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!