EXPERIMENTAL BUILD (0.3.19.0)
This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.
Please note, save games created with earlier versions are not compatible with this release.
We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades
Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades
Player: Forage cursor now only shows when there are berries on the bush
Player: Added code to make small areas unwalkable (navmesh auto refinement)
Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects
Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction
Maps: Campaign: Shirebrook: Opened up land for construction over the stream
Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny
Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead
Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal
Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures
Maps: Campaign: The Glade: Extended Gladefolk storyline
Maps: Campaign: The Glade: Extended Withering Dead storyline
Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows
Assets: Added scarecrow prop
Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign)
Assets: Added Swamp Ruins lever prop
Assets: Added carried Meat Pies for delivery from Butchery to storage
Assets: Updated 9 swords to improve edges
Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles
Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled)
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on)
Editor: PortalEntry point now has an index value and a friendly name**
Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters
Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts
Workbench: LockFactionStanding node now overwrites any previous locks
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes*
Workbench: Added GetBool, StoreBool nodes for local context
Workbench: Added GetNumber, StoreNumber nodes for local context
Workbench: Added FailQuest node which cancels all subquests
Fix: Help link on Editor toolbar needed updating
Fix: Scale on daggers was too big
Fix: Scale on some bows was too big
Fix: Refined colliders on goblin village buildings
Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26
Fix: Stopped skeleton raids if player is allied to Withering Dead
Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene
Fix: Navmesh connection problem resolved on Glade kit ramps
Fix: Ability icons weren’t greying out when the hero lacked the power
Fix: Move node now sets ToMove object rotation to same as target
Fix: Trebuchet turning sound was set to 2D sound rather than 3D
Fix: Carding research at the Weaver’s wasn’t incrementing production output
Fix: Navmesh on drawbridge props now behave properly
Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell
Fix: Prevented heroes from gaining xp by just completing random workpoints
Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated
Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to
Known Issues
It’s currently possible to do quests in the wrong order.
Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.
** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.