The spit-polish update: patch version 1.0.39!
Hey folks! Here's another update for you with some highly requested quality-of-life features, bug fixes, balance changes to encourage greater use of knockback mechanics, some additional resources for folks making their own campaigns, and lots of little bits of polish. Here are the changes:
-- status effect icons in the character screen now display a number representing the effect's remaining duration, so you no longer have to guess how much longer a status effect will last!
-- the "shift-click to auto-move and attack" behavior can now be accomplished by simply double-clicking an enemy while you have a character selected.
-- tweaked some of the AI's move-valuing formulas to further cut down on instances where the game thinks it's a good idea to have characters attack bits of scenery.
-- fixed: the Coria cut scene (which plays immediately after the Coria Bridge battle) was missing a Recover condition, causing Emma and friends to arrive in Coria without their wounds healed or energy restored. (If Emma or Sabrina arrived with very low health and the player then unequipped a shield from them in the shop, this could result in the character's health going below 1 and the game treating them as dead for deployment purposes.)
-- added 1 space of knockback to Trueshaft and slightly lowered base damage.
-- bumped up the knockback on Kinetic Gale to 3; created a new kineticist skill called Kinetic Wind with knockback 2 to replace it for proc gen kineticist characters.
-- added a new stone golem skill: Hurl. It's basically Throw, but it goes 4 spaces and deals twice as much damage.
-- adjusted the proc gen stone golem skill progression so they start with Shove at level 1 and gain Toss or Throw in the early levels following.
-- changed the Avalanche prestige class for stone golems; instead of getting Charge, they now get to use Toss without ending the turn and get 50% off the energy cost of Throw.
-- added a new weapon trait to the pool for the highest tier of proc gen weapons: "Colossal." Colossal weapons add +1 to knockback on all skills which depend upon the weapon.
-- adjusted proc gen spriggat portrait scale to more accurately reflect their true size.
-- fixed: the tooltips for the item buttons for individual character inventories within the Reserve Supplies screen were formatted slightly differently than the tooltips for item buttons everywhere else in the game, causing them to not display the third line of text for longer item descriptions.
-- added a specific sound effect that plays when small plants are destroyed.
-- added a specific sound effect that plays when objects made of stone are destroyed.
-- added a specific sound effect that plays when trees and objects made of wood are destroyed.
-- fixed: the game wasn't saving or loading unit-specific particle effect settings. (This wasn't a problem before, as they weren't being used for anything--but now they're used to determine which destructible objects should make the above sound upon being destroyed.)
-- fixed: bonus damage from colliding with a damaging object (e.g. Spiked Barricades) was not being applied when the character had been knocked back multiple spaces due to the game checking the wrong space for purposes of "counterattack" range.
-- massively increased the speed of the "fade out" animation for menus, making it much harder to notice proc gen character portrait elements going transparent during the fade.
-- fixed: the game was creating cosmetic connectors on land tiles for bridges being built at elevations above the land.
-- fixed: the game would delete the player's saved game after losing a battle in ironman mode even if the battle lost had a "defeat scene" specified.
-- fixed: levitating characters moving onto a fly-only object, then moving off of it after Levitate wore off would sink into the ground. Flying characters now display above fly-only objects when they move onto the same space as them, the same as non-flying characters.
And here are the things added for the benefit of modders:
-- a huge variety of improvements to procedural map generation, most significantly to the placement of enemy units. Proc gen maps now spawn enemies in groups based on how many turns away from the player they are. Proc gen maps feature a new "aggressiveness" parameter that alters (a) how large each enemy group is, and (b) how many of them it will mark as Passive to start off the fight.
-- new sound effects usable: Crowd Booing, Plant Destroyed, Stone Breaking, and Wood Breaking.
-- added an "associated feeling" parameter to the NPCsToList action, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.
-- added an "associated feeling" parameter to the -NPC:X- special character, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.
As always, thanks for supporting the game! Your support means the world to me. :)
Tactically yours,
Craig
-- status effect icons in the character screen now display a number representing the effect's remaining duration, so you no longer have to guess how much longer a status effect will last!
-- the "shift-click to auto-move and attack" behavior can now be accomplished by simply double-clicking an enemy while you have a character selected.
-- tweaked some of the AI's move-valuing formulas to further cut down on instances where the game thinks it's a good idea to have characters attack bits of scenery.
-- fixed: the Coria cut scene (which plays immediately after the Coria Bridge battle) was missing a Recover condition, causing Emma and friends to arrive in Coria without their wounds healed or energy restored. (If Emma or Sabrina arrived with very low health and the player then unequipped a shield from them in the shop, this could result in the character's health going below 1 and the game treating them as dead for deployment purposes.)
-- added 1 space of knockback to Trueshaft and slightly lowered base damage.
-- bumped up the knockback on Kinetic Gale to 3; created a new kineticist skill called Kinetic Wind with knockback 2 to replace it for proc gen kineticist characters.
-- added a new stone golem skill: Hurl. It's basically Throw, but it goes 4 spaces and deals twice as much damage.
-- adjusted the proc gen stone golem skill progression so they start with Shove at level 1 and gain Toss or Throw in the early levels following.
-- changed the Avalanche prestige class for stone golems; instead of getting Charge, they now get to use Toss without ending the turn and get 50% off the energy cost of Throw.
-- added a new weapon trait to the pool for the highest tier of proc gen weapons: "Colossal." Colossal weapons add +1 to knockback on all skills which depend upon the weapon.
-- adjusted proc gen spriggat portrait scale to more accurately reflect their true size.
-- fixed: the tooltips for the item buttons for individual character inventories within the Reserve Supplies screen were formatted slightly differently than the tooltips for item buttons everywhere else in the game, causing them to not display the third line of text for longer item descriptions.
-- added a specific sound effect that plays when small plants are destroyed.
-- added a specific sound effect that plays when objects made of stone are destroyed.
-- added a specific sound effect that plays when trees and objects made of wood are destroyed.
-- fixed: the game wasn't saving or loading unit-specific particle effect settings. (This wasn't a problem before, as they weren't being used for anything--but now they're used to determine which destructible objects should make the above sound upon being destroyed.)
-- fixed: bonus damage from colliding with a damaging object (e.g. Spiked Barricades) was not being applied when the character had been knocked back multiple spaces due to the game checking the wrong space for purposes of "counterattack" range.
-- massively increased the speed of the "fade out" animation for menus, making it much harder to notice proc gen character portrait elements going transparent during the fade.
-- fixed: the game was creating cosmetic connectors on land tiles for bridges being built at elevations above the land.
-- fixed: the game would delete the player's saved game after losing a battle in ironman mode even if the battle lost had a "defeat scene" specified.
-- fixed: levitating characters moving onto a fly-only object, then moving off of it after Levitate wore off would sink into the ground. Flying characters now display above fly-only objects when they move onto the same space as them, the same as non-flying characters.
And here are the things added for the benefit of modders:
-- a huge variety of improvements to procedural map generation, most significantly to the placement of enemy units. Proc gen maps now spawn enemies in groups based on how many turns away from the player they are. Proc gen maps feature a new "aggressiveness" parameter that alters (a) how large each enemy group is, and (b) how many of them it will mark as Passive to start off the fight.
-- new sound effects usable: Crowd Booing, Plant Destroyed, Stone Breaking, and Wood Breaking.
-- added an "associated feeling" parameter to the NPCsToList action, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.
-- added an "associated feeling" parameter to the -NPC:X- special character, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.
As always, thanks for supporting the game! Your support means the world to me. :)
Tactically yours,
Craig