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Tactical Pause Added

EXPERIMENTAL BUILD (0.5.0.0)

The primary changes in this patch include the addition of tactical pause, proximity selection of similar unit types, preventing the Supply Wagon from being targetable by enemies, and a number of important bug fixes.

Where can I get it?

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

What's new?

Player: Added tactical pause (spacebar)
Player: Expanded the height bounds for the player camera (can zoom out further)
Player: Clicking the character portrait wheel image now pans the camera to that character and follows them
Player: Double-click selecting a unit now selects all units of that type in the local proximity
Player: When selling a building prior to construction being complete, the full resource cost is refunded
Player: Padlock icons removed from ability buttons because they suggest there was something to be unlocked when there isn’t
Player: The Supply Wagon can no longer be attacked by enemies
Player: Settings: Key bindings added for control groups (0..9) assign and select so warning can be shown when trying to assign 1..5 to hero abilities
Editor: Workbench: Added CharacterToggleEquipment node for showing/hiding weapons during cutscenes
Editor: Workbench: Added PartyContains node returning true/false if party contains the hero
Editor: Workbench: Added CustomDescription field to CreateLootItem node
Editor: Workbench: Added some validation for invalid characters in item name in CreateLootItem node
Editor: Workbench: Added MaxLevelCap to InstantiateCharacterAt node

Bug Fixes

Fix: Removed directorial notes from several cutscene conversations
Fix: Workbench: Fallback point wasn’t being set for movement commands through OrderMove node
Fix: Editor: Character faction selector in the location editor selected the option below the one that was clicked on
Fix: Fixed a few cases where references to destroyed or pooled objects could linger
Fix: Typo in Ser Gregory’s Decisive Victory and Taunt ability descriptions
Fix: UI Scale wasn’t correctly applying to the start screen
Fix: UI Scale was being forcibly overwritten every session at lower game resolutions
Fix: Fixed turrets taking up population slots (also potentially some special ability effects)
Fix: Prevented characters from gaining xp while charmed
Fix: Fixed decisive victory barely did any damage at all
Fix: Mordrich will now no longer teleport if there are no tagged points in his locale, preventing him from blinking into inaccessible rooms
Fix: Conflict warning in Key Bindings dialogue wasn’t showing the correct text
Fix: Grublins were turning aggressive after visiting Dr. Murp as a friendly
Fix: Invalid translation tag in Windmill Superior Millstones description

Map Changes

Tutorial: Instances of ‘left click’ updated to to be more friendly for left-handed players
Campaign: Sunken Depths: Sparkles added to plumbing lever to make it easier to spot
Campaign: Bountiful Bog: Modified dialogue to deal with Quixl already being in the party
Sandbox: Haven: Added Willow at start to make it consistent with other starting locations
Sandbox: Haven: Sign Post (World Map Travel) added to bridge near starter area
Sandbox: Haven & Cold Peak: Checks added to gift 2 new villagers if population wiped out

Balancing

The amount the target difficulty was allowed to exceed the party rating has been reduced from 200% to 110%.

Level Designers

The balancing system now supports a max level cap per mob to help prevent things like level 10 rabbits, which can be set in Workbench using the InstantiateCharacterAt node.

Known Issues

  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
  • Nara's charm ability seems to be massively levelling up charmed targets

Developer Comments

We're reducing the amount of Quality Assurance Testing on experimental builds to save time. We'll aim to resolve any major issues as fast as possible. If bugs make you unhappy, please opt out and revert to the main stable build on Steam.