EXPERIMENTAL BUILD (0.4.4.0)
The primary changes include the addition of Engineer Turrets to improve village defenses, improvements to tooltips including comparisons, and completion of Act II of the campaign. This patch completes the 0.4.x release cycle. Alpha 29 will follow later this week.
https://www.youtube.com/watch?v=JskLEWs9iwU&feature=youtu.be
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Added Engineer Turrets: Ballista, Flamer and Mortar (limited by number of Engineers in the Workshop)
Player: Added comparison tooltip for loot
Player: Added optimization to disable shadow casters behind camera to reduce shadow map calculations
Player: Improved single loot item tooltip layout
Player: Removed ability thumbnails from next to hero portraits in top left of screen
Player: Improved Murp’s AI, adding in light effects for his drill power up
Player: Removed Alt key mapping due to camera issues when ALT+TABBING
Player: Borgle’s Rain Of Arrows ability now has a target visualization circle
Player: Quixl’s fifth ability added - Vanish - used to reduce threat against Quixl
Player: Disabled Walls due to having multiple issues
Player: Removed deprecated Production tab from building dialog now that firewood is properly balanced
Player: Military units now return to their last commanded point after combat finishes
Player: Completing armor research now also unlocks the other 4 armor pieces
Player: Setup Tome items (magic books); now usable by Lilith
Player: Improved the layout of hero ability tooltips and added descriptions
Player: Reduced the exponential rate of increase in experience required for next level to make it easier to attain higher character levels
Editor: Workbench: Quests can now be grouped by using / to the name to reduce the list length
Editor: Workbench: numbers now automatically prefixed to conversation options and work with keyboard input (1 for option one, etc)
Editor: Workbench: AllCharacters and CharactersInRange nodes now take inputs as world objects so that other nodes can better connect to them
Translations: Russian updated to include character names among other things
Bug Fixes
Fix: Optimized navmesh code to prevent unnecessary cut calculations that could lead to CPU spikes
Fix: Flag shader should now work as intended
Fix: Right clicking on ring items would not try to fill empty slots in character inventory
Fix: Numerous bugs with faction specific loot fixed, meaning more context appropriate loot drops
Fix: Stunned characters no longer regenerate health/power
Fix: Potentially fixed some cases where un-pausing a move order would immediately make it fail (e.g a stunned Kenny would not move where he was supposed to move after the stun buff was removed)
Fix: Corrected scale on skeleton conveyor belt worker
Fix: Scripting bug whereby betraying Lilith would lead to a cutscene playing too early and the player becoming trapped
Fix: Removed verbose descriptions on armor pieces as it’s undesirable in tooltips
Fix: Auto Assign loot on character sheet was considering items it shouldn’t have
Fix: Crossfading to an animation that was about to fade out and had an outro animation had undesirable results
Fix: Cooldown for triggered special abilities was starting even if the ability could not be activated
Fix: Console now accepts proper resource names having been broken by the Translation system
Fix: Lilith's soul reap ability would not stop the looping sound if the beam was destroyed
Fix: Fixed inefficiency in the highlighting system when destroying lots of highlightable objects (happens when unloading a location)
Fix: Camera collider on Workshop building revised to prevent camera getting stuck inside building
Fix: Civics building list was always showing Tier {0}
Fix: Cotton field workpoints now use the correct animations
Fix: Skeleton Elites were being called Mages
Fix: Input wasn’t working properly in workbench
Fix: Arrow trails weren’t showing
Fix: Horse grazing animation wasn’t playing on horse in the Stables building
Fix: Work points for harvested resources would sometimes be aborted when unloading a location and the characters would drop the resources that they were carrying and those could persist to the next location
Fix: Eating work points weren’t being restored properly if there wasn’t enough food in the inventory (even if the characters had already taken the food from the inventory and were eating it). Could cause food being stuck to characters
Fix: Lilith’s Disease Cloud wasn’t dispelling itself properly, leaving a lingering sound loop
Map Changes
Maps: Campaign: Bountiful Bog: Added ‘slave’ housing to Grublin Slum as part of Toadkin storyline
Maps: Campaign: Murp’s Dentistry: Added lights that flicker during electroshock
Balancing
Added default armor to all military units
Doubled health on cavalry to represent horse
Reduced sword damage
Increased halberd damage
Increased crossbow damage
Rebalanced lilith, quixl and borgle
Assets (For Level Designers)
Assets: Kits: Props: Murp: Added Light02 and Light03 (tag as murp_light, see Murp battle)
Assets: Kits: Props: Kobold Camp: Added destructible gate
Assets: Kits: Props: Mordrichs Factory: Added support for Door node to remaining machines
Assets: Sounds: Added one-shot group [Shadow Warden Attack]
Assets: Sounds: Added one-shot group [Shadow Warden Battlecry]
Assets: Sounds: Added one-shot group [Shadow Warden Death]
Assets: Sounds: Added one-shot group [Shadow Warden Idle]
Assets: Sounds: Added one-shot group [Shadow Warden Wounded]
Assets: Sounds: Added one-shot [Character Hero Borgle Powershot]
Assets: Sounds: Added one-shot [Character Hero Borgle Multishot]
Assets: Sounds: Added one-shot [Character Hero Borgle Immobilizing Shot]
Assets: Sounds: Added one-shot [Character Hero Borgle Rain Of Arrows]
Assets: Sounds: Added one-shot [Character Hero Borgle Shadow Warden]
Assets: Sounds: Added one-shot [Ballista Fire]
Assets: Sounds: Added one-shot [Ballista Reload]
Assets: Sounds: Added one-shot [Flamer Fire]
Assets: Sounds: Added looping [Burning]
Assets: Sounds: Added one-shot [Mortar Fire]
Important/Breaking Changes
None
Known Issues
- Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
Developer Comments
Tired of all those spider attacks? Then it’s time to set your engineers to work building turrets at key points around your village. Ballista turrets knockdown any enemies in the bolt’s path, giving you a window of opportunity to inflict further damage. Flamethrower turrets set targets on fire causing fire damage over time, and can cover a wide sweeping area. Mortars are the big damage dealers, although they take time to hit their targets.
For every Engineer assigned to a Workshop building, two turrets can be supported. Building a third turret will cause the first turret to be deconstructed.
The sign post that allowed fast travel to Act II has been removed pending the release of Alpha 29. It will make a return in the next experimental.
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