probably going to be improved in the near future. You can meet all the team, find out more about the game and meet fellow guildmasters on our discord server! We will soon post here another article presenting the team for you to know our core members better. Until then, keep exploring Kilta’s world and see you soon!
Version 0.8.0a fixes a problem that version 0.8.0 had with save files from older versions, and version 0.8.0b fixes a problem with version 0.8.0a where old save files that weren't broken enough wouldn't be detected. Confusing, we know. ːsteamfacepalmː Apologies for any inconvenie
Version 0.8.0a fixes a problem that version 0.8.0 had with save files from older versions, and version 0.8.0b fixes a problem with version 0.8.0a where old save files that weren't broken enough wouldn't be detected. Confusing, we know. ːsteamfacepalmː Apologies for any inconvenience caused!
Greetings, Guildmasters! Once again, we have taken a small step towards the full release of Kilta. With version 0.8.0 we've released alternative abilities for the existing heroes while updating and making new music and battle environments to the game. There is still a lot to do,
Greetings, Guildmasters!
Once again, we have taken a small step towards the full release of Kilta. With version 0.8.0 we've released alternative abilities for the existing heroes while updating and making new music and battle environments to the game. There is still a lot to do, however, as many aspects of the game are still under heavy construction and without shape. But we will keep working hard and churning this butter to bring the game to a state where the replay value of it reaches our standards.
NEW FEATURES
Added alternative abilities for the heroes. When recruiting a hero, the players can now choose between two completely different abilities.
Dalton: Slow Poison; an infinitely stacking poison.
Elin: Rousing Melody; heals and buffs.
Elin: Striking Tune; strikes and smites the enemies.
Emericus: Righteous Quake; righteously strikes a full rank.
Kho: Surge of Life; reversed Cycle of Life.
Maryu: Sage's Advice; finally some advice from the Swamp Sage in a form of a buff.
Pyroarix: Draconic Response; upon use, stores taken damage and uses it to hit enemies with fiery rage.
R.A.G.A: Shared Barrier; shields up to 3 allies (excluding self).
Rufus: Defensive Assault; chops up to 3 enemies and grants self a defensive buff.
Shadowhorn: Vital Cut; damages a single enemy by a fixed percentage of its current health.
Solia: Rising Dragon; a stacking auto-attack buff.
Velia: Magpie's Mark; Mr. Maggy takes his turn and smacks a single enemy and raises its aggro.
Added new battle and guild background music.
Added a new battle environment and overhauled the already existing one.
CHANGES
Elin's ability Performance was deconstructed, mixed slightly, and divided into two different abilities at the behest of our battle system programmer Marko.
Made some minor visual changes to the battle scene (lighting and post-processing).
Made changes to the recruitment screen to allow ability selection for the recruited hero.
BALANCE
Expect balance changes to the alternative abilities in upcoming patches and updates. All feedback related to the overall balance of the game is more than welcome through either our Discord server or more preferably, Steam discussions.
BUG FIXES
Fixed a bug where the player deployment granted deployment bonuses for the enemies. Whoops...
Fixed a bug where certain enemy abilities would hit multiple grid slots in a wrong sequence.
Version 0.8.0 also includes technical ground work for larger future updates. For example, the upcoming patches will expand the alternative ability system by tying 'traits' to each ability, which can then be combined in various ways to bring new and interesting effects to the battles. During 0.8.x patches, we'll be working on the content for version 0.9.0 as well, which will be the biggest update yet for Kilta since the Early Access launch, including a brand new story chapter and the new previously revealed hero!
Greetings, Guildmasters! We hope you all had fun during the Holidays and wish you all a good start to 2021. First, we would like to apologize for the "December" update being released in mid-January due to some unexpected technical problems and health issues, both of which have no
Greetings, Guildmasters!
We hope you all had fun during the Holidays and wish you all a good start to 2021. First, we would like to apologize for the "December" update being released in mid-January due to some unexpected technical problems and health issues, both of which have now thankfully been resolved.
The version 0.7.5 added positional effects to the battles and a simple blacksmith to recycle items. You might have noticed that the Guildmaster Level progression feature/leveling system mentioned in the first short-term roadmap under the December title was not included in the patch. We came to a conclusion that it was too early to add the leveling system when so much content is still missing from the game, therefore we would have probably had to redo the entire system in the end.
Some main features of Kilta’s next update are party-wide traits and alternative abilities for the heroes. The heroes will now have different 'traits' tied to their abilities that will activate benefits for the entire party. These benefits will activate when specific combinations of traits are included in the active party. If you get enough heroes with the same trait, the buff will activate. The traits are tied to the alternative abilities that bring the players more ways to customize their heroes. For example, when the player hires R.A.G.A, they will have to pick between two abilities; the original self-shielding ability, or the new ability that shields other party members instead. Both abilities have different traits and the player will have to consider both the ability itself as well as how useful the trait will be to the party.
In the second upcoming update, we are planning to add a new chapter to the story and overhaul the existing chapters. The new chapter will include several new enemies and items. We are also working on a new battle environment while updating the existing one. In connection with the battle environments, we are also working on making more visual effects, enhance/change existing effects, and generally overhaul the entire audiovisual look. These changes, however, will be announced in more detail at some point in the future.
Concept art of a new, upcoming hero.
Concept art of a new, upcoming enemy.
We will also continue working on increasing the replay value of the game by adding a bunch of new items and item effects among other things. We have made some good progress on the accessibility features as well. We have more additions and improvements in mind that we will share in the future so stay tuned!
The December update got delayed because of technical and health reasons and we apologize for that. This patch mainly introduces new features that enable item reforging and adds positional effects to the deployment phase. NEW FEATURES Added positional effects to battles that offer
The December update got delayed because of technical and health reasons and we apologize for that. This patch mainly introduces new features that enable item reforging and adds positional effects to the deployment phase.
NEW FEATURES
Added positional effects to battles that offer certain types of buffs and debuffs depending on how the party is laid out on the grid.
Added a feature called Blacksmith, which enables item reforging. The players are now able to reforge 3 items into a new item.
CHANGES
Improved the dialogue system.
Shortened the amount of time needed to trigger mouseover events in the deployment phase. I.e. when opening detailed unit information by hovering over units with the cursor.
BALANCE
Added a feature where units are now more likely to target enemies on the same file.
BUG FIXES
Fixed a bug where Elin's tooltip would go out of bounds.
This hotfix fixed a potential softlock when facing certain enemies in battles. Otherwise, version 0.7.4c is the same as the previous version. We apologize for any inconvenience caused. Fixed a bug where Elin's ability Performance would buff enemies instead of debuffing them. Band
This hotfix fixed a potential softlock when facing certain enemies in battles. Otherwise, version 0.7.4c is the same as the previous version. We apologize for any inconvenience caused.
Fixed a bug where Elin's ability Performance would buff enemies instead of debuffing them.
Bandit Gunner's ability Shotgun Blast now hits its targets simultaneously and has a sound effect.
The Wisboar Mage now has an ability called Furious Slice that targets a single rank (column).
Under the hood improvements to the dialogue system. These are not yet fully implemented but you can see what is to come in the dialogue between Dalton and R.A.G.A.