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Lovecraftian Days and Yet Another BETA Mid-Update! (0.9.19.0)

While getting most of the work done for the upcoming Apex Update (all new Enemies, mechanics, and logic implemented), I've been also taking the chance to review a lot of the older portions of Endless Tactics, both by looking through the old code and watching playtesters experience it in bigger depth.

Think of this as less of a "patch notes"-post and more as a latent compilation of all the tons of stacked up changes and improvements up until now, to celebrate our entry at the Lovecraftian Days Fest. If you haven't already please wishlist! It really helps us!

CHANGES
  • Input-remapping - You heard that right! For both Controller and Mouse/Keyboard!
  • Reworked Enemy Units Selection - As in preparation for the Apex Update, you can now FINALLY preview Enemy Units' Specials individually (amongst a lot of other behind-the-curtains improvements).
  • Multithreading - Support for it for the vast majority of enemy AI calculations, besides tons of other optimizations (that can be greatly felt throughout the later Waves on large-scale Operations).
  • Major Fixes - Finally 100% fixed the old and longstanding soft-lock bug during enemy turns!
  • Controller QOL - Much more intuitive controller navigation and interface (based on playtesters' feedback)!
  • General visual improvements
  • Enemy AI Improvements - Better pathfinding, smarter decision-making, and more!
  • Improvements to Knockback Logic
  • Language Auto-detection, Tooltips Improvements, Better Lights, Better HUD, and much more!


Most of the feedback gathered and addressed from our Reddit.

IMPORTANT NOTE: As previously noted, there's been a lot of progress for the Apex Updates, and in terms of internal-logic, it's pretty much all finished! Once the assets are in, it should be (finally) released for testing! :)

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- the_procrastinator