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Experimental (0.4.1.0)

EXPERIMENTAL BUILD (0.4.1.0)

The primary changes focus on code optimization, bug fixes, and further development of the campaign. For CPU bound machines (usually PC’s with high end graphics cards) we’re seeing a significant frame rate boost in large-population villages. We’re also opening up the next campaign act, with an in-game warning that it’s only really for a look around, and not for playing. Currently only the Grublin faction storyline is being worked on.

Where can I get it?

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

What's new?

Player: Campaign Act II is now partly accessible
Player: Heroes: Borgle’s abilities fleshed out
Maps: Campaign: Bountiful Bog: Grublin campaign extended inc. further level design
Maps: Campaign: Bla’tu’s Palace: Grublin campaign extended
Maps: Campaign: Shirebrook: You can now travel to the Bountiful Bog via a road sign near the starting point
Maps: Campaign: Desecrated Cathedral: Sewing machines are now malfunctioning as per the story, and Brom’s machine fixing has been part implemented (still needs his animation importing)
Editor: Workbench: Added AllWithTag and FirstWithTag nodes
Editor: Mordrich can now teleport to points tagged with mordrich_teleport to avoid jumping out of a room
Assets: Audio: Added magic missile release sounds for all magic types
Assets: Audio: Added some missing inventory item move sounds
Assets: Props: Replaced Quarterstaff placeholder textures with final textures
Assets: Props: Bones: Added Skeleton Interactible for scripting in Workbench using WorkPointTrigger
Assets: Props: Human: Added Journal Interactible for scripting in Workbench using WorkPointTrigger
Assets: Dungeons: Mordrich’s Factory: Skeleton sewing points can now be scripted via Workbench
Assets: Terrains: Swamp Ruins: Added a destructible column
Assets: Inventory: Updated icons for quarterstaffs
Assets: Inventory: Added icons for runestones (not implemented yet)
Assets: Inventory: Updated icon for grublin claws (not implemented yet)
Optimization: Increased thread count on pathfinding to avoid it crashing; could cause workers to stop moving
Optimization: Moved tile handling code (inc. grass generation) to run after rendering has completed
Optimization: Improved fast filtering of objects
Optimization: Pathfinding distance check for buildings and resources is now non-blocking
Optimization: OrderWorkPoint was running the work point filter more times than necessary
Fix: Enemies would sometimes not start to attack the unit that was attacking them using a ranged attack
Fix: Line Of Sight code was breaking pathfinding, ranged units could shoot through doors
Fix: Line Of Sight was causing units to not move to attack if they had a valid path but no line of sight
Fix: Bugs in balancing code that made difficulty increase way too quickly
Fix: Centaur portrait image is now correct
Fix: Updated Gregory's bash range to reflect what the ui indicator was showing
Fix: Workbench: LoopSlow node now correctly emits the index property; good for timers
Fix: World Editor: World Kit is now showing correctly
Fix: Assets: Doors have been updated to prevent characters getting too close and breaking line of sight
Fix: Prevented workers from trying to work with resources that often cause orders to fail, spamming log
Fix: Fishing Hut navmesh needed adjusting
Fix: Monastery attack points weren’t working

Known Issues

  • When using the world map, if you click back into the location where you currently are, resources will become decoupled and show zero on the top bar.

Developer Comments

We’ve spent a fair bit of time optimizing the code for larger villages where performance was dropping. While population is uncapped, there is always going to be a point where this happens, but now it should happen a fair bit later.