EXPERIMENTAL BUILD (0.3.20.0)
The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.
Please note that save games from earlier versions are not compatible.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: WASDQE keys retired, QWERT now mapped to hero abilities
Player: Holding down MMB and moving mouse now pans the camera
Player: Holding down LeftAlt and moving mouse now changes the camera angle
Player: Some abilities can now be targeted; hero will rotate to face target before releasing
Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted
Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly
Player: Improved character movement by making velocity changes faster when running into obstacles
Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab
Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud,
Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite
Player: Added visual effects for consuming health and power potions
Player: Halved the rate that cottages burn firewood
Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point
Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc)
Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny
Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold
Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest
Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression
Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints
Assets: Added 8 new character portraits
Assets: Added Glacian Chainmail armor set
Assets: Added Toadkin Plate armor set
Assets: Added missing bracers and belt from Goblin Leather armor set
Assets: Added 5 tower shields, updated 3 icons for existing tower shields
Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest
Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive
Assets: Added ½ floor tiles to Classic Dungeon kit
Assets: Added corruption effect to Everbloom when converted to Rotwold
Assets: Added kobold sfx
Assets: Added ogre sfx and voice back in
Assets: Added bandit combat sfx
Assets: Added UI quest sfx for quest start, subquest progress, quest complete
Assets: Loot: Added 2 further Withering Dead themed keys
Assets: Loot: Added Cult Of Pyros cloth armor set
Assets: Loot: Added Order Of The Fang leather armor set
Assets: Loot: Added Hammers 07-15
Assets: Tweaked Willow’s walking and hit animations speed
Assets: Added blood decals
Assets: Added mine track supports to mine kit
Assets: Added missing reaction anims to Toadkin worker and warrior
Workbench: Added Exists node for checking if an object still exists in the world
Workbench: Added StoreGlobalList and GetGlobalList nodes
Workbench: Added StatisticDialog to track when a dialog was opened
Workbench: Added DialogOpen node the returns a bool if the specified dialog is open
Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting)
Workbench: Added CharacterSelect node to select a unit (for tutorial scripting)
Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds
Workbench: Added 'failed' output event to WorkPointTrigger node
Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default
Workbench: Added 'spawned' output (list of characters) to the TriggerWave node
Workbench: Move node now stops character movement and matches character to object rotation
Workbench: Improved item search - can now search faction and material keywords
Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks
Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed
Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options
Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame
Fix: Fixed weird info text in VSAllCharacters
Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname
Fix: After loading a location, the ambience manager is called to do blending immediately
Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string
Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists
Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node
Fix: Info text bug for RandomCharacter node now shows the correct value
Fix: Character names not being used in the conversation when setting them using the portraitCharacter input
Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation'
Fix: Skeleton Archer idle animation had broken bow string
Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set
Fix: Villagers marked as ‘Dead’ were revealing fog of war
Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input
Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.
Known Issues:
The crane is missing from the top of the Stonecutter Lodge
Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her
Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this.
Kobolds in the towers of the kobold village (sandbox map) can’t exit
Zombie Harvesters will sometimes glide into combat
Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.
The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.
For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.