Hey guys. Today we introduce to you the last update before we add more units to all tribes, and later, add our new tribe to the mix. All new soldiers should add more layers of complexity to warband compositions, but will change little in the grand scheme of things. The list of changes are below:
- Added: open ability tree button to level up window.
- Added: Unintended attacks count for the battle statistics.
- Added: Tooltip info for defense stats if they’re affected by proficiency of said defense and willpower+fatigue.
- Added: current/max values to the unit in-battle bars.
- Added: A check before attempting to start/join a battle to test the eligibility of the warband for deployment (ex: there's at least one deployable leader).
- Added: Dedicated temporary morale effects. Effects that scar the unit like when it receives an attack/critical hit are not displayed since they affect the unit's morale until the battle's end. If the unit has a morale gain/loss avoidance buffer it'll appear in the tooltip. Also visible when hovering morale in the stat list (during battle) Test
- Added: A check of whether or not steam save is enabled (at all) and enabled (for rise), the game will prompt if it's not enabled in your steam settings.
- Added: Dialogue choice pages, as better indicator of whether or not more choices are available Test
- Added: missing and/or incorrect win/loss messages in battles after conclusion Added: Order stats' effects by their +/- and add separator, note that for fatigue, the - effects are green(considered positive).
- Added: Unit health/stamina/fatigue bars on the units slots.
- Added: An indicator for currently hovered tile on the ground.
- Added: Seriously hurt units (HP <= 10%) will now appear bleeding, making it easier to know who to attack.
- Added: The defeat reason of a unit when hovering it's defeated icon in warband, be it surrendered/collapsed etc..
- Added: If the target is engaged with more than one unit, there is a bonus 10% accuracy, that bonus is instead 25% if the target is flanked from behind and the attacker didn't attack this turn.
- Added: Confirmation prompt before surrendering.
- Added: Action improvement: Each unit remembers it's last action that it attempts (move/attack). Units fallback to move action in raiding. Basic attacks shortcuts are visible by default. Attacks buttons are grouped in one place now.
- Added: End Raiding Button for ability to end before timeout.
- Added: New defense XP gain mechanic: Units gain up to 20 xp points for each defense per round. The gained xp when using a defense is halved each time the defense is used in that round. * Unit gains 10 xp for the first block (or any defense), then 5, then 2.5 until the round ends, then back to 10. Each defense has its own gained and max gainable values. For each defense type, the unit can gain up to a maximum of xp points that is equal to the required xp to level the defense in current level. For example if the unit's block level progress is 99/100, the unit can gain a max 100 block points in this battle. Another example if the unit's block level progress is 100/150 the unit can gain a max of 150 block points in this battle. Gained defense xp is applied after battle.
- Added: Random deploy button. Test
- Added: Indicator text for when AI is thinking.
- Added: Permanent unit outline for enemy units if playing vs same tribe as yours or team mode.
- Added: Deployment Formations system. Improvements
- Changed: Units will now only store data about their learnt abilities/traits instead of all in the tree (less downloading time in lobbies).
- Changed floating text behavior and weight.
- Changed: Level up button will be disabled if the unit has no more level ups.
- Changed: No combat experience is gained/lost if battle is discontinued before it starts (ex: leaving during deployment).
- Changed: changing equipment during looting is no longer allowed, since the unit will still move around.
- Changed: You can now skip dialogue text animation or move to the next paragraph by clicking any key/mouse anywhere.
- Changed: Trading UI will only appear once the dialogue is finished.
- Changed: Shortcuts are enabled when windows are open.
- Changed: After battle ends, raiding (if applicable) starts after the winners celebrate, moving battle results to be viewable after raiding, viewing battle results has no countdown anymore.
- Changed: Units will now disengage regardless of whether the opportunity attack hit them or missed, if the opportunity attack doesn't defeat the unit, it'll move on.
- Changed: Minimum HP% for a unit to be eligible for battle is now 10%.
- Changed: Units will now wait 1 IRL hour to lose the defeated status, then start recovering.
- Changed: Encumbrance % is now represented with a bar on the unit stat list.
- Changed: Raids now have a two-minute timer.
