Hello everyone!
We're excited to announce that in the following days we'll be running the first public playtest for Tales of Kathay!
Come try out the game, and help shape the future of development through your feedback! This playtest will run for a limited time, so be sure to grab your spot.
To join the playtest, access the game's Steam store page and click the "Request Access" button:
Alpha 0.20.0 - Of Scenes & Shine
Main features
Scenarios: when starting a new game, you can now choose between different scenarios to play the game. The scenario specifies the starting situation your character will find theirself;
New dungeons & Cutscenes: New dungeons and a cutscene system have been added to the game in support of the scenarios. Predator dens and bandit camps got some new underground areas as well;
Doors and gold: villages and dungeons will now have doors separating the different areas. In some cases, these doors might require a key to be opened. Gold coins will now also spawn on different dungeons as loot;
Patch notes
Gameplay
You can now select different scenarios when starting a new character;
New scenario “An Aspiring Peasant”, equivalent to the classic start;
New scenario “Grokkra’s Captive”, a new dungeon intended as an introduction to the game;
Predator dens and bandit camps now have an underground dungeon section;
Village buildings now have doors;
New decorations for underground areas (caves & dungeons);
New key item, currently used only in the starting dungeon;
New cutscene system;
Gold coins can now spawn on loottable containers in bandit camps and grokkra camps;
The AI can use doors;
Visuals
Items on the ground now have a small glint;
Added sound effect to picking up items;
Campfires and torches now emit particles;
Consuming items now have different sound effects for eating and drinking;
UI
Reworked the travel UI to better convey how the mechanic works;
When opening the skills screen, it will automatically select the skill with the most unspent skill points;
Balancing
Rebalanced the loot of most sites and encounters;
HP Healing is now significantly faster, leading to better dungeon-crawling (it is feasible to heal between fights);
Traveling heals you according to the travel time;
Decreased villages faction influence (smaller territories);
You can now travel to tiles with paths (minor roads);
Grokker tribes spawn with 10 grokkra instead of 5;
The first few level-ups of any skill are now significantly faster;
Cougar now deals more damage and has more HP;
Decreased CR of most multi-enemy fights;
Modding
Bugfixes
Fixed issue where the game was very dark in some graphics cards;
Fixed issue where traveling to an area revealed all the fog of war;
Fixed some spots where text was overflowing and showing a scroll bar;
Fixed issue where you could open some screens, such as the inventory, behind the “Loot Container” dialog;
Fixed issue where you could spot traps through walls;
Fixed damaging traps not dealing damage;
Tanning Rack no longer blocks vision;
Fixed some typos;
Fixed some cursor messages showing the internal name (“NotEnoughAP” instead of “Not enough AP”);
Fixed issue where you could equip items in the wrong slot;
Fixed crash when reaching the max level of a skill;
Fixed crash when starting a new character after death;
Fixed crash when you walk out of the edge of the map, it now shows a message;
Fixed some objects “floating” in unrevealed areas;
Fixed action names being shown even in tiles you haven’t revealed;
You can no longer inspect outside of your FOV;
Fixed conflict when you had 2 quests of the same type to be delivering, allowing only the first one to be delivered;
Sling weapon now tells you it’s damage;
Fixed chat auto-scroll when selecting an option;
Fixed encounters being created very far away from the village;
Fixed some items being uncapitalized in the tooltip;
Fixed quest marker showing in underground areas;
