Superstar Strategy Demo - Campaign Demo Update
Superstar Strategy Demo v0.32.0 - Campaign Update
Hey everybody! Wow, it’s been nearly a year since the last update to the Superstar Strategy demo. It feels like only yesterday. However, today I’ve got something special to share; the main game is nearly complete! This update will provide you a window into the full Superstar Strategy experience, including access to the first several missions of the Campaign. The goal is to allow you to import your save file from the demo to the full game when it is released so you can keep your progress!
With that, let’s get to the juicy details.
[h2]New Features[/h2]
- Campaign Content
- The first 6 missions of the Superstar Strategy Campaign are available. You can maintain up to 4 different save slots to maintain different runs or take a different approach in another run.
- Mouse Support
- You can now control the game with the mouse in addition to the existing keyboard and gamepad control schemes. The mouse and keyboard can both be used interchangeably as one set of controls. The left and right mouse buttons are bound to the Confirm and Cancel actions, and the scroll wheel can be used for various functions such as scrolling through options in the menus.
- Steam Input
- This update introduces full Steam Input support! You can use any Steam Input-compatible controller and you should automatically see the appropriate glyphs in-game whenever you use that controller. You can configure further using Steam’s tools for remapping buttons.
- Steam Remote Play Together
- You can invite your friends to the game from the Main Menu with the Remote Play Together option, then sending them an invite. Remote players cannot control the main menu, but once in a match, can count as a local device and be assigned to an army when setting up the game, or rebinding the controller via the Pause Menu in-game.
- Kudos and Tagging system
- Whenever a unit reaches milestones in a match, they will receive tags on their hover pane that shows the kind of actions that unit has been performing. You’ll also get notifications when you go on combat streaks or do anything cool!
- New Title Sequence
- A new fancy animation plays during the startup, featuring characters from the Campaign.
- New Music
- NPC Behaviour System Updates
- NPCs can now use unique Skill routines during their turn, including pushing, pulling, taunting and other behaviours. Check an NPC’s status to view their unique behaviours.
- New Units
- Dog
- Only available in the Campaign. Acts as a well-rounded off-tank and high-mobility skirmisher.
- Kabuto (NPC)
- Can flip enemies to the other side of it, then attack.
- Mantis (NPC)
- A high damage, low HP enemy. Defeat it quickly before it roughs you up!
- and More!
- Error Reporting
- You can now opt-in to automatic error reporting that will notify the developer when you run into crashes during the game. You can also opt-out if you wish via the Main Menu Options menu later if you change your mind.
[h2]Balance Changes[/h2]
- Honestly, far too many to list out in detail here. Play the game to find out!
[h2]Rework + Polish[/h2]
- Multiplayer Time Limit Adjustments
- Instead of a flat timer that passes the turn when you run out of time, players now have an amount of time added to the clock each time their turn starts, cumulatively. If you finish early, you’ll bank more time, but if you dawdle, you will forfeit the match if you run out!
- HUD Redesign
- Large character portraits added for all units
- Unit Codex Redesign
- All units now have a large portrait variant and skill info that is displayed in the Unit Codex for viewing. You can also see some NPC descriptions in the Codex.
- Draft Screen Redesigned
- The Draft phase has been overhauled to look much nicer and allow cancelling of choices so you can rechoose when you make a mistake.
- Map sprites redesigned
- The Cleric map sprite has been completely redrawn.
- The Bard map sprite has been significantly adjusted. The Bard will now play different animations when she is active based on the Song she is currently playing.
- Combat screen adjustments
- Blocks are now visual as parries
- Rewrote in-game manual
- Now uses a nested menu for quick indexing and improved performance.
[h2]Quality of Life Changes[/h2]
- Action Shortcuts
- Now when you hover over a unit that would be in range during the Movement phase, you will automatically end movement and highlight an action that can be used on that target, if available.
- Fast-forward through combat during player turns by holding down the Confirm button.
[h2]Bugfixes[/h2]
- Several significant performance improvements and various bugfixes.
[h2]Misc[/h2]
- Migrated to FNA from MonoGame. This has no bearing on gameplay, but helps with future development efforts.
For updates on game development progress and to join the community, consider following me on BlueSky and joining the Talberon Games Discord Server. Don’t forget to Wishlist the game on Steam if you haven’t already!