
Update Preview - Major Version 1.2
This is a quick check-in post to go over the new features that you can expect in the not-so-distant future. I have an update to finish so I will keep it brief.
UI Overhaul
The most noticeable change is the doubling of the viewport size to a crisp 2:1 ratio, and the resulting re-arrangement of every other UI element to accommodate the change.
Getting the game to render the extra tiles was not terribly difficult, but re-designing every menu for the new aspect ratio turned into a large undertaking. Some menus combined easily as left + right halves (thank you past me for making them look like alternating sides of a physical book), but others are still a bit broken from the change.
In addition to these sweeping changes, I have made many small adjustments to visual cues, and added many sounds in which the current version is greatly lacking.
I am nearly finished tying up the loose ends in the UI from the change from a 1:1 to 2:1 ratio, with most of the remaining changes being cosmetic.
Mechanical Changes
Enemy Behavior
Enemies no longer stand around waiting for the player to show up and then relentlessly attack on-sight. They'll still attack, but they do other things now too.
Enemy behavior has been expanded to allow enemies to wander and patrol, as well as a variety of new crowd control options for the player: enemies may flee or panic situationally, or be compelled to change teams.
Stealth Adjustments
Some tiles may partially obstruct line-of-sight, making paths through tall grass or behind a low wall more advantageous for players hoping to avoid entering combat encounters.
Light Level is now taken into account by enemies. Some monsters have dark sight, and lose visual acuity when in bright lights. Most humans can only see in well-lit areas.
If an enemy catches sight of the player and loses them, the enemy will investigate the area where the player was last seen. Some monsters may even be able to sniff the player out of hiding without a clear line of sight.
Other Things
There are a few more features in this update (or will likely be in this update) that I am still working on the details of. A few new spell effects, some new informational menus, balance changes, and of course plenty of bug fixes. I will save those for later, when the update is closer at hand.
