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Experimental (0.4.0.0)

EXPERIMENTAL BUILD (0.4.0.0)

The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.

The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.

SAVED GAMES MADE WITH PREVIOUS BUILDS ARE NOT COMPATIBLE.
PLAYERS MAY NEED TO REDO CUSTOM KEY BINDINGS.

Where can I get it?

Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?

Core: Added Steam Workshop integration
Core: Game is now plumbed for translated text (only English currently available)
Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault
Player: Implemented Mordrich boss battle
Player: Implemented Nara boss battle
Player: Added line of sight
Player: Added larger hover-over health bar for enemies (shows when a unit is selected)
Player: Added game setting for whether unhappy villagers leave
Player: Added Spearman unit to Barracks
Player: Added Cavalry
Player: Added Stables building
Player: Arbalists now require crossbow and chainmail armor research to unlock the unit
Player: City Watch now require halberd and plate armor research research to unlock the unit
Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant
Player: Building Dialog: Staggered auto recruit is now supported
Player: Optimized sky shader; map is now softened at the edge
Player: Willow is now a ranged caster instead of melee
Player: Primary Attribute behaviour changed (see Developer Notes below)
Player: Minimap terrain appearance significantly improved by darkened non-walkable areas
Player: Added footstep sounds and screen shake to ogres
Player: Mind now also affects physical resistance bonus
Player: Added berries, carrots, thistle and yarrow to marketplace
Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass
Player: Optimization: Moved some code to be run after rendering is done on the main thread
Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo
Editor: Inspector: Loot Profiles are now accessed first by category then by item
Editor: World Editor: Worlds can now be duplicated in the world editor
Editor: Workbench: Added LoopSlow node
Editor: Workbench: Added CharacterToggleAI node
Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes
Editor: Workbench: Added SetCharacterHealthBarMode node
Editor: Workbench: Added Difficulty and IfDifficulty nodes
Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names
Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes
Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes
Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning)
Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem)
Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown
Assets: Audio: Added Spriggan voice sounds
Assets: Audio: Added Toadkin Worker voice sounds
Assets: Audio: Added Horse sounds (for cavalry)
Assets: Audio: Added werewolf sounds
Assets: Characters: Added Skeletal Mage
Assets: Characters: Added Centaurs
Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden
Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons
Fix: Mobs were unable to change target or stop chasing an enemy
Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice
Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle)
Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over
Fix: Tweaked impact point for ranged attacks (e.g crossbows)
Fix: Character rotation speed is no longer affected by animation speed
Fix: Mossclaw’s strangle vine was playing a grublin voice file
Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain
Fix: Minimap: Blips now work when UIScaling is set to anything other than the default
Fix: Yeti was visible in fog of war
Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception
Fix: Resource name plural usage should now be used where appropriate
Fix: Character sheet now shows correct primary attribute
Fix: Spawn point preview mesh was not always scaled correctly
Fix: Non-loot character stats no longer included in loot tables
Fix: Abilities for characters that don’t use their primary attribute now scale correctly
Fix: Added workaround for occasional error when opening Editor
Fix: Bonefinger’s wing flap sounds would continue after death
Fix: LootManager was trying to deserialize loot data before inventory items had been loaded
Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken
Fix: Screen fades now affect the UI
Fix: Reduced fade time for audio when skipping a conversation
Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds
Balancing: Ser Gregory’s health brought up to par with other heroes
Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps)
Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive
Balancing: Innate armor bonuses on heroes have been removed
Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above
Balancing: Health and power recovery rate is now linked to game difficulty
Balancing: All units are now balanced individually instead of as groups
Balancing: Halved the rate of firewood and mead consumption

Breaking Changes

  • The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench

Known Issues

  • It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
  • Willow’s range attack isn’t currently pulling monsters
  • Doors aren’t always blocking line of sight - more configuration required

Developer Comments

Minimap
The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.

Steam Workshop
Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.

Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.

Primary Attribute Behavior
Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.

Monks Now Use Quarterstaffs
We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.