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Patch (v1.1.0) (Beta): Controller Support Released to Beta Branch!

Hey Everyone!

I'm happy to announce that controller support is finally in the game! It's not completely fleshed out as I still will be looking to implement controller re-mapping (for keyboard/mouse as well!), and I still need to think of how I want to handle tool-tips with controller, but I wanted to get this change out before those for early feedback.

Also, due to the large amount of changes required for native controller support, I will be releasing this into the "beta" branch first, but it is still accessible to everyone who owns the game!



Here are the steps to access the beta version:
  1. Right click the game in your Steam library.
  2. Click "Properties"
  3. Click "Betas".
  4. In the field underneath "Private Betas" input "ThoseWhoRule" (case-sensitive).
  5. Click "Check Code". You should now have access to the beta version!
  6. In the top right of the same UI, hit the drop-down and choose "beta - Branch for beta testing".

A download should start shortly after!

I haven't used a controller to play tactical RPGs for a long time, and I had a lot of fun testing it, and I can see why so many people enjoy it on a controller as well. I hope for those of you who have that preference, this patch can allow you to enjoy the game the way you like to play. I don't have a ton of experience playing the genre with controllers, but I studied how other grid based games handled things, and tried to make the controls at least somewhat similar to what you'd already expect. I tested with a PS4 controller and the Steam Deck primarily, so if you have other controllers I'd love to know if they're operating well!

The glyphs for inputs have also been updated. Some of you said they were hard to read, so I upped the transparency and am now using darker glyphs. They will also dynamically change depending on if you're use controller or M&K!

We've also submitted the new build to Valve, so stay tuned for any potential Steam Deck announcements. As of this patch, if you're playing on Steam Deck you should now be able to go into "Controller Settings" when in game, and use the "Gamepad" template to get the new mapping.

Changelog
  • Qol: Native controller support now built into the game!
  • Qol: Input icons updated (dynamically will show either keyboard/mouse or gamepad) and upped the transparency from 0.5 -> 0.75 to make it more visible.
  • Fix: Fixed a UI scaling issue seen on 2560 x 1600 where the battle info UI input guide on the top left could go off screen.
  • Fix: Fixed an issue where after a mid chapter dialogue, the invisible "continue button" in the dialogue UI that takes up the entire screen wouldn't get cleaned up so you could still hit ESC/right click, but the game wouldn't register your mouse movement as it was blocked by the invisible button. The button is now gone and dialogue is continued in a different way that doesn't rely on such a dumb implementation. The dev who thought it was a good idea has been moved to a different department to limit the damage he can do.
  • Fix: Fixed an issue in the battle preparation phase when flipping through enemy units a player unit would always be "next up" instead of allowing you to go through all enemies.
  • Fix: When continuing a mid battle save, aura abilities are not triggering properly.
  • Fix: Fixed an issue where a certain recruit conversation between a main character and a recruitable character in chapter 10 wasn't changing context correctly based on earlier decisions.
  • QoL: Vital points now gives 10 EXP.
  • QoL: Changed more newly joined units starting with advanced/exalted promotions to have a minimum B rank with all available weapons. This was intended from the start, but as I changed weapons available for classes through development I forgot to go back and add minimum ranks for the new characters.
  • Balance: Finn's passive "Quick Learner" nerfed from 100% bonus EXP to 50% bonus against higher level enemies. VIT growth reduced from 90%-80%. Finn should be a rewarding character to train up as he starts out fairly weak. However, he seemed to be coming online a bit quicker than anticipated in many run-throughs. I think this nerf will help keep him a powerful unit, while required a bit more investment to take him to the levels people have showcased in their runs. And while he is an offensive powerhouse, I don't want him to be unbeatable, so a slight nerf to his VIT was in order. Enemy units need counter-play too! I will continue monitoring how he performs in everyone's runs, but I think the overwhelmingly majority at this point see him as too strong, so this is another attempt at toning him down a bit. I think with this he'll be in a good spot.


I'll be looking to quickly address any issues you all bring up while using the beta branch. You can switch back and forth freely for any reason, and I really appreciate any of you who take the time to try it out. I'll likely be pushing this in the next couple days to the default build so everyone gets it assuming there are no large issues.

Next up will be some more QoL, and I'm going to consolidate all your awesome ideas in the suggestions for and put it up for voting, so stay tuned for that! Then working on the story patch update. One main QoL that I think will help a lot of people who don't like permadeath is the suggestion that the defeat conditions don't trigger on the three main characters deaths if permadeath is disabled. It's an idea I like a lot, at least for normal/casual difficulties.

As always, thank you all for your support. Reading your feedback and builds always puts a smile on my face, thank you for being such an amazing community. Hope to keep bringing you the most highly requested updates!

Best,
Eldin T.