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Update 2015.03.23: Guilty Guildhall

Tonight's content is only sort of new, considering that the Guilty Guildhall is really just a new home for the existing thieves and sneaks. These two characters were the only examples of minions that were unlocked for an early floor by later floors, and I felt this was a bad precedent that would eventually only serve to complicate the build tree. As a result, they have been moved to a new home that requires either the Shady Shop or the Furtive Fence to build.

Also included in this update are a number of requested options (full screen, vsync, UI margin controls, no auto-pause on minimzation), as well as a balance change to production floors and fencing items: these will now deposit resources directly into your stockpile, rather than dropping tiles into the hoard.

This update also makes a lot of changes to UI width requirements; with the margin controls, it is now possible to fit the alternative floor UI and the dedicated hoard view on a 1080p display. If you previously had some overlap between UI elements, things should be a bit roomier now =).

Thanks for all of the reports and suggestions, everyone!

Changelog

Additions:

  • Guilty Guildhall--produces Thieves (with Camp) and/or Goblin Sneaks (with Grotto)
  • Full screen option (known bug: if you exit full screen mode, the window will be un-resizable until you restart the application; this is due to an engine bug that I cannot address until I return home next weekend--sorry!)
  • VSync option (on by default)
  • UI margin slider (margins are intended for TVs and other displays that require a title-safe region; previously, the maximum region was enforced)
  • Pause on Focus Loss option (enabled by default; when disabled, the game will not automatically pause when the window looses focus)

Changes:

  • Adjusted minimum width requirements for resolution scaling
  • Default margins have been significantly reduced
  • Production floors and fenced items now send resources directly to your collected stash and not the Hoard
  • Production floors no longer produce the occasional item
  • Removed dedicated glossary buttons during gameplay (and alternative codex location option) because these required an extra vertical column of space

Fixes:

  • In the codex, floors could miscalculate that they were blocked from construction, when only one possible route was blocked--this did not affect whether the floors could actually be built