Hey everyone! Had some bug reports I've been wanting to get to, and just wanted to make sure to get out the fixes to the common ones I could reproduce before going full steam ahead on game 2. Before the changelog, I wanted to say a huge thank you to the community. Those Who Rule
Hey everyone!
Had some bug reports I've been wanting to get to, and just wanted to make sure to get out the fixes to the common ones I could reproduce before going full steam ahead on game 2.
Before the changelog, I wanted to say a huge thank you to the community. Those Who Rule 2 is already closing in on 10,000 wishlists. The first game took nearly three years to hit that, and we’re getting there in a month.
View game pageThat only happens because you’re leaving reviews and sharing the game. Word of mouth is a big reason for the success, and I’m genuinely grateful to you all. Your support is the reason I get to make a second game. <3
Changelog:
Fix: Typo "grahics" > "graphics" in the settings page.
Fix: Removing Elite from Noah in brutal difficulty as it stopped an easter egg from triggering.
Fix: Easter egg character not being loaded on a "Continue" in chapter 17.
Fix: Invincible and Manipulator elite abilities only triggered on the player phase, they will now also work on enemy phase.
Fix: The bonus EXP granted by proximity with Wesley is not working during the enemy turn - i.e., our units are not granted bonus EXP when they are hit and retaliate.
Fix/Balance: Chemist ability was not correctly removing poison or burn from allies. Now also has the added effect of healing to full any units who had a poison or burn status effect removed. Animations added as well to better indicate the effect.
New: Little in-game link to TWR2. It's very helpful for getting eyes on the next game, and with no publisher every bit of visibility helps. That said, I also didn't want it to be distracting so I made it small, in the corner, and de-saturated the colors and added some transparency so it doesn't draw the eye too much. Hope you can all forgive me for a little self-promo in the game, but I think people who enjoy 1 will really enjoy 2 as well!
Looking forward to bringing you some more Those Who Rule 2 updates in the coming months!
Hey everyone! It's been over a year since the release of Those Who Rule, and some of you may have already had an idea why I've been quiet on announcements. I'm excited to confirm the poorly kept secret - I'm hard at work on the sequel, Those Who Rule 2! View game page The first g
Hey everyone!
It's been over a year since the release of Those Who Rule, and some of you may have already had an idea why I've been quiet on announcements. I'm excited to confirm the poorly kept secret - I'm hard at work on the sequel, Those Who Rule 2!
The first game was in development for over 4 years, shaped by constant feedback from the community and play-testers. With your help, I made something I'm proud of, but as with any first endeavor, it's far from perfect. Over the past year I've had amazing conversations with you all about what worked and what didn't, and I've consolidated that feedback into systems designed to address the most pertinent issues.
The core gameplay of Those Who Rule 2 will build off of the foundation laid by the original. I'll be keeping favorite mechanics like flanking, zones of control, shield mechanics, and the trade-off between 1 vs 2 handed weapons, while adding new twists to the formula.
One mechanic that I think made Those Who Rule particularly interesting is conditionally gaining extra actions. It allows for more player agency and rewards planning the small details to squeeze the most out of each turn. However, these were mostly locked to classes, gating exciting abilities behind what should be the most interesting customization decisions of the campaign. To capture more of that same feeling without drastically shifting the power level, I'm introducing a new class of abilities: Tactical Abilities. You can use one tactical ability without ending your turn, in addition to regular and special attacks. These will focus on positioning, buffs/debuffs, and actions that aren't quite powerful enough to warrant a full turn on their own. With this simple addition, the paths available each turn expand significantly, giving more room for satisfying skill expression.
Varied deployment counts, side and primary objectives, as well as map/level design are all things I'm paying special attention to in each chapter. I always love hearing your ideas on these, so please share them with me below!
Terrain
Meaningful positioning is paramount in tactical RPGs, and terrain plays a huge part in that. The sequel will introduce new terrain types, but also new ways to interact with them. Displacement effects, like kicking an enemy back one tile, will now trigger special effects based on the terrain. Kick an enemy into a pile of rocks? They're staggered. Thorns? Damaged. Quicksand? Rooted. I'm also experimenting with abilities that shape the terrain itself: building 1-turn barricades, throwing caltrops to slow enemies, dropping supplies to heal allies. These systems combine with tactical abilities to create fun combos, and give you extra options to recover when a plan goes unexpectedly awry.
Customization
In Those Who Rule 2, I'm creating new customization systems that give you more control over how you build your characters. Expect limited cross-class ability mixing, as well as access to other characters' personal abilities. There will be returning classes with altered abilities, as well as brand new classes to introduce new playstyles. With 200+ planned abilities, and 40+ classes, those of us who like spending hours in the base menu min-maxing characters will be eating well.
One of the biggest additions will also be generic units. Those Who Rule will always be a franchise that focuses on character-driven storytelling, but I know the joy of crafting your own emergent storylines. That's why TWR2 will include a system for recruiting generic units that you can name, stylize, and build a story around through your playthrough.
Base Layer
The base layer was serviceable, but had a lot of room for improvement. TWR2's base layer has been rebuilt from the ground up to reduce the amount of inputs required in the most common flows. Managing equipment, comparing characters, and tweaking loadouts should feel as fast and effortless as possible.
Story and Characters
The story of Those Who Rule 2 is one very close to my heart. It's heavily inspired by the rise and fall of Yugoslavia, while keeping to the series' low-power, grounded, medieval fantasy roots. The story is set overseas from the story of the first Those Who Rule on the continent of Kalystra, over a century after our original story ends. We follow Luka, a young captain of the local militia, as he tries to hold together the life he built as his nation fractures around him.
Graphics and Optimization
I've replaced the old asset loading system with a smarter one that uses significantly fewer GPU resources. This has already enabled higher polygon count models and more vibrant rendering, while keeping frame rates similar to or better than the original.
Localization
I never dreamed that Those Who Rule would be played across every continent, but even with English as the only supported language, 40% of sales come from countries where English isn't the primary language. For TWR2, I've rebuilt systems with localization in mind from day one. Given the large word count, localization is expensive, so I'll be using wishlists to gauge which translations to prioritize. If you want to see TWR2 in your native language, spread the word! I'll share more details as I approach the public demo, but my goal is to have at least the demo translated into 8 languages before making a decision.
--
There is still a long way to go in development, but I wanted to share progress on the game in it's early stages because I think the strength of small indies comes from being able to listen to the passionate communities they make games for. If you're reading this, I'd love to hear what you think of the current direction, and to have you come along for the ride. Whether that's in the Steam forums, X, Reddit, or the game's Discord, I need your feedback to make Those Who Rule 2 the best that it can be. Wishlist and follow the TWR2 page to get updates regarding playtests and demo releases!
