Version 0.2.05: More--and more varied--battles!
Greetings, tactics fans! I'm still putting out updates at a rapid pace here: today's update adds more variety to the arena fights, with faster progression between leagues and more variation in the types of fights that can occur, as well as a new league: Snow Leopard League!
There are other changes too, but let's start with the additional battles and battle variation changes:
- Snow Leopard League is now in-game! You can now progress through Snow Leopard League all the way up to the Tiger League Qualifier.
- new arena match type: Defend the Idol. This spawns a golden statue about 2-3 turns away from the enemy's spawn points and tasks you with defending it from destruction.
- new arena match type: 4-on-4. This limits each team to only 4 characters! Enemies are a bit stronger than normal, there is an accelerated timer, extra destructible objects (like tall grasses, spiked barricades, and traps) are dropped around the arena, and bonus chests are dropped as well (at least two of which are guaranteed to contain money).
On top of this, this update offers a variety of changes to improve balance and pacing:
- perhaps the most noticeable alteration is a change in the game's pacing: the number of league wins it takes to progress to the next league's qualifier has been shortened from five to four. This means quicker access to the next league qualifier's prize pool, easing the economic difficulty somewhat; shorter time in which to grind up levels, increasing the combat difficulty in the later leagues somewhat; and in general, less time to get bored of any one league. 😉
- experience scaling is now 15% per level of difference in both directions (as opposed to being a 15% per-level bonus when lower level and a 10% per-level penalty when higher level), making it a bit harder to blast past the game's experience curve.
- team leaders are now more likely to spawn with extra items in arena fights.
- the cavalier skill Charge was proving a little too oppressive in the game's tight arena maps, so I dropped the damage on Charge from 1.5x strength to a more reasonable 1.25x strength.
- fixed: traps and holds were not interrupting self-move skills (like the cavalier's Charge) as intended.
- added a new skill: Mega Charge. Deals 1.5x strength and has two 75% chances to inflict stun. This one is learned exclusively by cavaliers after promoting.
- buffed the swordsman's swordmaster promotion to make it more competitive with the blade dancer:
swordmasters now get Hold added to their skill progressions.
- buffed the cavalier's mantis knight promotion to make it more competitive with the mant lancer: mantis knights can now use another skill in the same turn after using Lance.
- you can now train accuracy at the trainer, making status-effect builds more reliable and offering more options for addressing enemies with high Dodge.
- added in 0.2.05a: increased the uses on Eye Drops, Caffeine Pills, Lead Ointment and Thermal Paste to make consumables more economical as a counter to enemy status effects.
- added in 0.2.05b: the elevation tutorial now spells out the formula for how much damage is caused by falling.
And what would an update be without bug fixes? I already mentioned the fix about cavaliers charging through traps unaffected, but there are more:
- fixed: the game was inappropriately treating scripts containing the SetNextScene action as if they actually contained NextScene, which caused the game to stop updating the dialogue menu, effectively glitching out the game. (This would occur most consistently at the trainer.)
- fixed: the trainer was inappropriately including stat modifiers granted by equipment when determining the level of certain stats for purposes of calculating training costs. This was making strength, especially, much more expensive to train than intended.
- fixed a bug in the game's battlefield generation logic that was causing counterattack-possessing objects like Spiked Barricades and Fire to always cluster within two spaces of the player's deployment spots instead of being scattered around the map.
- fixed a typo in the class requirements for bowmen that made positive psy growth a requirement for the class instead of positive strength growth. This led to the game generating bowmen with no strength growth at all.
- fixed: characters in classes that normally have two skills at level one would start off missing their second level-one skill if they had Motivate.
- fixed: characters could get activity narration forbidden by their biographical details in camp (e.g. religious characters offering prayers belonging to the wrong religion).
- the game's calendar system now distinguishes between actual events and simple reminders (e.g. about characters returning or shops not being open); the game will now schedule exclusive events (like league qualifiers) on days which contain reminders.
- fixed in 0.2.05a: the game would sometimes throw a range error during character promotions.
- fixed in 0.2.05a: the game would throw a range error during recruitment if the total number of initial recruits was not neatly divisible by 6.
