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Beta Backer Build 0.2.2 is now live!

We just released the next big update to our current build.

Summary:

We added 3 new story battles, 1 patrol battles, idle animations to all characters in the game (except a few monsters which are still in the works) as well as a slew of UI improvements and some QoL changes.
We also added the correct weapon sprites for all weapons in the game (each weapon has its own battle sprite).

There's also a big rework to the AI and it should be a lot smarter and varied. Finally, we've been tuning the balance from everyone's feedback.

Detailed Changelog:

Including changes for both version 0.2.1 and 0.2.2 since the last non-experimental build was on 0.2.0:

Version 0.2.1:

  • Updated to newest version of Unity. Probably shouldn't make any big difference to the end user, but there should be some bug fixes.
  • Changed save format from binary to XML, as it will be easier to maintain backward compatibility. This broke the current save files though (sorry!).. This preserved existing save files.
  • Fixed many small issues with save/load UI.
  • Adding rotating autosaves so you can't mess up your save file if there's a string of contiguous battles (which there isn't right now).
  • Many AI tweaks, including:
    • Knights not defending as much.
    • Last enemy not being overly defensive.
    • Enemies more frequently using defend/heals/traps at the end of their turn if they couldn't do something during the turn.
    • New optional guardian AI for Knights to try and protect allies.
    • Bug fixes.

  • Many new tunable values in the GameOptions.txt file, especially pertaining to AI.
  • Adding all weapons sprites. Different weapon tiers will now have different sprites.
  • Adding idle animations: all humans and most monsters will have an idle animation (rather than walking in place). Some monsters still have the old walking in place.
  • Fixed a memory leak that could get pretty big over time.
  • Updated gamepad plugin. It could fix the crashes some Linux users have been getting when plugging/unplugging a gamepad while the game is running.
  • Adding more spells (many are still missing though) and fixing an issue with mirroring of spells that caused their position to be slightly off at times.
  • Fixed mouse being innaccurate on the worldmap for any other resolution than 1080.
  • Fixed many small bugs.
  • Fixed the custom portraits not working anymore.

Version 0.2.2:

  • Adding 3 story battles and 1 patrol. Adding first Story Boss battle.
  • All patrols encounters are now created from data in Encounters.txt. Modders can create/modify patrols for any valid map.
  • Lots of improvements to AI (better and smarter casting, many weird behaviors fixed).
  • Adding damage ratios to abilities descriptions, as requested by many players.
  • Replacing all ability description boxes with the new one that has more information.
  • Adding help tooltips to the ability description boxes for each status effects (buff or debuff) that it lists.
  • Fixed bugs related to story events (wrong timings, props not despawning after certain cutscenes and potential weirdness at the end of some cutscenes.)
  • Fixed an issue with the AI be able to target non-existing "cutscene actors" in story maps.
  • Fixed a small leak the dialogue box portrait. Improved UI elemental automated tracking/freeing logic.
  • Fixed various small visual issues.
  • Adding more tutorial notes, etc.
  • Adding help tooltips to buffs/debuffs on the character infobox.
  • Fixing bug with raise target appearing multiple times on the list at times.
  • Updated the default Unity "Quality Setting" to make more sense with a 2D project.
  • Making things a bit better with resolutions higher than 1080 in general (although there are still issues with the UI).
  • Balance:
    • Lowered punt damage from 1x to 0.95x.
    • Adding a level min/max cap to every patrol, based on story progression. This is part of creating some patrols which are easier for the player.
    • Reducing AP gains on patrols which are too low lever w/r to the player's used units levels.
    • Adding a flag to change Thorn damage from "all attacks" to "only adjacent attacks". Default is still all attacks.
    • Counter-thorns will now grant the unit Thorns even if the attacker isn't in melee.
    • Removing MP cost of countering with Magic counter.
    • Changing Scounddrel's first ability to Steal Gold from Dirty Hit.
    • Cleaning up many counter abilities to only trigger on damage and updating their description.
    • Stealing buffs will no longer build up the 'steal counter' on a unit nor use it to calculate accuracy.
    • Changed the duration of some buffs/debuffs. Added those to GameOptions.txt so they can be all be controlled by modders.
    • After ending a turn, if the unit has not taken an action, they will start with their timebar 25% filled (controlled in GameOptions).
    • New recruits will have the "optimize gear" command applied to them after they are recruited so they at least start with the best unused gear the player owns.
    • Some encounters were tweaked with balance feedback.
    • Enemies will spawn a lot more skills than before (nasty bug in the generation algorithm was fixed)

As usual, let us know your thoughts!