I want to thank each one of your from the bottom of my heart for making Those Who Rule successful enough to even get a sequel. SRPGs are my passion, and I hope I get to bring you many more iterations over the years.
Hey everyone! I know I said I was likely done with content updates, but I've had some requests through the games release that were too good not to put in. One of the main ones being filling out the roster of SS rank weapons to have a payoff for weapon mastery. Each weapon type no
Hey everyone!
I know I said I was likely done with content updates, but I've had some requests through the games release that were too good not to put in. One of the main ones being filling out the roster of SS rank weapons to have a payoff for weapon mastery. Each weapon type now has it's own unique SS rank weapon that are given as rewards throughout the late game.
For those of you who have been following the game since at least last June, you may remember the Brutal mode contest that was held, with the prize to the first completionist being a custom character. It's my pleasure to now introduce Renza, who will be brutalizing other Brutal mode players in chapter 16. But to those of you who take her down, you will get a new refinement, the Elite Cutter!
And finally, one last playable character, but that is a secret I'll leave for you all to discover. :)
Changelog
New: Revna - Reward character for the first person to complete Brutal mode. Added as an enemy in chapter 16 to stop other brutal mode players in their tracks.
New: Added a new mystery character as an in-game Easter egg.
New: Added 5 new weapons SS rank weapons throughout the late game with unique effects. Rebalanced other rewards to keep a similar difficulty level:
Brzica: Consume all block and add it to this attack's damage.
Kresnik: Attack all three tiles in front of you. Active: Swing at all adjacent tiles, damaging and knocking back enemies (even if the attack is dodged). Cannot be countered.
Sulica: Throw the javelin at an enemy, damaging all enemies in a straight line between you and your target. Refresh on kill.
Zizou: Slice through an enemy, and all enemies behind them until you hit an empty tile. The first time each turn this ability kills 2+ enemies, refresh your turn.
Bastard Axe: Refresh turn once on defeating an enemy while under 50% VIT.
New: Elite Cutter Refinement - Guaranteed to hit elites. Gain 3 ATK and SPD against elites.
Fix: First attempt to fix a race condition where the victory condition would proc, but the game wouldn't move forward to the end of chapter scenes, requiring a "continue" from the main menu to move forward. Could not reliably reproduce this one, so if anyone still sees this issue please send me your logs! My main lead so far is it seems to happen when a save file is edited mid-gameplay.
Fix: Controller tile cursor can get stuck when triggering a cutscene immediately after an action was done by unit with the agile ability.
Fix: Spelling mistakes in credits. (Sorry Patterknife).
I hope these rewards help bring the final quarter of the game closer to the reward level you would see in the earlier chapters. As always, thank you all for your support, it has meant the world to me and I hope some new content can help spice up any future (or first) runs.
The long awaited, most requested feature, has finally arrived: The Retry Battle Button . No longer will you need to rage spam ENTER to skip dialogue after losing one of your units to that stray archer you forgot to account for when throwing your Marcus into the fray. Changelog Qo
The long awaited, most requested feature, has finally arrived: The Retry Battle Button.
No longer will you need to rage spam ENTER to skip dialogue after losing one of your units to that stray archer you forgot to account for when throwing your Marcus into the fray.
Changelog
QoL: "Retry Battle" button.
Fix: Fixed an issue with chapter 6 not being able to continue if Slyker dies but you had permadeath disabled.
Fix: Chapter 20 cannot "continue" in brutal mode after save and quit. This was due to trying to load allied units that don't exist in brutal.
Fix: Added Shane Morris (world map voice acting) to the credits (Sorry Shane!).
Fix: Attacking with the Counter refinement on a different weapon was still triggering enemies to attack first when not using the weapon.
Fix: Fixed an issue where even with 0 growths the game would give you a guaranteed growth.
Fix: Passthrough on tooltips hanging around after exiting. Pressing ANY KEY on the keyboard will now hide all tooltips. This should help when hovering a tooltip and clicking to go back.
Fix (Mod Support): Upped the random range when leveling to exclude 0 so you can do true 0% growth runs.
I hope a faster way to retry a battle can help you enjoy the game even more. There are still a few notable bugs I'm tracking down, and hoping to get them fixed relatively soon.
As always, thank you all for your endless support. The turn-based community is one of a kind. <3
Hey everyone! For those of you who remember the roadmap I posted a while back, I'm excited to announce the delivery of the final entry: Mod Support . Here is what is currently being exposed to mod with this patch: Player Unit Base Stats. Player Unit Growth Rates. Player Unit Base
Hey everyone!
For those of you who remember the roadmap I posted a while back, I'm excited to announce the delivery of the final entry: Mod Support.
Here is what is currently being exposed to mod with this patch:
Player Unit Base Stats.
Player Unit Growth Rates.
Player Unit Base, Advanced, and Exalted classes.
Player unit equipment.
Player unit starting chapter.
Storage and Denari.
For those of you familiar with playing with the game's save file, this will use the exact same system, but with a few more things exposed.
Modding Guide
I've also put together a modding guide for people who are completely new to something like this. I tried to be as thorough as possible, but this is also my first time trying to implement modding in a game, so please let me know any pain points you may have! I tried to include step by step examples on how to make any changes, as well as resulting screenshots. There is also an example file you can use to start at the end of the guide.
Hope this helps bring some more replayability to the game for those of you who love to tinker! For those of you who aren't into modding, the modding code is separated from, so you shouldn't see any changes.
Also made a few small changes as things are reported.
Changelog
Fix: Shiva's passive now correctly gives 3 ATK instead of 3 HIT when she is Hidden.
Fix: Small cooldown added on loading a chapter to being able to skip all cutscenes. This solves an issue in chapter 1 where spamming ENTER could leave you in a weird state.
Fix: Fixed issue where losing all units in the prologue, chapter 1, or 2 doesn't bring up the defeat screen. No longer will you need to ALT+F4 to retry those maps if all your units die!
QoL: The game will now pause when it loses focus (tabbing/clicking out).
As always, thank you all for the amazing support. This is something I really wanted to do since modding is what sparked my interest in programming, and ultimately my career path and life. Hope you're all doing well, and I'd love to see what you all create in the game's official Discord!
Hey everyone! I've been taking notes over the past months of your feedback, particularly what classes/items have felt under-powered, and wanted to do a patch to stabilize some power levels between the under-used characters, classes, and items. Changelist Balance : Fury (Kaelith)
Hey everyone!
