Hey :)
We just released another quick update, mostly with some UI additions, some new patrols and various odds and ends.
We're adding the Turn Order bar to the deployment screen and changing the way gear on characters gets "optimized" after changing their class or passives.
Now, after changing their class (or removing passives that change their gear options, such as removing Dual Wield or Equip All for example), if the current gear has invalid entries, those entries will be removed and then filled with "the best possible option".
If a unit doesn't have any "invalid gear" after the change, their loadout will not be changed at all.
We also updated the way the best weapon is calculated to account for hybrid classes, fighting classes and magic classes.
We're adding 4 new patrols and tweaking the tuning on a few others.
There are a few bug fixes that we wanted to get out ASAP and some small balance updates as well.
From now on, the main focus will be primarily bug fixes until release and it's likely there will not be another Early Access build update until the actual Release build, on April 30th.
We'll keep reading and collecting the community's feedback as we prepare for post-release updates though :)
Thanks again!
Change log:
04/21/2019 - Version 0.9.5a
New Content:
- Patrols: Adding new patrols to Caravan Trail, Graveyard, Godstear Waste and Gelligh Foothills.
UI:
- Turn Order: Will now be shown during troops placement.
- Changing Class/Passives: Will not run "optimize gear" anymore but instead "optimize invalid gear", which will will call optimize only for pieces of gear that need to be unequipped with the new class/passive.
- Optimizing Gear: Will now be better about equipping the right type of weapon, choosing the best weapon between ATK, MND and ATK+MND based on the main class.
- Sorting by Level: Will now use EXP as the second sorting parameters to differentiate units with the same Level.
- Gelligh Battle 2: Updating shown objective to make it clear Kyrie must survive.
- Cutscenes: Minor adjustments to many cutscenes.
Balance:
- Initiative: Character will no longer get a "bonus to the time gauge" if taking no action on their Initiative-granted turn.
- Skyjack: Now cannot miss. It was always meant to be this way, so it's technically a bug fix.
- AI: AI will value more accurately MP granting/draining abilities.
- Gelligh Battle 2: Enemy items usage is now disabled. Slightly adjusting the extra enemies to be a little more managable.
- Vangals AI: Many Vangals, Thervas and Daodrenners have had their default AI behavior change to be more aggressive and less prone to heal.
Bug Fixes:
- Pounce: Fixed an issue where characters could jump "outside the bounds of the map".
- Rebirth: Rebirth would not trigger of the character died from thorn damage or from Turnabout damage. Fixed.
- Exhausted: Could be prevented by Barrier even though it's supposed to ignore all forms of debuffs removal/prevention. Fixed.
- Shoving: Will now correctly grant killing blow exp on the second target and when drowning targets.
- Visuals: Added missing frames to the Ghost sprite and fixed some Bzil accessories that had some issues.
- Blazing Bolas: Fixing a rare issue where the trap could spawn in a weird location.
- Maps: Fixing a few small layering issues in some maps.
- Turn Order HP: The bar will correctly update the user HP after canceling a movement where Life Font gave them HP.
Modding:
- Jobs.xml: Adding a new field to classes: casterClass, with values 0: not a caster, 1: caster, 2: hybrid. This will be used when optimizing gear, rather than the old IsAMagicClass from GameOptions.txt (which is now removed).