- fixed in 0.2.05a: in rare instances, 2D particles could cause the game to throw a null error.
- fixed in 0.2.05b: changes to the scripting in the last update made it so that fighting pickup matches while waiting for the Monkey League Qualifier would cause the game to reschedule the Monkey League Qualifier.
- fixed in 0.2.05b: the Protect Char condition was not working on destructible objects, resulting in the Defend the Idol loss condition never triggering.
- fixed in 0.2.05c: Defend the Idol matches were being chosen much too often in Monkey League.
- fixed in 0.2.05c: the game was not taking minimum distance rules into account when spawning the idol for Defend the Idol.
Finally, we have improvements for folks using the campaign creation suite:
- objective reticles may now be placed and removed using a character name (or ID[] tag) instead of just x and y coordinates.
- RemoveSpawn may now take the loadID parameter "Deployment" in proc gen maps to remove procedurally generated deployment spots.
- added in 0.2.05a: updated the default introduction scene so it's more useful right out of the gate.
- added in 0.2.05a: characters created with the character creator now have an appropriate babble voice set assigned to them.
- added in 0.2.05a: new reply type, cut scene only: Next Frame. Ends the current dialogue and proceeds to the next frame of the cut scene.
- added in 0.2.05a: updated usable skill icons with the new Mind Domination and Mega Charge icons.
- fixed in 0.2.05a: "duplicate dialogue branch" functionality was not working correctly in the dialogue editor.
- fixed in 0.2.05a: moving a branch downward within a dialogue tree would produce a range error.
- fixed in 0.2.05a: the game would not recognize premade characters for purposes of the AddPortrait script actions if the game hadn't already saved loaded characters at least once.
- fixed in 0.2.05a: the game did not clear the New Roster tag when hitting New Scene in the cut scene editor, resulting in an already-open scene's new roster carrying over to the new scene as well.
- fixed in 0.2.05a: typing the letter 'L' in the cut scene editor would still trigger the game's "save log" functionality.
That's it for this update, folks! I was originally planning to wait a bit longer and include some new main plot stuff, but I don't want to delay dropping an update with critical bug fixes, so the new plot stuff will be coming in the next update instead. I hope you enjoy the new content--I'll see you in the next update!
Tactically yours,
Craig
There are other changes too, but let's start with the additional battles and battle variation changes:
- Snow Leopard League is now in-game! You can now progress through Snow Leopard League all the way up to the Tiger League Qualifier.
- new arena match type: Defend the Idol. This spawns a golden statue about 2-3 turns away from the enemy's spawn points and tasks you with defending it from destruction.
- new arena match type: 4-on-4. This limits each team to only 4 characters! Enemies are a bit stronger than normal, there is an accelerated timer, extra destructible objects (like tall grasses, spiked barricades, and traps) are dropped around the arena, and bonus chests are dropped as well (at least two of which are guaranteed to contain money).
On top of this, this update offers a variety of changes to improve balance and pacing:
- perhaps the most noticeable alteration is a change in the game's pacing: the number of league wins it takes to progress to the next league's qualifier has been shortened from five to four. This means quicker access to the next league qualifier's prize pool, easing the economic difficulty somewhat; shorter time in which to grind up levels, increasing the combat difficulty in the later leagues somewhat; and in general, less time to get bored of any one league. 😉
- experience scaling is now 15% per level of difference in both directions (as opposed to being a 15% per-level bonus when lower level and a 10% per-level penalty when higher level), making it a bit harder to blast past the game's experience curve.
- team leaders are now more likely to spawn with extra items in arena fights.
- the cavalier skill Charge was proving a little too oppressive in the game's tight arena maps, so I dropped the damage on Charge from 1.5x strength to a more reasonable 1.25x strength.
- fixed: traps and holds were not interrupting self-move skills (like the cavalier's Charge) as intended.
- added a new skill: Mega Charge. Deals 1.5x strength and has two 75% chances to inflict stun. This one is learned exclusively by cavaliers after promoting.
- buffed the swordsman's swordmaster promotion to make it more competitive with the blade dancer:
swordmasters now get Hold added to their skill progressions.
- buffed the cavalier's mantis knight promotion to make it more competitive with the mant lancer: mantis knights can now use another skill in the same turn after using Lance.