I've been taking notes over the past months of your feedback, particularly what classes/items have felt under-powered, and wanted to do a patch to stabilize some power levels between the under-used characters, classes, and items.
Changelist
Balance: Fury (Kaelith) - If this unit is hit, gain 2->3 ATK, 2>3 SPD, and 1>2 MOV until the end of your next turn.
Balance: Iron Maiden (Quincy) - Now grants ATK and SPD alongside DEF per stack. "On being hit, gain 1 stack, up to 5 stacks. Each stack grants 1 (+ATK), (+SPD), DEF and 4 HIT. Lose a stack on round start."
Balance: Guardian (Arland): Now triggers for any injured ally instead of only ones under 50% HP.
Balance: Skewer (Lancer) - Ability can now multi-hit.
Balance: Rally (Centurion) - Fortify adjacent allies for 2->4 DEF.
Balance: Stregthen Resolve (Centurion): Fortified allies within 2 tiles gain 2->3 ATK and 0->3 SPD.
Balance: Concussive Blow (Marshal): Now staggers elites since elites can't be stunned. Also guaranteed to hit.
Balance: Steel Boots: Now adds stagger to the kick along with increasing Kick damage and range.
Balance: Bear Effigy: After defeating an enemy, fortify a random ally within 2 tiles for 3->4 DEF for 1->2 turns.
Balance: Whetstone: All weapons gain 1->2 ATK.
Balance: Drakkar's Idol: Now fully restores VIT on death instead of to 1.
New: Added the first three brutal completionists to the end game credits.
New: On promoting to exalted, gain minimum B rank in all available weapon types.
QoL: Dialogue conversation highlight colors changed to be brighter when selected for easier readability.
Fix: Fixed an issue where you would get a black screen in the formations menu. This was caused by having permadead units keeping their old formation menu tile assignments. Haunting your game from the grave!
Fix: Certain items weren't dropping if you saved in battle prep and restarted the chapter. This was mainly for the featherweight refinement in chapter 11.
Fix: Drakkar's bloodlust refinement triggering on weapons where it isn't equipped.
Fix: Hunters could walk onto chests and some abilities could knock enemies onto chest tiles.
Fix: Fixed an issue with enemy group movement in Brutal mode where they could get an extra movement point to traverse forest tiles when they didn't have one of your units to attack (but they still wouldn't attack).
It's been awesome hearing everyone's experience with the new brutal mode. I'm still working with the first place winner to get their character created, so expect that to be added in a future patch!
Porting to Other Platforms
I've applied to GoG and the major console developers to see if they are interested in adding TWR to their catalogue. The wait has been a bit long, but hopefully I will hear back soon. If accepted, and I have the requirements in hand for what really needs to be done, I can then make a better informed decision on whether it's worth it to work on a port to specific consoles.
Full disclosure, if it looks like the porting process takes longer than a month or two, I think I would rather spend time working on a second game.
Due to Epic Games requiring integration of their APIs into the game, I won't be pursuing launching on the Epic Store.
Mod Support
I've also been working on a bit of mod support, and will hopefully have that out to you all soon. Still not 100% sure what I'll be able to expose, but I'm pushing myself to get as much as I can. It will mostly be utilizing the save system so people can read the files in plain text and won't require any programming knowledge.
Again, thank you all for your overwhelming support since launch. I hope with these balance changes and upcoming mod support you can get some more good times out of the game!
Hey everyone! I'm excited to announce we have our first 3 players who have conquered the challenge of Brutal mode! First Brutal Mode Completionists RideHades Patterknife Scarlet0580 I'll be working closely with RideHades in the coming weeks to create a custom character that will
Hey everyone!
I'm excited to announce we have our first 3 players who have conquered the challenge of Brutal mode!
First Brutal Mode Completionists
RideHades
Patterknife
Scarlet0580
I'll be working closely with RideHades in the coming weeks to create a custom character that will appear in other brutal mode play-throughs, while all three are getting put into the end game credits. Also, we've create a special title for those who finished in the Discord, so join if you haven't already and claim your Ranger (completing the game), or Ranger General (completing on Brutal mode) role!
In the meantime, I also am pushing out some fixes for bugs that have been reported with the influx of new players from the #TurnBasedThursday Fest. Welcome in!
Changelist
Fix: Fixed an issue where stats were still reset in chapter 7 if [spoiler]Benjen or Rho[/spoiler] were promoted.
Fix: Fixed an issue with continuing on chapter 4 and 5 in brutal mode.
Fix: Fixed an issue where you could exceed the weight limit by exchanging lower weight refinements with higher weight refinements.
Fix: Fixed issue in the Shadow Blade elite ability where it wasn't correctly showing the rounds of combat they had been in that turn.
Fix: Fixed an issue where you could equip Ahriman's Curse and Counter refinements to bows.
Fix: Minor text fixes.
Balance: Added an early droppable iron battle axe to chapter 4.
Lastly, I'll be poking through the code for the next week to see what I can feasibly expose for mod support. The game wasn't built with it in mind from the ground up, so it may be a little restricted, but it's something I want to try out at least once. My main priority will always be keeping the game as stable as I can for everyone.
Hope you're all enjoying the new mode if higher difficulties are you cup of tea! It's been a joy seeing all the different builds people are using to tackle the new challenges. Have a good rest of the week, and I'll see you all soon!
Hey everyone! If you're reading this, you should shortly be seeing the download for patch v1.3.0, kicking off the race to complete the new Brutal Mode difficulty! For those of you wanting to participate for a chance to immortalize yourself with a custom in-game character, here ar
Hey everyone!
If you're reading this, you should shortly be seeing the download for patch v1.3.0, kicking off the race to complete the new Brutal Mode difficulty!
For those of you wanting to participate for a chance to immortalize yourself with a custom in-game character, here are the ground rules.
Rules
The winner will be the first person to send me the save file of their completed Brutal mode run. Emailed to [email protected]. Winner is decided on first to hit my email inbox. I'll take a few days to process and verify all the entries. Please title your submission "Brutal Mode Completed Submission" to make it easier on me to filter. <3
Local save location: C:\\Users\\{your_username}\\AppData\\LocalLow\\eBrothers LLC\\Those Who Rule\\thoseWhoRuleSaveFinalV1_{X}.es3 (Where 'X' is the save slot).
This is not an ironman challenge, you may restart chapters as many times as you need.
You may still choose between random or fixed growths.
