Developer postOriginal post (opens in a new tab)

Experimental (0.3.17.0)

EXPERIMENTAL BUILD (0.3.17.0)

This is an update to the experimental opt-in build.

The primary change in this patch is the completion of potion making, the addition of well functionality, and scaled up characters for easier targeting.

Where can I get it?

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

What's new?

Player: Characters and weapons are now 36% bigger*
Player: You can now select a peasant and right click on a profession building to train
Player: Added VFX to Willow's revive ability
Player: Made Q,E camera rotation frame rate independent in the game
Player: Scaled camera movement speed by height above the terrain (70% - 120%)
Player: Added water to the types of resource peasants can gather
Player: Added Gladefolk Chainmail and Grublin Scale armor sets
Player: Building healths doubled
Map: Bandit Caves: Traps now do enough damage to kill Quixl (who will revive)
Map: Bandit Caves: Quixl’s cage is now locked in the cutscene and opens if you release him
Map: The Glade: Willow’s healing of the hives improved
Workbench: Added toggle to DefeatInsteadOfDeath node
Workbench: Added StoreList and GetList to improve list management and usefulness; GetList returns a new list if the named one didn’t exist
Workbench: Added EnterCutscene and ExitCutscene nodes; deprecated Cutscene node**
Workbench: Cages can now be scripted (and behave like a Door)
Workbench: Pressure Pad (added to the Swamp Ruins kit) can now be scripted (behaves like a Door)
Fix: ATI driver bug (the infamous “dot pattern” when SSAO was enabled)
Fix: '+' on hero portraits no longer shows when they were defeated
Fix: ‘Drink Potion’ no longer added to inventory when training professions
Fix: Fixed not being able to use power potions when hero had maximum health
Fix: Workbench: If SHIFT is held down and LMB pressed on open space, no longer deselects nodes
Fix: Tweaked canvas ordering in Main Game scene to fix some glitches
Fix: Prevented spider dens from spawning more settler spiders if there are no more reachable tree stumps in the world (thereby preventing spider armageddon)
Fix: Farmers now carry the baskets that are ‘dropped’ when a field is harvested instead of a single large carrot
Fix: Villagers’ facial deformation now working as intended
Fix: Improved arrow/bolt trail offset
Fix: Scale of bucklers now consistent
Fix: Hidden ‘objects’ were being duplicated by load/save, for example cottage taxation

Known Issues

Bow sizes are ridiculous.
Crafting costs of some items may be really expensive.

Developer Notes:

* We’ve scaled up characters and weapons/tools for two reasons. Firstly, we’ve watched a lot of Let’s Play videos and the preference in village maps seems to be more zoomed out than we anticipated. Larger characters make selection and targeting easier. Secondly, character texture scales didn’t match environment art, and in dungeons walls can obscure. Bigger characters help with both.

** The new cutscene nodes help further clean up of Workbench visual scripts. Multiple entry and exit points are also supported.