- you can now train accuracy at the trainer, making status-effect builds more reliable and offering more options for addressing enemies with high Dodge.
- added in 0.2.05a: increased the uses on Eye Drops, Caffeine Pills, Lead Ointment and Thermal Paste to make consumables more economical as a counter to enemy status effects.
- added in 0.2.05b: the elevation tutorial now spells out the formula for how much damage is caused by falling.
And what would an update be without bug fixes? I already mentioned the fix about cavaliers charging through traps unaffected, but there are more:
- fixed: the game was inappropriately treating scripts containing the SetNextScene action as if they actually contained NextScene, which caused the game to stop updating the dialogue menu, effectively glitching out the game. (This would occur most consistently at the trainer.)
- fixed: the trainer was inappropriately including stat modifiers granted by equipment when determining the level of certain stats for purposes of calculating training costs. This was making strength, especially, much more expensive to train than intended.
- fixed a bug in the game's battlefield generation logic that was causing counterattack-possessing objects like Spiked Barricades and Fire to always cluster within two spaces of the player's deployment spots instead of being scattered around the map.
- fixed a typo in the class requirements for bowmen that made positive psy growth a requirement for the class instead of positive strength growth. This led to the game generating bowmen with no strength growth at all.
- fixed: characters in classes that normally have two skills at level one would start off missing their second level-one skill if they had Motivate.
- fixed: characters could get activity narration forbidden by their biographical details in camp (e.g. religious characters offering prayers belonging to the wrong religion).
- the game's calendar system now distinguishes between actual events and simple reminders (e.g. about characters returning or shops not being open); the game will now schedule exclusive events (like league qualifiers) on days which contain reminders.
- fixed in 0.2.05a: the game would sometimes throw a range error during character promotions.
- fixed in 0.2.05a: the game would throw a range error during recruitment if the total number of initial recruits was not neatly divisible by 6.
- fixed in 0.2.05a: in rare instances, 2D particles could cause the game to throw a null error.
- fixed in 0.2.05b: changes to the scripting in the last update made it so that fighting pickup matches while waiting for the Monkey League Qualifier would cause the game to reschedule the Monkey League Qualifier.
- fixed in 0.2.05b: the Protect Char condition was not working on destructible objects, resulting in the Defend the Idol loss condition never triggering.
- fixed in 0.2.05c: Defend the Idol matches were being chosen much too often in Monkey League.
- fixed in 0.2.05c: the game was not taking minimum distance rules into account when spawning the idol for Defend the Idol.
Finally, we have improvements for folks using the campaign creation suite:
- objective reticles may now be placed and removed using a character name (or ID[] tag) instead of just x and y coordinates.
- RemoveSpawn may now take the loadID parameter "Deployment" in proc gen maps to remove procedurally generated deployment spots.
- added in 0.2.05a: updated the default introduction scene so it's more useful right out of the gate.
- added in 0.2.05a: characters created with the character creator now have an appropriate babble voice set assigned to them.
- added in 0.2.05a: new reply type, cut scene only: Next Frame. Ends the current dialogue and proceeds to the next frame of the cut scene.
- added in 0.2.05a: updated usable skill icons with the new Mind Domination and Mega Charge icons.
- fixed in 0.2.05a: "duplicate dialogue branch" functionality was not working correctly in the dialogue editor.
- fixed in 0.2.05a: moving a branch downward within a dialogue tree would produce a range error.
- fixed in 0.2.05a: the game would not recognize premade characters for purposes of the AddPortrait script actions if the game hadn't already saved loaded characters at least once.
- fixed in 0.2.05a: the game did not clear the New Roster tag when hitting New Scene in the cut scene editor, resulting in an already-open scene's new roster carrying over to the new scene as well.
- fixed in 0.2.05a: typing the letter 'L' in the cut scene editor would still trigger the game's "save log" functionality.
That's it for this update, folks! I was originally planning to wait a bit longer and include some new main plot stuff, but I don't want to delay dropping an update with critical bug fixes, so the new plot stuff will be coming in the next update instead. I hope you enjoy the new content--I'll see you in the next update!
Tactically yours,
Craig