I've decided to not require a video recording of the entire play-through, as I know this will make it too cumbersome on many people who'd like to attempt the challenge. Instead, I've added some protections against cheating, and detection for any tampering.
Hacking or save tampering of any kind will disqualify you.
Knowingly abusing a bug to gain an advantage will disqualify you. If you run into one on accident, please email me so I can patch it out instead.
If I don't receive any finished runs within 3 weeks, I may tone down the difficulty a bit. I still haven't beaten the last chapter, so if you complete it you'll truly be the first person to complete a full brutal run, even before the dev!
In the off chance you run into any game breaking bugs/freezes, you may send me your save file and I'll try to fix it ASAP. I'm not aware of any currently in game.
There are also some changes/fixes that will affect the entire game.
Changelog
Performance: Optimization changes to chapter 8 and 18 that were causing high GPU load.
Fix: Fixed grouping issues in various chapters on all difficulties.
Fix: Fixed instances of longbowmen in the late game instead of snipers.
Fix: Fixed an issue where units with abilities that granted extra follow-up attacks weren't displaying preview damage correctly on the "secondary affected units" HP bar blink.
Balance: Added more elites to chapter 20 for all difficulty levels.
QoL: Slightly increased the speed of holding space bar to end your turn.
Hey everyone! As I posted on the roadmap, I've been working on a Brutal mode for fans who enjoy a really difficult challenge. I also wanted to make it a fun community event with a friendly competition, with an in-game prize immortalizing the winner. It's almost ready, and I'm rea
Hey everyone!
As I posted on the roadmap, I've been working on a Brutal mode for fans who enjoy a really difficult challenge. I also wanted to make it a fun community event with a friendly competition, with an in-game prize immortalizing the winner. It's almost ready, and I'm ready to announce the start date:
June 7th, 10 AM PST (UTC−07:00)
Brutal Mode Changes
EXP gain reduced by 20%, scaling down sharply when overleveled, leading to no gains once 4+ levels over the average enemy on a map. Healers happens sooner at 2+.
New powerful elite abilities meant to counter popular strategies. More bonus stats to elites. More elites throughout the game.
Scaled up enemy stats, with extra scaling depending on the class' strengths. More enemies and reinforcements.
AI behavior tweaked in almost every chapter to better act in groups.
More loot provided through chapters.
Permadeath always enabled.
Rules
The winner will be the first person to send me the save file of their completed Brutal mode run. Emailed to [email protected]. Winner is decided on first to hit my email inbox. I'll take a few days to process and verify all the entries.
This is not an ironman challenge, you may restart chapters as many times as you need.
You may still choose between random or fixed growths.
I've decided to not require a video recording of the entire playthrough, as I know this will make it too cumbersome on many people who'd like to attempt the challenge. Instead, I've added some protections against cheating, and detection for any tampering.
Hacking or save tampering of any kind will disqualify you.
Knowingly abusing a bug to gain an advantage will disqualify you. If you run into one on accident, please email me so I can patch it out instead.
If I don't receive any finished runs within 3 weeks, I may tone down the difficulty a bit.
In the off chance you run into any game breaking bugs/freezes, you may send me your save file and I'll try to fix it ASAP. I'm not aware of any currently in game.
Prizes
The first person to complete the game on Brutal mode difficulty will get to commission a custom in-game character that will appear in other Brutal mode play-throughs. We'll work together to create a mood-board we'll send to the character artist, as well as their stats/classes/personal skill. I will then work to get that character into the game on other Brutal mode play-throughs.
The 1st, 2nd, and 3rd place will all get a special shout-out in the post-game credits.
We're also currently on an all-time high sale of 30% for the #TurnBasedThursday Fest, so now is the best time to pick up the game if you're wanting to prepare!
This new content will be completely free and optional. I hope it allows those of you who relish challenging content further enjoy the game.
Again, thank you everyone for your support thus far. I couldn't have asked for a better community around the game, and I'm truly humbled by the level of attention it's received. Hoping I can continue to deliver these kind of experiences to you all for many years to come!
Hey everyone! Still working on Brutal mode but I've still been making fixes as they're being reported, so wanted to get a few of those out there for you all. This patch also includes some fixes for ultrawide users. There are still some UIs that have some rough scaling, but there
Hey everyone!
Still working on Brutal mode but I've still been making fixes as they're being reported, so wanted to get a few of those out there for you all. This patch also includes some fixes for ultrawide users. There are still some UIs that have some rough scaling, but there shouldn't be anymore heads being cut off in dialogues!
Right now my tentative date for brutal mode is June 2nd to coincide with the upcoming TBT Fest on Steam, OR June 6 so that people can try and complete it over the weekend for the custom character prize (read more below). I may hold a poll in the Discord to vote for this, so join if you haven't already! Or just let me know which you prefer in the comments here.
Changelog
QoL: Hotkey re-mapping can now be done for some in-game actions in the settings UI.
QoL: Dialogue UI now scales correctly on ultrawide screens. (Heads will no longer be cut off).
QoL: "Shop" and "Storage" labels added to the shop UI.
Fix: Updated movement when affected by ZoC to not allow you to move more than 1 tile, even with movement buffs. This is quite a large change for a lot of movement abilities, but will increase consistency across the board. Also fixes some weird interactions with AI and movement penalties.
Fix: Blade surge on invalid targets no longer lets you move again.
Fix: Fixed a bug with selecting saves on the Steam Deck when cloud sync was enabled.
Fix: Dialogue text fixes.
Fix: Tutorial clarity updates.
Also, I set up a developer page, so if you want any updates on potential future games, feel free to give a follow there! https://store.steampowered.com/developer/eldinT
For those of you who have been waiting patiently for a brutal mode, it's on it's way! Here is a sneak peak at some of the changes I've been working on. Don't hold me to any of these as they are still subject to change!
In-Progress Brutal Mode Changes
New Elite abilities.
Some existing Elite abilities modified for brutal mode.
Elite enemies appearing much earlier, and more frequently.
Changes to group AI in some levels. e.g. attacking an enemy will trigger their allies to rush you.
More enemies + reinforcements.
Enemy lethality increased (Mainly STR + SKL). I won't be increasing defensive stats as much. I believe this way enemies will be better positioned to punish your mistakes without feeling like you're just hopelessly behind on stats.
Slight EXP decrease, harsher EXP drop off when outleveling enemies.
Cap on EXP grinding.
Sharing this to get any feedback you all may have! Let me know what you like/don't like, or things you'd want to see. The reward for the first person to beat the game on the new Brutal difficulty will be to create a new character that will appear in other brutal mode playthroughs!
