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Version 0.2.04: Better balance, deader bugs

Hey folks! This is another update with some balance tweaks and loads of bug fixes. First, the non-bug stuff:

- arena battlefields now grow slightly larger with each successive league. (Non-league battles are still 12 x 8; in Monkey League, they are now 13 x 9; in Gharial League, 14 x 10.) As noted here, in-battle saves in Monkey League and Gharial League are going to be scrambled by this--I recommend falling back to a non-battle save file, or else using Restart Battle (if playing in save scumming mode).

- the game now saves the current map width and map height for proc gen battles, then uses those values when reloading the battle instead of using whatever the most current values are. (This will keep battlefields from getting scrambled if their dimensions shift again in future updates.)

- league match scheduling is now weighted; you have 50% odds of the next league match being in 3 days, 33% of it being in 4 days, and only 17% of it being in 2 days.

- boosted the heat and cold resistance modifiers from insulated armor from 15% to 25% each.

- boosted the light and shadow resistance modifiers from lead-lined armor from 15% to 25% each.

- added footstep sound effects to the game when going to the docks.


And now, the bug fixes:

- fixed: the "total battles fought" variable used to determine enemy level scaling in the league fights was not being reset upon entry into Gharial League, resulting in enemies being massively overleveled.

- fixed: the game was not correctly detecting the new defeat scene after players surrendered in league matches, instead sending them directly to camp and thereby preventing a new league match from being scheduled.

- fixed: the arena manager was skipping his "tough break" dialogue after the player lost a league bout.

- fixed: match scheduling logic was sometimes not selecting the correct day when trying to pick the scheduled date on the calendar, resulting in league matches not triggering on their scheduled dates.

- fixed: the game was bypassing the victory screen when the player won big league qualifier matches, resulting in no money or morale being awarded. (Since this is fixed, the regular arena matches now each give slightly less money to keep things balanced.)

- fixed: bonuses in camp were providing a smaller morale boost than intended.

- fixed: instead of having a 15% chance to spawn in Gharial League, royal chests had a 100% chance to spawn but only a 15% chance to contain an item, resulting in loads of empty royal chests showing up in these fights.

- fixed: on lower AI settings, the game was actively valuing lethal blows lower than non-lethal blows (as opposed to merely not valuing them any more highly).

- fixed: skills like Overheat could drop a character's energy into the negatives, in some cases outright preventing energy-regaining moves from increasing it to positive values.

- fixed: destroying fire did not remove its environmental damage effect from the space.

- fixed: flying characters who had been Gravity-Spiked into water or lava and then swam back onto land would reemerge at the wrong elevation, and would appear inside the terrain when moving thereafter.

- fixed: when using a Book of Power in camp, the user's already-open character screen was not auto-updating with the new information following the promotion.

- fixed: lead-lined armor was providing heat and cold resistance instead of light and shadow resistance.

- fixed: you could shoot your own units with bowmen and crossbowmen in Psy Clash.

- fixed: looping crowd noises would continue upon returning to camp from the Festival of the Ascendant Lights.


I also have few fixes and improvements for the campaign creation suite's map editor:

- the map editor can now successfully save and load battle backgrounds with maps (i.e. images that track with the battlefield when panning the camera, like the arena).

- you can now assign a percentage spawn chance to all army and object groups for proc gen maps in the map editor.

- fixed a null error in the map editor when loading a map with a global lighting condition as its first condition.

- fixed a range error when cycling through permitted integers using a number picker in wrap-around mode via the "previous" button.

- in version 0.2.04a: the game now checks for duplicate tags when generating a new skill progression for a character upon promoting or reclassing.

- in version 0.2.04a: new skill added to the game: Mind Domination. It's the same as Mind Control, essentially, only Enthralled has a base 100% chance to take effect and the skill costs 6 energy instead of 3. Mentalists now learn this as part of their skill progression.

- in version 0.2.04a: made the Mastermind and Thoughteater advanced classes stronger; the Mastermind can now continue their turn after using Mind Control, and the Thoughteater now gets +6 damage on Mind Shock instead of +5.

- fixed in version 0.2.04a: you could click on the main text box during character selection branches of dialogue and it would progress to the next branch of the tree with no character selected. If done during a one-on-one, this would cause the game to show a blank black placeholder portrait and call the character "FNAME"; or if done at the docks, would simply glitch the game out.

- fixed in version 0.2.04a: the game would inappropriately send players to the Gharial League Qualifier in place of the Snow Leopard League Qualifier.

- fixed in version 0.2.04a: the monetary reward for strikebreaking was being granted twice: once as a battle reward, and again in dialogue.

- fixed in version 0.2.04a: some of the dialogue variants for a character asking another character out on a date were getting clipped.

- fixed in version 0.2.04a: the game was displaying the wrong names for the Gharial League and Snow Leopard League qualifiers within save game slots.


That's it for version 0.2.04, folks. Thanks again for all the feedback and diligent bug reporting! Due to your efforts, I'm whipping this game into shape in record time. In the next update, I'd like to introduce some new variations to the arena battles and a new main plot event or two. Until next time!


Yours in tactics,

Craig