V191: Token animations, full set of cooked food visuals and portrait changes
We had a really productive week and managed to ship a whole lot of improvements across every part of the game: from updated mechanics to new illustrations and new sound effects, and to changes in core user interface.
[previewyoutube][/previewyoutube]
[h2]PREVIEW KEY INFORMATION ABOUT TARGET IN A TOOLTIP[/h2]
Earlier, to understand what you can do with an object (e.g. Abandoned Palace) or an opponent (e.g. Sorrowful shadow), you had to click with the right mouse button to access Encyclopaedia – while the object/opponent themselves had no tooltips. Now, every object in encounter has a tooltip that details what can be done with it and what are the expected consequences:

In the example above, you can see that 3 Dispell tokens will lead to destruction of the spitting demon, as well as loot; while 6 Frost or 2 Damage will result in destruction only (the option to see full details by clicking right mouse button still remains).
[h2]MORE TOKENS NOW HAVE ANIMATIONS IN THE ENCOUNTER[/h2]
A few versions ago, we started to introduce token-specific animations, to make it easier to understand when a token comes through to the target. By now, we already have draft or finished animations for nearly ten tokens. Here's how Fire, Flash and Damage look in 191:



[h2]TOKEN MECHANICS NOW SHOWN AS LINES ABOVE TARGETS[/h2]
A major transition that we did in this week's version is replacing token mechanics shown as animations (e.g. two tokens clash, a new token flies out) with token mechanics shown as lines above the target. It speeds up the process, and mirrors the game log (which remains accessible for anyone who wants to check "what happened" step by step):

In the example above, you can see Fire converting Acid into additional Fire. Earlier, we would display the conversion as animation over the target, and only then issue the resulting Fire. Now we immediately issue Fire, while logging the conversion in the line above the target.
[h2]ALL COOKED FOOD ITEMS NOW HAVE THEIR OWN VISUALS[/h2]
Whether you're cooking skewers of slugs with wild berries or locust balls with a coating of slime, we now have the visuals to match your recipe:

[h2]CHANGES IN VISUAL EFFECTS FROM CONSUMPTION[/h2]
We re-worked most of the visual effects from consuming items. As before, when you consume something which is meant to be consumed – such as "Refreshing brew" – you get just the desired effect, but when you consume something which is not meant to be consumed as its main purpose – such as natural resources, or raw food resources – your characters will experience a visual change in their portrait.
See if you can find a way to turn your character's hair orange, or green; give them an eye patch; or grow a truly commander's moustache!

[h2]MINOR (OR NOT?) CHANGES IN MECHANICS[/h2]
Earlier, default cost of concocting and cooking was 4 Fatigue. Now it is 3 Fatigue.
Also, at the start of each new day, every character now loses 1 Fatigue – this is a temporary solution while we prepare to roll a new feature, called "Campfire" (it's coming once we finish with Steam Next Fest).
[h2]WHAT'S NEXT?[/h2]
Our plan for version 192 revolves around the changes in map, and in events: as we're nearing the public demo date, we want to make the chapter that will be available in the demo a bit less punishing, and a bit easier to understand. This will involve a number of experiments that we'll run during the coming week.
Have fun, and see you next Friday!
[previewyoutube][/previewyoutube]
[h2]PREVIEW KEY INFORMATION ABOUT TARGET IN A TOOLTIP[/h2]
Earlier, to understand what you can do with an object (e.g. Abandoned Palace) or an opponent (e.g. Sorrowful shadow), you had to click with the right mouse button to access Encyclopaedia – while the object/opponent themselves had no tooltips. Now, every object in encounter has a tooltip that details what can be done with it and what are the expected consequences:

In the example above, you can see that 3 Dispell tokens will lead to destruction of the spitting demon, as well as loot; while 6 Frost or 2 Damage will result in destruction only (the option to see full details by clicking right mouse button still remains).
[h2]MORE TOKENS NOW HAVE ANIMATIONS IN THE ENCOUNTER[/h2]
A few versions ago, we started to introduce token-specific animations, to make it easier to understand when a token comes through to the target. By now, we already have draft or finished animations for nearly ten tokens. Here's how Fire, Flash and Damage look in 191:



[h2]TOKEN MECHANICS NOW SHOWN AS LINES ABOVE TARGETS[/h2]
A major transition that we did in this week's version is replacing token mechanics shown as animations (e.g. two tokens clash, a new token flies out) with token mechanics shown as lines above the target. It speeds up the process, and mirrors the game log (which remains accessible for anyone who wants to check "what happened" step by step):

In the example above, you can see Fire converting Acid into additional Fire. Earlier, we would display the conversion as animation over the target, and only then issue the resulting Fire. Now we immediately issue Fire, while logging the conversion in the line above the target.
[h2]ALL COOKED FOOD ITEMS NOW HAVE THEIR OWN VISUALS[/h2]
Whether you're cooking skewers of slugs with wild berries or locust balls with a coating of slime, we now have the visuals to match your recipe:

[h2]CHANGES IN VISUAL EFFECTS FROM CONSUMPTION[/h2]
We re-worked most of the visual effects from consuming items. As before, when you consume something which is meant to be consumed – such as "Refreshing brew" – you get just the desired effect, but when you consume something which is not meant to be consumed as its main purpose – such as natural resources, or raw food resources – your characters will experience a visual change in their portrait.
See if you can find a way to turn your character's hair orange, or green; give them an eye patch; or grow a truly commander's moustache!

[h2]MINOR (OR NOT?) CHANGES IN MECHANICS[/h2]
Earlier, default cost of concocting and cooking was 4 Fatigue. Now it is 3 Fatigue.
Also, at the start of each new day, every character now loses 1 Fatigue – this is a temporary solution while we prepare to roll a new feature, called "Campfire" (it's coming once we finish with Steam Next Fest).
[h2]WHAT'S NEXT?[/h2]
Our plan for version 192 revolves around the changes in map, and in events: as we're nearing the public demo date, we want to make the chapter that will be available in the demo a bit less punishing, and a bit easier to understand. This will involve a number of experiments that we'll run during the coming week.
Have fun, and see you next Friday!