Hope you're all having a great week, and as always, appreciate the support you've shown to me and the game. Almost at 500 reviews, absolutely insane, and can't thank you all enough!
Hey everyone! Cloud saves are now officially supported for Those Who Rule! Changelog QoL : Cloud saves will now sync when you open or close the game. QoL : Added "(still needs to do damage)" to Elias' personal ability description for better clarity. Fix : Brutal achievement no lo
Hey everyone!
Cloud saves are now officially supported for Those Who Rule!
Changelog
QoL: Cloud saves will now sync when you open or close the game.
QoL: Added "(still needs to do damage)" to Elias' personal ability description for better clarity.
Fix: Brutal achievement no longer accomplished on cutscene battles.
Fix: Fixed issue with "Skill Issue" achievement triggering on enemies that couldn't counter attack.
Fix: Making edits to some newly joined units wouldn't persist into battle preparation if you didn't save in base.
I tried a couple of implementations, but I ultimately went with Steam's "auto-sync" cloud saves. How it works is very simple:
When you close the game, it will push all save files up to the cloud if they are newer/more recently edited than what's on the cloud.
When you open the game, it will pull all save files from the cloud, overwriting any local files that are out of date with what's in the cloud.
NOTE: If you have save files in the same slot over multiple systems, Steam will only store 1 of each save slot. If you don't want them to override each other (whichever is the latest), you will need to disable Cloud Saves.
By default it is enabled for everyone. Here is a great resource from Steam if you have any questions, as well as how to disable it if it's not a feature you need: https://help.steampowered.com/en/faqs/view/68D2-35AB-09A9-7678
Your save files will still be in the same location locally. If you ever want to pull down your cloud saves you can do so here: https://store.steampowered.com/account/remotestorage
Hope this allows more enjoyment of the game for those of you who switch between computers or Steam Deck! Let me know how it is working for you.
Hey everyone! Some exciting news, we have officially been given the green stamp of approval from Valve: Those Who Rule is Steam Deck Verified ! Along with this exciting news, this patch will introduce 30 achievements in the game ranging from engaging with game mechanics, to some
Hey everyone!
Some exciting news, we have officially been given the green stamp of approval from Valve: Those Who Rule is Steam Deck Verified!
Along with this exciting news, this patch will introduce 30 achievements in the game ranging from engaging with game mechanics, to some seriously difficult side objective challenges. They are as follows:
Achievenemts
A Grave Mistake*: Defeat all enemies in the prologue.
The Journey Begins: Level up a unit.
A Painful Lesson: An enemy has backstabbed your unit.
Insult To Injury: Defeat an enemy with a Shield Bash.
How Do You Do, Fellow Smiths?: Add a refinement to a weapon.
On Second Thought...: Remove a refinement from a weapon.
A Cut Above: Promote to an Advanced class.
Elkcellent: Defeat two or more enemies in one round of combat with the Elk Effigy equipped.
Country Roads: Refresh your turn with Mountain Boots.
Better Together: Heal 15+ HP with Ethal's Idol in a single turn.
Just For Show: Gain 10 stacks of Wolf Effigy.
Bonk: A player unit took a hit for 0 damage.
Skill Issue: Dodge an attack from an enemy that has a 0% chance to hit.
Forged in Battle: Promote to an Exalted class.
Brutal: Hit an enemy for 40+ damage in a single attack.
Frenzy: Attack an enemy 3 times in a single round of combat.
Bloodletting: Finish off an enemy with the damage from the bleed effect.
Expert: Hit SS rank with any weapon type.
Thank YOU*: Complete the game on any difficulty.
Ranger General*: Complete the game on Veteran difficulty with Permadeath enabled.
Hunter: Refresh a charge of the javelin throw ability by defeating an enemy with it.
Stolen Goods*: Complete chapter 3 while having defeated both pirates before they escape.
You Weren't Supposed to Hear That...*: Complete chapter 6 while having defeated both elite enemies.
Hero*: Complete chapter 6 while having saved all militia.
Not According to Script*: Complete chapter 8 or 9 while having defeated Rickard.
Turning the Tide*: Complete chapter 10 while having opened all chests.
Scorched Earth*: Complete chapter 13 while having burned all 7 supplies.
The Best Defense...*: Complete chapter 15 while having opened all chests.
What Do You Stand For?*: Make a decision in chapter 19.
Goodbye, Friend*: Defeat the defector in chapter 20.
Achievements marked with an "*" will be "retro-active" meaning if you already completed the game, if you load up the credits, the game will trawl through your save file to check if you've completed these, so you don't have to go back and do them over again.
Also some quick bug fixes for this patch.
Changelog
Fix: ZoC ignoring effects (Hidden, Rat Effigy) now work correctly with the Agile Ability.
Fix: Inputs now disabled during promotion so you cannot double promote.
Fix: Can now open unit info on torch enemies in chapter 6. Torches properly applying burn in all cases now.
I hope these achievements push the experience to the next level for some of you, as well as provide some replayability to those who've already enjoyed the game. I tried to make as many retro-active as I could, for 12 total. Some are triggered by certain gameplay events, so those won't be retro-active. Next up I'll be looking into a potential cloud save implementation, then on to Brutal difficulty!
The current plan is to announce the drop of the Brutal difficulty patch ahead of time. As a way of saying thank you to the community, the first person to complete it will be given a custom in game character that appears in other Brutal mode play-throughs. The game wouldn't be what it is today without you all, so thank you. <3
Hey everyone! Quick small update. Was going to wait to release this with the achievements, but there really isn't a reason to delay it. Especially as it'll immensely improve the experience on Steam Deck. Changelog QoL : Controllers can now use the left stick to navigate the unit
Hey everyone!
Quick small update. Was going to wait to release this with the achievements, but there really isn't a reason to delay it. Especially as it'll immensely improve the experience on Steam Deck.
Changelog
QoL: Controllers can now use the left stick to navigate the unit info and promotion UIs, allowing them to hover icons to read tooltips, and toggle stats/growths.
Fix: Cleaned up some more unused assets.
Fix: Show correct dialogue portraits for "Kicking the Habit" support conversation.
Achievements are going well so far! I have them all in the Steam backend, for 30 total. Now just need to integrate with the Steam APIs and trigger them from code.
Hey everyone! Spent the week learning more about Unity optimization, and how I can apply best practices to Those Who Rule. I think we've got some great improvements in this patch that should help everyone have a smoother experience, but especially those who are playing on less po
Hey everyone!
