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Version 0.6.31: bug fixes, new men's hair styles, and other improvements!

Just a small patch here to address one particularly bad bug, but it's necessarily going to have all the other improvements I've been adding along with it, so here's version 0.6.31!

[h3]First, the improvements:[/h3]

  • the game now keeps an internal log of the activities, events, and battles that occur each day! You can't actually see this log yet, but that will be coming in a future update. 😉
  • new skill: Place Caltrops 2! Range 1-2, tosses a row of caltrops onto the battlefield. Doesn't end the turn.
  • Architects now learn Place Caltrops 2.
  • the architect now gets +1 range on Build Wood Barricade 2.
  • Megaliths now get +6 energy and learn Hold.
  • Mantis Knights now gain the ability to continue acting after using the Halberd skill.
  • when a Mantis Knight uses Lance, it now blocks access to Halberd for the rest of the turn (since Halberd is just an alternate version of Lance)--and vice versa.
  • increased the maximum range on Create Fire and Create Ice from 2 to 3.
  • changed Jump's after-attack behavior from Can Move to Use Once.
  • rebalanced laboring to make it less effective as a substitute for fighting in the arena (particularly since there are multiple other options on the jobs board now). The energy cost to labor is now 50% instead of 30% and pay now scales more slowly with a character's base strength--past base strength 10, much more slowly.
  • cave exploration now takes characters 2 days to participate in instead of 3.
  • in Psy Clash, you can now pay 2 energy to draw another card once per turn!
  • in Psy Clash, abilities can no longer bring an opponent below -1 energy. (Previously, the lower bound for player energy was -6.)
  • in Psy Clash, the game now tells you how many cards your opponent has in their hand at any given time.
  • added a copy of Gasul to the player's starting deck in Psy Clash.
  • painted new human male hairstyle: balding.
  • painted new human male hairstyle: long and curly.
  • painted new human male hairstyle: neck-length and wavy.
  • new in 0.6.31b: decreased damage scaling on Trueshaft from 190% to 170% of strength.
  • new in 0.6.31b: increased the maximum range on the Photokineticist's Decoy skill to 3.
  • new in 0.6.31b: photokineticist decoys now have a tag that causes the AI to treat them as attack targets on par with other characters.
  • new in 0.6.31b: the bowmen in Battle in the Northern Stepwell will now all become aggressive once the player moves into the northern third of the map.


[h3]Next, the bug fixes:[/h3]

  • fixed: on certain occasions, the game could throw a key-not-found error when silently promoting an enemy in the arena, causing the game to freeze.
  • fixed: the deck viewer would throw a range error and refuse to open if the player had more than 40 cards.
  • fixed: page-flipping buttons in the deck viewer hadn't been connected to the function that updates the cards.
  • fixed: the promoted bronze golem's stomp animation wouldn't play on accompanying skills if they weren't facing downwards.
  • fixed: the game would display novice battle primers instead of weapon repair kits during the item sale event if weapon repair kits were the items chosen to be on sale.
  • fixed: a hotfix from the last week had caused the Babble script action to stop working on dialogue tree branches past 0.
  • fixed: sometimes, Psy Clash AI opponents would take their turn before registering that they'd drawn a new card.
  • fixed: there was no defeat scene set for the Save Grandpa, Strikebreaking, or Duel in the Streets event battles.
  • fixed: dacoit pyrokineticists of level 5 or higher had an invalid skill because they were using the deprecated name "Melt" instead of Defrost.
  • fixed: in Psy Clash, certain minions could block the minions behind them from being clicked.
  • fixed: in Psy Clash, the Gasul's sprite did not display correctly.
  • fixed a typo in Manbir Raksha's dialogue when reporting findings to him.
  • fixed in version 0.6.31a: there was a formatting mistake in the new script defining how much aura characters earn while laboring which caused the game to treat everyone as possessing a base strength of 0.
  • fixed in version 0.6.31b: the game could lock up when using a loud skill in the blacksmith rescue battle due to a scripting mistake.
  • fixed in version 0.6.31b: completing Battle in the Northern Stepwell without talking to the bound character would result in that character remaining immobilized and heavy in perpetuity.
  • AI fix in version 0.6.31b: characters who were both immobilized and drowning in water or lava would nonetheless use items and skills.
  • AI fix in version 0.6.31b: the game was not recognizing chasm tiles as instant-death spaces when calculating the value of knocking enemies in (and the danger of parking a character on top of them), leading to situations where the AI--one its highest settings--would nonetheless choose moves that damage a character in lieu of simply offing them.
  • fixed in version 0.6.31b: upon promotion, the game was overwriting the levels for any existing skills in the character skill progression, resulting in that character learning all remaining skills at once.
  • fixed in version 0.6.31b: the Drain card in Psy Clash stated that minimum energy was -6 (when in fact minimum energy is now -1).
  • fixed in version 0.6.31c: the recruitment interface fix from version 0.6.30d was only functioning for the first page of recruits.
  • fixed in version 0.6.31c: the skill progression fix from 0.6.31b, as implemented, was causing characters to not receive tags relating to skills already in their skill progression upon promotion.
  • fixed in version 0.6.31c: swapping positions via the SwapUnitPositions script action (used in skills like Twirl) wouldn't work properly if one of the units was in a position that would ordinarily be unmovable to the other.
  • fixed in version 0.6.31c: non-flying characters could Twirl or Trade with targets with an elevation difference of 2 or greater.
  • fixed in version 0.6.31c: swapping positions via the SwapUnitPositions script action (used in skills like Twirl) wouldn't work properly if one of the units was in a position that would ordinarily be unmovable to the other.
  • fixed in version 0.6.31c: in the blacksmith rescue mission, even though the map was flagged not to award the player a victory by killing all enemies, the prisoner (who belongs to his own army) was being awarded a victory under those conditions instead.
  • fixed in version 0.6.31c: when in Kalkerapur during the day of a scheduled league fight, the Find Blacksmith option would be visible whether it was supposed to be hidden or not.


[h3]Finally, a new script action for the creation suite:[/h3]

  • new script action: AddDayLog. Creates a log entry memorializing an activity, event, or battle occurring that day. Three parameters: log entry category, log entry body, and (optional) number of days passed (in case you want the log entry to reflect an occurrence on a day other than the current one).



That's it for now. Until next time!

--Craig