EXPERIMENTAL BUILD (0.3.22.0)
The primary changes are an overhaul of happiness calculations to address the needs wall for clothing and mead, selected units (e.g. heroes) can move small distances to engage in combat instead of standing around, and the Gladefolk and Withering Dead campaigns are now playable - albeit in rough form - from start to end.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Modified happiness system to prevent the ‘Needs Wall’
Player: Characters can now move a small distance to engage in combat even when selected
Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection
Player: Heroes now regain full health and power when they level up
Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed
Player: Doubled gravity because of some really steep stairs in the ruins kit
Player: Buffs now update much more often which among other things improves healing smoothness
Player: Added 'Inspire Courage' passive ability to Freya (House Hraun Paladin)
Player: Freya's divine shield no longer requires her to face the target
Player: Freya's divine shield can now only be cast on heroes
Player: Dungeons are now hidden on the world map when playing the game
Player: Improved quests UI aesthetic
Maps: Campaign: All: Heroes are now positioned during cut scenes
Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass)
Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass)
Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death
Assets: Added Ice Palace kit (Glacian)
Assets: Added Dungeons/Human Interior kit
Assets: Added Beastman ‘Bullock’ (Dual Wielder)
Assets: Reduced the scale of Bonefinger and The Mighty Rhog
Assets: Increased the scale of Wood Imps so they are easier to target and see
Assets: Updated skeleton idle animation
Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm
Assets: Updated Freya’s idle animations
Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing
Assets: Added animations for Acolyte Grey (Order Of The Fang)
Assets: Added defeated animation to Nara
Assets: Added Cult Of Pyros leather armor set
Assets: Added Toadkin cloth armor set
Assets: Added Order Of The Fang chainmail armor set
Assets: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight
Workbench: Added ToggleNeed node
Workbench: Added SetPartyFormation node
Workbench: WorldText node labels are now visible during cut scenes
Workbench: Added SetCharacterBehaviour node
Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones)
Workbench: Added yOffset to WorldText node
Workbench: Added CountAlive node
Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node
Workbench: Added GetParty and GetHero nodes
Workbench: Added Revive node to revive all fallen heroes
Workbench: Added SpecialAbility node to make a hero use a non-targeted ability
Workbench: Added GetHeroByAsset
Workbench: Added GetHeroByIndex
Workbench: Now saves the panning position during the session
Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench
Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not
Fix: Chest of horrors not properly linked to its inventory holder
Fix: Crash reporter sometimes throwing exceptions
Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed
Fix: Freya’s abilities (House Hraun Paladin)
Fix: Removed Ser Gregory voice over from some other heroes
Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016
Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated
Fix: Swamp Ruin kit stairs had lost navmesh geometry
Fix: Defeated anim is now stopped when a character is revived
Fix: Music sometimes not working when playing from the editor
Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’
Fix: SetLoot node wasn’t working as intended
Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp
Fix: Renamed GlobalGetList node to GetGlobalList for consistency
Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out
Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes)
Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event
Fix: Goblin Berserk didn’t have a weapon configuration and did no damage
Fix: Camera zoom was enabled even when the mouse was over a UI element
Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location
Fix: Campaign: It’s now possible to correctly betray Willow
Known Issues
- After a few hours play with a busy village, the frame rate may start slowing down. If you experience this, to restore performance save your game, quit, restart and reload your game.
- Bonefinger does no damage.
- We’re in the process of implementing spell tomes for Lilith. For now, opening her inventory will show a solid white icon in her hands. Please ignore this.
Developer Comments
The first rough pass of both the Gladefolk and Withering Dead campaigns is now available. Emphasis on the word ‘rough’. Bosses, enemy heroes and behemoths are missing their abilities, visual and sound effects. Monsters don’t currently scale their levels so the challenge may not be balanced.
There’s a lot of running back and forth in the campaign at the moment. This is where the world map will come into play in a future patch.