Spent the week learning more about Unity optimization, and how I can apply best practices to Those Who Rule. I think we've got some great improvements in this patch that should help everyone have a smoother experience, but especially those who are playing on less powerful hardware. The game is also currently 20% off!
Changelog
Optimization: Added a 30 FPS option. This will help extremely cut down on GPU usage for lower spec systems. NOTE: FPS is overwritten by enabling "vsync" so if you want to see the performance gains from reducing the frame rate, you need to disable "vsync" in settings.
Optimization: Every 2D texture is now compressed, resulting in an average ~550 MB reduction in GPU VRAM usage in-game.
Optimization: Compression of various assets has also reduced the download size down from 925 MB to 750 MB. Size in storage reduced from 4.1 GB to 3.4 GB.
Optimization: Unity defaults to loading all audio clips to disk on startup. I have disabled this setting for background music, and am now streaming audio as needed. Basically loading/unloading a clip as it is used, saving ~1.2 GIGABYTES of memory as you play. The streaming method has a bit of overhead to "warm up" audio files so you don't notice a delay, but the memory savings will heavily offset any overhead costs.
Optimization: Loading times across the board, but especially on startup, are now slashed due to not loading all audio assets at all times and smaller asset sizes.
Fix: An issue with the Agile ability on controllers where it would sometimes leave the "focus" on the enemy unit, not allowing controllers to pick the Agile movement slots.
Hoping these changes allow more of you to play the game on less powerful machines. There is a lot of I've learned about proper optimization the past week. This has been an extremely useful exercise for my growth as a developer, and I'll be taking any learnings here and using them from the very beginning for any new titles.
The game still isn't perfectly optimized, and there were a lot of other changes I could have made, but ultimately decided not to for the stability of the game and getting to other roadmap items. Some changes would require large restructures of the way assets are loaded, which while a fun technical challenge, would likely cause an array of unforseen issues that I wouldn't be able to catch in my testing.
Thank you all for the continued support. Next up will be Achievements and Cloud Saves!
Hey everyone! Hope you're all enjoying the changes in the story patch. Nothing super new with this one, just wanted to push out fixes for issues people have reported the last few days. Changelog Fix : Hotkey inputs now working in promotion UI. Fix : Group Prayer now heals the cas
Hey everyone!
Hope you're all enjoying the changes in the story patch. Nothing super new with this one, just wanted to push out fixes for issues people have reported the last few days.
Changelog
Fix: Hotkey inputs now working in promotion UI.
Fix: Group Prayer now heals the caster as well, as shown in the preview. Description updated.
Fix: Active abilities that could multi-hit no longer use up multiple charges.
Fix: Fixed an issue where "Cannot have two of the same refinement." was showing up at innapropriate times.
Fix: Fixed another refinement duplication that could happen when you unnassigned and re-assigned a refinement in a single action. I think the initial unnassign puts it in storage, and then when you re-assign it re-assigns from the "removed refinements" list but not the storage. Make it clean up the storage too.
Fix: Added "1H" and "2H" to all the filter tooltips in the base menu.
Thank you all for the continued support, and such detailed feedback on any issues you might run into!
Hey everyone! I'm excited to announce the release of the largest content update to Those Who Rule yet! Content 2 new characters with unique abilities. 14 new unique, community driven weapons, items, and refinements. 7 new support conversations. 9 new elite enemy abilities, includ
Hey everyone!
I'm excited to announce the release of the largest content update to Those Who Rule yet!
Content
2 new characters with unique abilities.
14 new unique, community driven weapons, items, and refinements.
7 new support conversations.
9 new elite enemy abilities, including unique ones for the three final bosses.
Reworked item drops in the last quarter of the game to scale with enemy difficulty.
New Characters
Two new characters that come with their own unique personal skills.
Drunkard: Status effect duration on this unit is doubled. For each status effect, gain 2 STR and SPD, and 1 DEF.
Ambush: When initiating combat without moving, gain 6 ATK and 30 HIT.
Community Suggested & Voted Items
Yew Bow: SS Rank Bow. Restore {0}% of this unit's health according to stacks on this weapon, consuming used stacks. Gain a stack every time you defeat an enemy with this weapon.
Throwing Knives: Throw the knife at an enemy. Apply 20% bleed for 2 turns. Can multi-hit. (2 Range) (3 charges)
Javelin: Throw the javelin at an enemy, dealing double weapon damage to staggered enemies or enemies without block. Refresh a charge on kill with this ability. (2-3 Range) (1 charge)
Maul: SS Rank Battleaxe. Doubles weapon damage against armored units (Defenders and their promotions). If this strike defeats an armored enemy, fully restore the health of the lowest ally within 2 tiles (including self).
Armor Bane.
Parrying Dagger: Gain 3 ATK and 15 AVD when facing the enemy, and your block is full.
Swordbreaker: Gain 10 AVD when facing the enemy, and your block is full. If you dodge an attack with full charge, stagger the enemy at the end of combat.
Ethal's Kite Shield: Block regenerates according to the user's unused weight. Any regeneration over the shields block amount is restored as vitality.
Weapon Training Manual: Doubles weapon EXP gain. Proficiency required to equip any weapon is reduced by 1 level.
Coin Pouch: Store 100 denari each time you defeat an enemy with this item equipped. Store up to 5,000 denari total. Obtain all stored denari upon selling this item.
Cloak: Gain 15 AVD.
Shieldmaster's Gauntlets: Gain 2 DEF against frontal attacks with a shield equipped. Double shield regeneration.
Featherweight Refinement: Gain 1 SPD for each unused carry weight.
Drakkar's Bloodlust Refinement: Heal unit for 25% of the vitality damage they deal (rounded down). Reduce this weapon's damage by half.
Counter Refinement: Gain 6 ATK, enemies always strike first.
Elite Abilities
And last but not least, some new elite abilities to spice up the late game. I tried to make abilities that will push some of the more popular strategies to their limits.
Back From The Dead (UNIQUE): The first time this unit's vitality would reach 0 from an attack each chapter, end combat and gain 10 Fortify and 5 Frenzy for 2 turns and fully restore your vitality.
Manipulator (UNIQUE): Takes no damage while there are allies within 2 tiles.
Young Lion (UNIQUE): Gain 2 ATK/SPD/DEF, and 10 HIT for every enemy within 3 tiles.
Sure Strike: Guaranteed to hit.
Invincible: Take no damage from the first 2 rounds of combat each turn. (Multiple hits count as one round of combat).
Martyr: On death, give allies within 3 tiles 4 Frenzy and Fortify for 2 turns. Deal 25% VIT damage to enemies within 3 tiles.
