
After a long wait, this beta update has finally arrived! Thanks to everyone who contributed ideas and bug reports!
This marks a year Magnolia has been in development and I believe an Early Access release isn't more than a few months away! So much to do though, more quests, way more events, more unit progression, and much more is in development. Brooke and I have been kicking around some neat ideas for ways the Itinerary can be manipulated, whether it's by enemies confusing you, finding an artifact on an excursion, boosting your units' power, or by adding perks for itineraries with a specific length. A lot of cool stuff to come!
Don't forget to add Magnolia to your wishlist, and to join the discord to get a free beta key to try these updates yourself!
Last but not least, here's the changelist in this update!
- Features:
- Added The Chapel for burying the dead
- Can now move dead units from an ensemble resting in the city to the Chapel grounds
- The Mage's Tower will eventually use these bodies as resources to spend when casting rituals
- Can cast a 'revive' ritual, which has a chance to revive a buried soldier
- The game now skips phases where no actions are taken (ie when all ensembles are travelling, or resting in the capital)
- Added basis for 'perks'/'attributes' and weapon affinities. The more you use a weapon, the more the unit will gain an affinity for it.
- Every weapon now has a category like 'swords' or 'staves', and you'll get up to three attributes per weapon category
- Gain XP for a given weapon category by scoring a hit or dealing damage with it in battle
- Added Training Grounds to the capital, where you can leave units in order for them to forget their weapon affinities, allowing them a chance to learn a new variant
- Added Opposition Points, special events that inflict a debuff on ensembles on active excursions, until they're defeated
- Have a random chance of spawning and can be seen next to the associated location button in the World Overview
- Keyboard shortcuts for the main menu (SPACE to skip intro, O for options etc) and World Overview screen (SPACE to advance time, C to view capital)
- Locations are now marked as unexplored until they are visited for the first time
- Added The Chapel for burying the dead
- Tweaks:
- Reword advance time button to 'Confirm Plans' and 'Resolve Choices' instead of 'Commit' and 'Resolve Events'. Let me know if this is any better
- Show currently selected ensemble's packmule on the World Overview screen
- Last selected ensemble persists across screens
- World log is now visible by default
- Added right-click to inspect unit in the bar along the top of the World Overview screen
- When going Windowed mode, the window now appears at an offset, instead of flush with the corner of the screen
- Text highlighting for constructing outposts, to make their costs more obvious
- Quest text rewritten, font size tweaked
- Quest progress is now saved across play sessions
- Added tooltips to units' stat bars on the top of the World Overview
- Added tooltips for main menu buttons
- Added animation to tooltips
- Resources gathered via Gather are now shown in the world log
- Hide the opposition buttons when the opposition points are inactive
- Replace quest/itinerary/equipment/packmule/resource buttons on the World Overview with text icons
- Added a 'move 100' for transferring resources to/from packmule and capital
- Completed quests now notify their completion
- New Game button has been added to the main menu.
- Shrank modal sizes when inspecting a location, and reworked the layout a bit
- Quit button in the World Overview now has a confirm modal, instead of immediately quitting
- Resize inspect unit modals to fit new attributes
- Tweaked the outline for the selected ensemble in the World Overview
- Renamed 'Prebattle' screen to 'Equipment' screen
- Fixes:
- Fixed deleting a savegame without restarting the game causing a crash
- Tooltips no longer activate over invisible widgets
- Known issues
- Tooltips sometimes stack up
- Tooltips move too much while animating in