EXPERIMENTAL BUILD (0.3.16.0)
This is an update to the experimental opt-in build.
The primary change in this patch is the introduction of hero revival, potion consumption and potion making.
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Added hero death and revival. including Willow’s ability*
Player: Added Potion consumption**
Player: Potion Making now functional***
Player: Restricted some of Willow's abilities to targets that make sense (e.g she can no longer heal enemies)
Player: Ability targeting improved so now only valid targets are highlighted
Player: Willow's purify ability now removes bad buffs from characters (and prevents them from getting any new bad buffs for 5 seconds)
Player: Added 2 complete armor sets (Gladefolk Plate and Glacian Cloth)
Workbench: Cutscene and CutsceneCut nodes now support changing fade duration (works well when connected directly to CameraPath node)
Workbench: Added DefeatInsteadOfDeath node (used in conjunction with When and CharacterHealth nodes) - character will not die and cannot be attacked
Fix: Weapon vfx prefabs were stacking when players portaled to a different map
Fix: Fixed abilities not always being marked as complete when in combat
Fix: 'usable by: ...' no longer shows in non-equipable item tooltip
Fix: Editor menu bar showing over the workbench canvas
Fix: Collision dimensions on many characters were set by script instead of using the ones on their prefabs
Known Issues:
The sound sync with Willow’s revive ability is off.
Following release and community testing, a CPU spike has been detected which will cause jitter. A fix will be forthcoming ASAP.
Developer Notes:
*If members of your hero party die but you win the battle (no monsters within agro range), fallen members will automatically revive with 1 health point. Willow’s revive ability can be used in combat. The level of the ability will determine how many health points the revived hero will start with. Only heroes can be revived; normal villagers die. In village maps, heroes will revive after a cooldown period shown next to their red portrait (to prevent cheating).
** If you have power or health potions in the global inventory, PCs can consume them via the character portrait wheel in the bottom left of the screen. The game will automatically select the optimal potion size from Lesser, [Normal] and Greater strengths to minimize wastage subject to potion availability. Potion consumption is instant (no animation) as we felt this could get annoying during heated battle.
*** Potion crafting is now functional at the Herbalist Den, however it requires Buckets of Water. Water will eventually be collected on-demand from the Well, however that has not been activated in this build. Instead, we’ve placed Buckets Of Water in various crates and urns in all maps apart from the Tutorial. Wild herbs are collected from clumps of herbs found around the map. They will sparkle when herbs are available for harvesting (requiring you to select on a character and right click on the wild herb clump, just like looting a corpse). Yellow clumps produce Yarrow which is used in Power Potions, while purple clumps produce Thistle used in Health Potions.
We could have waited until the Well was functional to round off potion making, but decided to push this patch out because it adds hero revival. The code required for the Well could possibly be used in other areas of gameplay, for example delivering resources to construction sites before construction begins should we wish. So instead of rushing it, we’re going to code it with future possibilities in mind. That doesn’t mean we’ll implement them, but it does keep those options open. We felt that was the better approach.