Iron Marshal: Gives self and allies within 3 tiles 4 DEF.
Shadowblade: Gain 50 AVD for the first 3 rounds of combat each turn. (Multiple hits count as one round of combat).
Patient: Gain 1 STR and 5 HIT for each turn in the chapter.
I've also made some increases to denari income in the late game to compensate for the increase amount of elites in later chapters. I hope this patch can lift the final quarter of the game to be a similar challenge level to the chapters that precede it.
I knew early on I wanted to do something like this as a small way of saying THANK YOU to the amazing SRPG community on Steam. I know our genre isn't as popular as some, but I was blown away at the reception to Those Who Rule. To everyone who has played, reviewed, or even just followed the progress of the game, I couldn't do this without you. I hope you enjoy the additional content!
Hey everyone! Just wanted to push out a little bug fix/balance update as I am wrapping up the story patch. I'm expecting to get it released this Friday, April 4th. (Example of one of my favorite new Elite Abilities: Martyr) I'm done with all the elite abilities, characters, items
Hey everyone!
Just wanted to push out a little bug fix/balance update as I am wrapping up the story patch. I'm expecting to get it released this Friday, April 4th.
(Example of one of my favorite new Elite Abilities: Martyr)
I'm done with all the elite abilities, characters, items, weapons, and refinements. All that's left is the additional support conversations, recruitment of the two new characters, and some additional side objectives in the last quarter of the game.
Changelog
Fix: Button clicks on bows in the action bar to function properly with auto ability select.
Fix: Row highlights now cleared in shop and inventory when using a controller.
Fix: Fixed an issue where the "cursor" was lingering on Steam Deck when using a controller.
Fix: Small typo fixes in tooltips and dialogue.
QoL: Total charges now shown on all abilities in the promotion UI.
Balance: Longbowman "Arched Shot" can now multi-hit. HIT penalty per tile traveled reduced from 10->5. Charges reduced from 3->2.
Balance: Chapter 13 spoiler. Increased Wesley from 19 to level 21 to better align with the average level of the chapter. Stats scaled accordingly. You will still pick his tier 3 promo on level up. Also his AGL/DEF wasn't scaled correctly, so those have been increased to better reflect his growths.
Balance: Fated refinement no longer loses ATK on odd turns.
Also wanted to give an update to those of you who may be newer to following the game, this is what I have planned for the roadmap of the game, and what has been completed so far.
Updated Roadmap
Gameplay affecting bug fixes. This will always be priority #1.
A patch focused on base/storage/shop QoL improvements, as well as general QoL. Keep sharing what improvements you'd like to see!
(Releasing April 4th)A patch focused on expanding the story a little bit more. This will mainly involve more support conversations in the latter third of the game, and potentially a few side objectives, maaaybe even some new characters that were designed, but didn't make the original cut. I also want to slightly tweak the epilogue based on some more choices/side objectives, but this will require some work with the voice actor so may happen asynchronously.
(Releasing April 4th)A patch where I implement the most popular weapon/item suggestions from the community. Now that a lot of you have had time to get to know the game's mechanics, I know you have ideas for things you'd like to see in the game, well this will be your chance! Stay tuned for more news on this.
(Controller support is done, hopefully a few more days of Steam Deck approval. Planning on achievements after the story patch!) Controller support, Steam Deck Verification, potentially Steam achievements here as well.
A pass through for more performance optimization.
Brutal difficulty. With the first person to record themselves beating it getting a custom illustrated in-game character that will show up in other brutal mode playthroughs.
Some level of mod support. Likely to do with a pre-built save file so you can edit character starting stats/growths/classes/inventory.
Thank you all who have taken the time to play the game and leave your feedback. Hopefully the new planned content will provide many more hours of enjoyment, and some fresh new play-throughs!
Hey everyone! With a gargantuan effort from @Sigismund's Wrath, we can finally announce the release of the official Wiki for Those Who Rule! It will contain a ton of useful information for those of you who like to theory-craft, as well as useful information that can help answer q
Hey everyone!
With a gargantuan effort from @Sigismund's Wrath, we can finally announce the release of the official Wiki for Those Who Rule! https://thosewhorule.wiki.gg/
It will contain a ton of useful information for those of you who like to theory-craft, as well as useful information that can help answer questions like "how do I recruit X?", and "where can I get item Y?".
It's not fully filled out yet (Chapters, npcs), but we are opening it up as it has the majority of information that anyone would need in a play-through. We welcome any feedback/contributions you'd like to make! I'd love for this to be a community led page as much as possible, and I'm always happy to fill in any gaps that there might be. Let us know what else you'd like to see in the forums or the Discord!
Also wanted to push out these bug fixes as they are some of the last "big ones" that are affecting play-throughs. I think I've finally solved the dreaded "chapter skip" when spamming ENTER bug. If you ran into this, it means that you could spam the ENTER button faster than once every 16 milliseconds (60 FPS), pretty impressive! (Delayed input registration is a little more likely though)
Changelog
Fix: Button clicks on bows in the action bar to function properly with auto ability select when a unit has a weapon with a movement skill.
Fix: Double input registration happening in the shop on Steam Deck fixed. This was also affecting being able to input settings.
Fix: Final fix for skipping chapter when rapidly hitting ENTER. I have finally given up and just put a big fat "Wait" between when you can press "ENTER" to skip cut-scenes. There will now be a multiple second cooldown for when you can press the enter button. Functionally, this changes nothing for the player. But I've tried some cute fixes, and they didn't work. Time to embrace the caveman solution.
Other than that, I'm going to continue chugging along on the story patch this week. See you all on the other side. And as always, thank you all for your boundless support!
Hey everyone! After 2 weeks of voting, and 51 responses, we have our winners for the community suggested items! More detailed descriptions here . Format below is: Item name (votes) (creator) - description (dev notes) Weapons Yewfelle (11 votes) (Sigismund's Wrath) - Bow that has
Hey everyone!
After 2 weeks of voting, and 51 responses, we have our winners for the community suggested items! More detailed descriptions here.
Format below is: Item name (votes) (creator) - description (dev notes)
Weapons
Yewfelle (11 votes) (Sigismund's Wrath) - Bow that has healing charges based on killed enemies. Gain STR and SPD if user has SS rank in bows. (Love the extra bit to encourage weapon ranks)
Throwing Knives (10 votes) (HP) - Sword with throwable charges. (Will take a bit due to new animations)
Javelin (8 votes) (DK) - Spear with throwable charges. (Same here with animations!)
