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Experimental (0.3.27.0)

EXPERIMENTAL BUILD (0.3.27.0)

The primary changes in this patch support the roll out of boss battles. During the implementation we’ve focused on Mossclaw and Bonefinger (see videos below). More boss battles will follow in future patches.

https://www.youtube.com/watch?v=2UNDHnQ7gYQ
https://www.youtube.com/watch?v=b1OJg20OoeM

Where can I get it?

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

What's new?

Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour
Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour
Player: Difficulty should now be more appropriate on normal
Player: Doubled distance selected units can travel to engage in melee
Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive
Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time)
Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat
Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw)
Player: Potion consumption action can now be key bound
Player: Heroes: Ser Gregory: Added screenshake to some abilities
Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too
Assets: Audio: Added Bonefinger sounds
Assets: Audio: Added Mossclaw sounds
Assets: Audio: Added Beastmen sounds
Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds
Assets: Audio: Added sack and spider den ‘death’ sounds
Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch
Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin
Assets: Characters: Updated Spriggan collapse animation with shorter version
Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo
Assets: Characters: Quixl: Added basic conversation animation
Assets: Characters: Quixl: Added TNT plunger push animation
Assets: Characters: Changed crypt beetles to explode when they die
Assets: Kits: Added Murp Dentistry Props
Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx
Assets: Loot: Added House Hraun cloth armor set
Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map)
Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much
Fix: 4 bows weren’t working as intended
Fix: Occasional exception caused in WorldText node
FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much
Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors
Fix: Removed last of old advisor sound files to prevent them being picked up by regex match
Fix: Removed some minor per-frame memory allocations
Fix: Improved Willow’s AI to prevent her healing units with full health
Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing
Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera
Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing

Known Issues

  • Heroes can sometimes become stuck (might be after revival) - if so, please save and reload
  • Villagers cannot be commanded to help with construction/repair
  • Brom, Lilith and Nara are all too easy
  • The Butcher protecting the Everbloom Antidote is too easy
  • The minimap markers on The Rotwold Fens quest aren’t showing
  • Repelling the Gladefolk can be a tough challenge

Developer Comments

This patch adds a powerful mathematical curve animation system to beef up the visual effects system that we use for special abilities. It’s first use can be seen on Mossclaw’s abilities such as stomp, when radial spokes of earth erupt outwards. We’ll be doing a lot more on special abilities in subsequent patches.

The character state machine has been rewritten to better support boss battles. While we aimed to restore many of the behaviors to what they were, players may spot very slight changes in character behavior. Please do let us know if you spot something strange that didn’t happen before that isn’t listed under known issues.