- Changed: Looting windows will close if the looter moves while looting, this also frees the house/building to be loot-able by other players if the unit leaves it.
- Changed: Default unit action is changed to 'Move' if the player right clicks to cancel attack initialization to move, saving unnecessary clicks.
- Changed: By standard, the Frankish Galikakus will now be deployed with his Throwing Axe as his weapon of choice, instead of his One-Handed axe. As all other units, this can be customized in the unit's Inventory by right-clicking the weapon you want and setting them as their priority.
- Changed: Turn duration is now 120s.
- Changed: Two-handed Axes now do not have Quick attacks. This means the only unit wielding two-handed axes, the Suebian Hildisvini (Chosen One), loses access to Quick Chop. We will make a new ability attack that inserts something similar to a Quick Chop; it won't be a basic attack, though, so it will need to be trained as other abilities.
- Changed: Formations are disabled in random warband mode. Bug Fixes
- Fixed: Maxed out stats will have their spend button disabled, as well as generate no base roll bonuses.
- Fixed: stats and bonuses are capped accordingly while leveling up.
- Fixed: abilities had 0 unlock AP cost.
- Fixed: post battle performance window appearing empty.
- Fixed: center mass restriction.
- Fixed: kick description.
- Fixed: Hidden UI element in the middle of screen preventing clicking of certain tiles (example a deployment tile is unusable)
- Fixed: Defenses (block/parry/dodge) chance calculation.
- Fixed: Overlapping text in some ability descriptions.
- Fixed: wrong display of no defense modifier based on proficiency.
- Fixed: Cleave through users will only launch a random basic melee attack if applicable.
- Fixed: Missed ranged attacks hitting another unit were not working properly
- Fixed: units were gaining ability points when using abilities - Ability points are only gained when the unit levels up. - Basic attacks gain progress points equal to the ACP cost of performing the attack, Basic attacks level up automatically. - This means that free attacks cost no stamina nor count in the attack chain, but also don't contribute to the progress of the basic attack.
- Fixed: Breaking error when recalculating carry weight when a Baggable [cursed] item is added/removed or equipped/unequipped.
- Fixed: Morale not resetting on battle end.
- Fixed: Health/Stamina/Fatigue regeneration is generating every server second instead of minute.
- Fixed: While above stats are regenerating, if endurance is upgraded, they were not scaled proportionally based on their current %
- Fixed: An error preventing loading of saved warbands, thus forcing choosing and creating a new warband.
- Fixed: Charge attacks were requiring mounts to be moving to be used instead of to have gallop enabled!
- Fixed: Stats calculation typo resulting in stats gaining 100 points every time they're reduced.
- Fixed: Breaking error when going back to lobby produced by tinkering with inventory during looting.
- Fixed: All attacks were gaining 10% of stamina cost on miss, while only melee attacks should.
- Fixed: Only missing required equipment will show in the tooltip instead of the full group.
- Fixed: Raid and Gallop not working properly Test
- Fixed: Stamina regeneration calculation.
- Fixed: Diagonal attacks not working Test
- Fixed: Walkable points inside Frankish Village walls. Fixed: Breaking error from a conflict of calculating attackable tiles (This solves diagonal calculations like long Thrust).
- Fixed: Several units were having maximum HP numbers lower than usual.
- Fixed: Overdraw shot requiring a unit to be equipping a short and long bow at the same time instead of either.
- Fixed: Attacks that count as certain damage types (slashing etc...) for certain weapons were unusable.
- Fixed: Abilities cooldowns were not reset for more battles in the same game session.
- Fixed: A suebians deployment area on the visigoth village causing a unit to be deployed far away from its friends.
- Fixed: Breaking error caused by not finding the appropriate win/lose message for a tribe on certain maps causing further unexpected behavior when back to lobby.
- Fixed: Some errors in morale effects events.
- Fixed: An error when viewing dialogues that are dependent on the unit's wielded weapon.
- Fixed: warbands were not being saved due to device-specific checks failing.
- Fixed: Ability tree icons overlapping each other or overlapping group names due to different aspect ratio from design. All trees look exactly as per their design now.
