1.8 Now live on testing branch: new actions + new map!
Topa din everyone! 1.8 is live on the testing branch for anyone that wants to check it out prior to it going on the main branch.
[h2]GOG testing branch is also live with this, same inputs as Steam:[/h2]
Branch: testing
Password: BfFTestingBranch
https://www.youtube.com/watch?v=V6m9R2Owsrw
We'll have additional literature for the new enemy stats and player abilities when the main branch gets updated, but if you want to explore new stuff and suplex wildlife it's available! This currently doesn’t include all the items that will be available in the main 1.8 map, so you may want to make a new save to peruse it with in the interim.
We'll be balancing and working on some notable fixes we'd like to get in before it goes live on the main branch we'll be working on this week, so if you wanted to chat about anything or if you see any game-stopping issues that we could get in during that please let us know! There is some pathfinding that will be getting tuned to keep your guards tighter together in and out of the defense circles.
[h3][h2]There will be a comprehensive update/addition/fix list with the main branch update, but in the meantime, a few things to note for those that check it out:[/h2][/h3]
* Elyxir globes are now a Rally use item only (these are the ones created with booze in the field kit). These are filtered into the rally ability from that character's inventory directly and do not need to be placed in the ammunition slot. If you have globes in there currently they'll stay until they are removed. Globes are also much more valuable now as an item, and you likely have a *ton* more than otherwise balanced for.
* Sling and slingstone ammunition have swapped with blowpipes and darts, and that should work seamlessly for any blowdart characters. The blowdart skill needed a workover for various reasons and this seemed like a more practical solution. We wanted this ranged weapon skill to be able to be influenced by Strength for potential build variety, and will eventually update the stat usage for it, but for now it will more or less be a cosmetic swap and use the existing blowdart stats. We also needed a physical output of the weapon for rally attacks, and the blowdart seemed underwhelming in that regard, whereas the sling will be able to crank out damage as desired (or utility with ailing ammo). Created slingstones use the same resources as darts did, but with the improvement that you're not collecting similar sticks to bows, but specific wide leaves on the ground, which are used to create explosive wraps with. Any 'hollow sticks' in your inventory have been changed to these.
* The button on the bottom right toggles your party's defensive circle on/off, this will get a UI improvement for the main branch update. If toggling on, you can hold-left-click anywhere walkable and set up a circle and direction for the guards to stay in and prioritize. This can also be toggled by holding Shift (can be updated in Settings). If you primarily play with WASD there is a new button in the Settings menu near the top right that allows this to be made with just left-click instead of the click-to-move, while right click continues to open the attack-dome.
* Your guard’s Rally is now a group effort, and its gauge is represented above your usual attack-time bar. The previous rally bar on your character portraits represent their Stamina, currently used for blocking/dodging as well as the Pin/Knockback abilities in the wheel.
Thanks everyone, we appreciate your patience and support so much. This update covered a lot of ground and we're excited to be churning out more maps. Onward to 2.0!
[h2]GOG testing branch is also live with this, same inputs as Steam:[/h2]
Branch: testing
Password: BfFTestingBranch
https://www.youtube.com/watch?v=V6m9R2Owsrw
We'll have additional literature for the new enemy stats and player abilities when the main branch gets updated, but if you want to explore new stuff and suplex wildlife it's available! This currently doesn’t include all the items that will be available in the main 1.8 map, so you may want to make a new save to peruse it with in the interim.
We'll be balancing and working on some notable fixes we'd like to get in before it goes live on the main branch we'll be working on this week, so if you wanted to chat about anything or if you see any game-stopping issues that we could get in during that please let us know! There is some pathfinding that will be getting tuned to keep your guards tighter together in and out of the defense circles.
[h3][h2]There will be a comprehensive update/addition/fix list with the main branch update, but in the meantime, a few things to note for those that check it out:[/h2][/h3]
* Elyxir globes are now a Rally use item only (these are the ones created with booze in the field kit). These are filtered into the rally ability from that character's inventory directly and do not need to be placed in the ammunition slot. If you have globes in there currently they'll stay until they are removed. Globes are also much more valuable now as an item, and you likely have a *ton* more than otherwise balanced for.
* Sling and slingstone ammunition have swapped with blowpipes and darts, and that should work seamlessly for any blowdart characters. The blowdart skill needed a workover for various reasons and this seemed like a more practical solution. We wanted this ranged weapon skill to be able to be influenced by Strength for potential build variety, and will eventually update the stat usage for it, but for now it will more or less be a cosmetic swap and use the existing blowdart stats. We also needed a physical output of the weapon for rally attacks, and the blowdart seemed underwhelming in that regard, whereas the sling will be able to crank out damage as desired (or utility with ailing ammo). Created slingstones use the same resources as darts did, but with the improvement that you're not collecting similar sticks to bows, but specific wide leaves on the ground, which are used to create explosive wraps with. Any 'hollow sticks' in your inventory have been changed to these.
* The button on the bottom right toggles your party's defensive circle on/off, this will get a UI improvement for the main branch update. If toggling on, you can hold-left-click anywhere walkable and set up a circle and direction for the guards to stay in and prioritize. This can also be toggled by holding Shift (can be updated in Settings). If you primarily play with WASD there is a new button in the Settings menu near the top right that allows this to be made with just left-click instead of the click-to-move, while right click continues to open the attack-dome.
* Your guard’s Rally is now a group effort, and its gauge is represented above your usual attack-time bar. The previous rally bar on your character portraits represent their Stamina, currently used for blocking/dodging as well as the Pin/Knockback abilities in the wheel.
Thanks everyone, we appreciate your patience and support so much. This update covered a lot of ground and we're excited to be churning out more maps. Onward to 2.0!