EXPERIMENTAL BUILD (0.3.23.0)
The primary changes are to sandbox. Heroes can now travel between sandbox locations and several dungeon locations have been added. There’s new kits, more kit pieces, and new workbench nodes.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Sandbox world is now interconnected allowing travel to other maps via road sign portals
Player: Increased power cost and cooldown time of Quixl’s shuriken throw and backstab abilities
Player: Hero health bars are now visible (at low alpha) when in combat even if they are not selected
Player: Users can no longer leave weapon or shield slots empty in a hero's inventory
Player: When hovering over buildings under construction with peasants selected the 'repair' cursor is now used instead of the default one
Player: Reduced the overall amount of loot that drops in crates, barrels and chests
Maps: Sandbox: Grassland: Renamed to Haven
Maps: Sandbox: Haven: Added Drunken Hog Tavern (dungeon WIP)
Maps: Sandbox: Swamp: Added Bla’tu’s Temple (dungeon WIP)
Maps: Sandbox: Swamp: Fixed characters being able to walk under temple where the zig-zag steps are
Maps: Sandbox: Swamp: Environment detail pass
Maps: Sandbox: Howling Tundra: Renamed to Cold Peak
Maps: Sandbox: Cold Peak: Added Spirefrost (dungeon WIP)
Maps: Tutorial: Fixed not being able to re-enter mine after exiting immediately after entering
Editor: Tile and prop locking is now saved between sessions
Editor: Painting no longer requires pressing the U key (instead selection is disabled while the paint tool is active)
Editor: Editor inspector is now cleared when objects are deleted
Workbench: Added highlightWhenDisabled to WorkPointTrigger node
Workbench: Added BuildingTier node
Workbench: Added Invulnerable node
Workbench: Added QuestDeadline. Added support for optional quests. Quests can no longer be restarted
Workbench: Nodes can now have variable width (improved layout)
Workbench: Fixed sound searching in workbench including a bunch of empty items. Improved searching accuracy slightly
Workbench: Tweaked behaviour of VSMoveCamera
Assets: Kits: Props: Updated spear meshes and colliders - level designers check in your scenes
Assets: Kits: Construction: Added door portal
Assets: Kits: Human Interior: Added more pieces including doors and portal
Assets: Kits: Props/Food: Added
Assets: Kits: Props/Sacks: Added
Fix: Older key binding files were throwing exceptions
Fix: Abilities that required a direction would sometimes fail when the character was standing in a slope
Fix: Fleeing only worked if the characters were dead instead of the other way around
Fix: Camera orbit point would sometimes not be updated when the camera was rotated
Fix: Minimap blips were appearing for CharacterEffectHolder instances (e.g Lilith's disease cloud)
Fix: Changed tooltip for training a blacksmith from 'Train Miner' to 'Train Blacksmith'
Fix: Resources consumed by buildings only start consumption once construction is completed e.g. cottages consuming firewood
Fix: Tweaked when camera position is set when loading a location to make sure it is set before workbench scripts are started
Fix: Changed shader on goblin warship to fix transparency not working
Fix: Yeti’s collider wasn’t correctly configured. Increased combat range
Fix: Special abilities such as shield bash no longer affect non-enemies
Fix: Negative buffs as well as damage over time is now cleared when teleporting to a new location
Fix: Reduced intensity of hover light on the road sign portal
Fix: Mayor Pootenberry’s name was showing as ‘Advisor’ in the campaign conversation UI
Fix: Kenny could sometimes glide when he fled if he was defeated
Fix: Goblin ambush in sandbox swamp
Fix: Navmesh issue in goblin village in sandbox stinking swamp map near green crystal
Fix: Navmesh cut added to barrels near kobold mine in sandbox haven map
Fix: Classic Dungeon FloorTile2x2 03 missing navmesh and/or collider
Fix: SetLoot node didn't trigger the 'done' event
Known Issues
- This experimental hasn’t undergone much QA gameplay testing, only regression testing
- Two ‘throne’ chairs and a rug are hovering by a fire in the Drunken Hog tavern map
- Travelling to new sandbox maps can leave grass floating. To workaround, move the camera far away then back again