
Tanks on the front line! - from the digital art booklet.
New Build:
Build 0.7.2 is out this week. It's a fairly small update all in all, with a few new VFX and SFX added.
The best addition is probably the new Difficulty Setting to control the AI's use of Revive, which we added from the feedback we've been getting about the new AI system using Revive a lot more than most players are comfortable with.
The new settings vary from "No Revives at all" to "AI uses Revive about as much as the player would in its shoes".
Here are the highlights of the build:
- Revives: Adding a new Difficulty Setting to control enemies using Revive. The default will have a maximum of 2 Revives per battle for now.
- VFX: Updating/adding visual effects for: Leap, Soul Binder (actual ability effect is still not implemented) and many spells for enemies that aren't yet accessible in the game.
- SFX: Adding a dozen new sound effects or so.
Progress Report:
With the release date coming up fast, we've been extra busy trying to get everything done as quickly as possible. Our objective is to be able to devote as much time as we can to optional content and balance tuning.
This week's focus has been on scripting all of the game's cutscenes right up to the ending of the game. We got a lot done, and hopefully we should be finished with those late next week.
Then it'll be preparing the encounters for the next big content update.
Change logs:
02/01/2019 - Version 0.7.2
New Content:
- VFX Updating/adding visual effects for: Leap, Soul Binder (actual ability effect is still not implemented) and many spells for enemies that aren't yet accessible in the game.
- SFX Adding a dozen new sound effects or so.
- Adding Text:
- Adding details about the person that dies in the intro battle to one of the character-backstory-cutscenes.
- Adding extra lines of text in "the last battle of the current build".
- Adding a few new tutorial entries.
Balance:
- Story Characters: Story characters that join you after the story begins will now start with AP similar to that of a new recruit from the Guild. The special character that uses monster abilities will start with some AP already for a few classes as well. These changes are not retroactive and only affect story characters that you do not start the game with.
- Level Up: Changed the way levels up are gained a little bit. Speed gains were getting normalized strangely before due to a poor formula, amongst some side-effects. This change is not retroactive.
- Revives: Adding a new Difficulty Setting to control enemies using Revive. The default will have a maximum of 2 Revives per battle for now.
- Revives: Changing weights for Revives (so they are a little less likely)
UI:
- Help Compendium: Adding "The Librarian"'s picture to the compendium, to represent the friendly helper with the tips. He might seem familiar to some...
Bug Fixes:
- Glasses: Item wasn't sold for a segment of the story where it should have been sold. Fixed.
- Sabotage: Fixing a rare issue where using Sabotage (or other special displacement abilities) would prevent a target from being attacked by dual wielding correctly afterwards, until it moved again.
- Errors: Adding more error checks. It should only affect people with mods probably.
- Graveyard: The map was missing a mist layer at night. This should now show correctly.
- Autotomize: New AI system would never use this ability. This should be fixed now.