Shields
Parrying Dagger (15 votes) (Ryelic/victor44) - Low block "shield" that gives you extra damage and dodge. (Will be very cool seeing a dagger in the off hand)
Holy Kite Shield (12 votes) (DK) - Shield with total block equal to carry weight, regen is unused carry weight. (Very creative design DK)
Swordbreaker (11 votes) (Seamisiona McDonogh) - Another kind of parrying dagger that staggers enemies when you dodge. (Great new way to apply statuses)
Items
Weapon Training Manual (19 votes) (No name submitted) - Doubles weapon EXP gain. (Probably will exclude Illyana from this. Also whoever submitted it, are you okay with making it a refinement since item slots are tight?)
Coin Pouch (12 votes) (HP) - Basically Melanie's passive in an item. (I knew when I saw this it was winning lol. Balancing nightmare, but a promise is a promise. @HP would you be cool with making it slowly build up with each kill, then you get the gold when you sell it? Think it could be a cool trade off)
Cloak (11 votes) (No name submitted) - Extra evasion. (Will have to monitor the numbers for dodge tanks)
Refinements
Featherweight (22 votes) (victor44) - Gain ATK and HIT based on unused carry weight. (Love this design, will probably need to cap it though)
Vampiric (20 votes) (PStift) - Deal less damage but heal for a % you do. (Great trade-off)
Adaptive (19 votes) (PStift) - Proficiency required for the weapon reduce to 1. (Only worry is how to equip the refinement beforehand)
Thankfully no names that I can't put into the game. ;) Some very interesting new ideas that I'm excited to introduce! I'm going to have to take a bit of time to implement all of these, and a balancing round is in order before they're put in. I'll also be picking a few for categories like "historical accuracy" that I may add in. Expect to hear more about this after the story patch!
I also wanted to focus on some low hanging fruit with QoL features, and trying to continually fix any of the larger bugs that have been reported while I work on the story patch.
Changelog
Feature: Game setting to mute menu sounds, tile cursor movement, and EXP bar noise. Basically the higher pitched sounds that can play rapidly can be grating to some people, and disabling them has been requested for a long time without muting battle sounds.
Feature: Checkbox to disable auto-ability selection. Auto-ability selection now moved from beta branch to the main one with fixes for changing weapons.
Fix: Another attempt to fix an issue where pressing ENTER too quickly on restarting a chapter could cause you to skip to the next level. There is only one place in code that increments the chapter index, so I'm basically bubble wrapping it as much as I can. I still can't reproduce the issue unfortunately. REQUEST: If you still run into this bug at any point in your playthrough, please immediately zip up the save/logs folder and send it to eturulja@thosewhorule. I've been banging my head against the keyboard trying to reproduce this issue with no luck, and a log file with potential errors would help a ton.
Fix: Fixed an issue where archers taking 0 damage would lock up the game. This was due to not having a "block" animation on archers which is what is played when 0 damage happens. Can't believe I went this long without seeing that happen!
Fix: Fixed an issue where exiting/continuing immediately after a turn refresh effect wouldn't save the effect when you continued the battle.
Fix: Fixed an issue where loading in the battle could sometimes have your units not in the proper animation state, causing a freeze if you attacked with them.
Fix: Weapons keeping upgrades/refinements after restarting the chapter using the "Main Menu" button in the base. More info: If a unit was starting their first chapter where they were assigned "default equipment", upgrades and refinements to that equipment would persist through a "Restart Chapter" from the main menu without the player actually saving. This will fix dupes.
Fix: Small typo fixes as I was putting data into the Wiki.
QoL: Added unit quick info on hover during battle preparation phase. Easier to distinguish units when editing formations!
QoL: Units that have already acted ("Exhausted") will now have the ring under them turned grey as well. I heard a few complaints about having a hard time distinguishing them when they're in a group as some characters have naturally "greyer" palettes, so this should help make it more clear moving forward! Shoutout @Wolfenacht and @Lampros for the idea! (And anyone else who may have suggested this earlier).
QoL: Increased text size in tool-tips for better readability on the Steam Deck.
Balance: Heavy Bandage added to the shop starting in chapter 9.
Balance: The two unique spears come a little late and underpowered, so giving them a boost. Serrated and Taunting spears now both have 1 refinement slot.
We've also made huge strides in creating a wiki page, thanks to the enormous work of @Sigismund's Wrath. It's not completely finished, but we'll be releasing it here soon for community contributions. Here is a little sneak peak into what some of that content will look like:
We're still a few changes away from full Steam Deck approval, and I need to get the double click figured out for the default Steam controller when in the shop.
I'm also still working on the quests/new characters/dialogue writing for the story patch, so keep an eye out for that as well.
As always, thank you all for your amazing support. An awesome community has developed around the game, and it's been my favorite part of this whole dev process.
Hey everyone! Just a quick little patch before I head out for a week to visit family. Will be using some of the down-time while away to work on the story patch, where I'm thinking I'll add 2-3 new playable characters. Which designs do you all think are the most interesting from t
Hey everyone!
Just a quick little patch before I head out for a week to visit family. Will be using some of the down-time while away to work on the story patch, where I'm thinking I'll add 2-3 new playable characters. Which designs do you all think are the most interesting from the cast that didn't make the initial cut? Any cool personal abilities that come to mind when you look at a particular character?
This patch is mostly centered around addressing feedback Valve sent me from the Steam Deck verification review, but also reverts a small change I made last patch to auto-select abilities, as it was putting some people in a weird place of not being able to toggle between weapons.
I reverted the auto-select for now in the main branch, and I have a fix out for it in the "beta" branch, so feel free to point there if you want to try the fix out. I didn't want to make the fix part of the main branch because it's a fairly hefty code change, and I didn't want to push out a big change before leaving for a week.
Also we're already up to 30 responses to the item voting form, keep it up! Loving to see which abilities the community finds the most interesting.
Changelog
Fix: Temporarily removed the auto-select that was introduced in the last patch as it was putting some units in situations where they couldn't equip their other weapons as the auto select kept trying to defer to any usable abilities.
Fix: Font sizes increased across settings/inventory/glyphs to better support readability on the Steam Deck.
Fix: Fixed a scaling issue when listening to conversations in the base menu. (They would scale to whacky sizes after a conversation)
Fix: Fixed a scaling issue when moving items within the inventory. (Again scaling to weird sizes)
As always, I'll be away from my development computer, but I'll still be on the forums/email/Discord and socials if you need to reach me. Hope you're all still enjoying your time with the game, and I'm excited to get back and get the story patch out to you all!