- Fixed: wrong icon for abilities that have weapon-specific icons when said weapon is no longer equipped/thrown - Example, a javelin icon was appearing on throw attacks when the unit runs out of throwable axes. Fixed: Breaking error when ignoring an opportunity attack.
- Fixed: Abilities/Commands with more than one turn cooldown were reset every turn.
- Fixed: Specialized weapon proficiency was not working.
- Fixed: Combat log using the actual target's name in use message instead of the selected target.
- Fixed: Inventory/Equipment operations were disabled after going in a trading map.
- Fixed: Some Dialogue choices were not coloring when hovered.
- Fixed: Effects should now be placed correctly to the corresponding unit's body, depending on the case.
- Fixed: Items in bags were not tradable.
- Fixed: Breaking error when querying traits for units with no traits.
- Fixed: Area based passive/trait effects were not applied when the battle started unless a unit moves.
- Fixed: Temporary stat effects were ignored if they were applicable instead of if they weren't.
- Fixed: Units that can not block/parry will not be generated with these proficiencies, nor gain xp in them.
- Fixed: An error where the room filter by game version was using the wrong filter key.
- Fixed: Breaking error when recording merchant stock in pvp based on server/build ids.
- Fixed: Some short/long blades had parrying disabled.
- Fixed: Breaking error due to memory leak from battle map, this caused inability to view units in warband back in lobby.
- Fixed: Breaking error when attempting to place a throw-able weapon in a pack/holder item like a shield/quiver during battle.
- Fixed: A workaround to editing equipment in battle restriction by refilling the bag item with throw-able weapons while in battle.
- Fixed: Movement sounds were not playing the first time the unit moves.
- Fixed: Error causing units to not regenerate stats.
- Fixed: Breaking error when displaying tile overlays for raid and gallop.
- Fixed: Breaking error when removing temporary effects when the caster or the receiver is defeated.
- Fixed: Multiple issues with battle result window.
- Fixed: Stat regeneration and unit recovery making non-progressive warbands override progressive ones.
- Fixed: Bags were locked for addition/removal during raiding.
- Fixed: Some engaged units were not participating in attack commands.
- Fixed: Possible displacement issue due to multi unit path calculation at once(this is one of the ways I was able to reproduce the issue).
- Fixed: Frankish Galikakus blacking out (freezing) when switching to or from any axe animation.
- Fixed: Units performing ranged attacks playing idle animation right after a ranged attack when the current state didn't really change.
- Fixed: Unit not playing defeated animation if health was affected by other means without playing the hurt animation, resulting in the unit staying in battle not selectable, not attackable and walkable-over.
- Fixed: Move button is still labeled 'disengage' after the unit defeats it's last threat, it was requiring re-selection of the unit to update.
- Fixed: Attack button is highlighted even though the attack is cancelled in the background, requiring canceling/re selecting the attack.
- Fixed: Memory overflow error caused by wandering animal layering calculation.
- Fixed: Accuracy was not saved in battle history.
- Fixed: Attacks that were disabled after a certain attack is used were requiring re-selection of the unit to have their buttons visually disabled.
- Fixed: Attacks were requiring re-selection after moving with the attack list open.
- Fixed: Abilities turn based cooldowns were displayed as time-based.
- Fixed: Automatic attacks triggered by opportunity/reaction/overpowering were not being waited for, and so 2 or more units could be attacking while the first unit's attack isn't fully done.
- Fixed: Presence inspiring passive effects were applied to enemies instead of friends.
- Fixed: Numerous errors when recording battle ending when a player forces shutdown of the game, resulted in no saving.
- Fixed: Trait Tough was almost present on every unit due to a testing setup.
- Fixed: AI was not taking into account range decay and non effective range when launching ranged attacks, resulting in very close ranged attacks.
- Fixed: Game freezing while an AI ranged unit is calculating it's options, the higher the unit's range the longer the freeze was, units now think in the background. Fixed: crit multiplier rounded in display on the unit stat list.
- Fixed: When a learnt ability is removed from a unit's tree it wasn't removed from it's usable abilities.
- Fixed: Broad Axes (Two-handed Axe class) now properly have their maximum damage accounted, instead of copying its minimum damage as maximum.
- Fixed: Frame based equipment-based sound effects were skipped due to short frame time to process.