Professional Documents
Culture Documents
13+476 Niyati
Rewritten Event: The Captive's Choice (from: Birds of a Feather)
Hero customization is now all on one page
28 new generic augment images (4 new brooches, rings,
necklaces, talismans, kneepads, bracelets, and scarves)
Fix a bug where Deeven "Sneer" passive didn't work
Fix a bug where some AOE enemy attacks didn't respect engage
(Scorier burrow, Deeven interfusion attacks)
Fix a bug with tail abilities showing up before melee attacks
Fix some gear visual stacking not looking correct
Fix a bug where Cone of Fire and Thorn Lash were being used
with Guardian in cases where they shouldn't be
Fix a bug where crafted items would show backend text
in some languages
1.11+460 Firlow
Added official support for German and Latin American Spanish!
New Events:
* Moss
* Rings of Story (generic campaign start event)
4 New Tidings!
Gorgon Changes:
* Gorgons now have corrupt path when damaged
* Gorgons now leave behind corruption when they die
* Corruption now deals 1 magic damage when moving onto it
* Corruption no longer grants enemies temporary health
* Corruption stays on the map for two hero turns
* Corruption tile feedback is more visible
* Removed corruptionTouch calamities for gorgons
* Seacaller now appears earlier with reduced health and tentacles
* Gheist Maul no longer deals damage, only shred
* Bogmoor has a calamity that increases Noxious Tongue range
* Bogmoor "Bloated" passive: explodes into corruption on death
* Bartoth Thundering Blood Explosive enemies explode when
killed dealing full damage to heroes and half to allies
* New Noxious Tongue sfx and vfx
6 New Hairstyles!
20 New Augments!
Added tooltips for tile effects like fire, corruption, acid, etc.
Slight increase to hide & fabric costs on armors
Removed a few useless calamities like damage bonus to Kinnestend
Adjusted many abilities so audio plays at the target tile
Drathix and Terrorbird special abilities deal damage when they
receive a damage calamity
New maps for Grove and Earthworks sites
Adjusted How to Play page for retreating
Adjusted Ulstryx Hurl Beast ability animation
Fix a bug where Sharpshooter didn't work with Ambush or Burning Arrow
Fix a bug where Lover's Vengeance affected Shieldshear & Shadowchase
Fix a bug where hero would gain a tail too soon in the Merchant
Fix a bug with Child of Night history lines showing wrong hero
Fix a bug where 3 newest pets don't count toward achievements
Disabled retreat button in Ulstryx ch2 capstone
Fix a bug where progress toward "Thwack!" achievement didn't work
for multi-tile enemies
Fix a bug where Spiritchase would deal damage if a hidden hero used it
(It should only ever shred warding)
Fix a bug where Burning Arrow wouldn't work with theme attacks
on multi-tile targets
Fix a bug where branching attacks wouldn't show up in the combat log
Fix a bug where Wailing Trees couldn't be destroyed (hotfix 1.10-454)
Fix a bug where some theme ability sounds weren't playing
Fix some typos
Tools: Added audioAtPosition field to Animate outcome
Tools: Added appendHistory field for creating entities
Tools: Added rigOverride|RIG aspect to override a unit's rig
Tools: rigs.json and humanAging.json files now merge
Tools: Added nameFormulaOverride|FORMULA aspect that can be used to
override the default maleName/femaleName generation
Tools: Mods can now override images in human/unpacked by putting
images in human/misc
Tools: Unit skeleton data can now be loaded from mods
(e.g. spine/Bobblehead warrior.json)
Tools: History entry ids 500-599 now treated as gender/orientation
1.4+375 Joria
New Artifact Weapons:
* Baleblade
* Eaglewing
* Firling Wand
* Frostfang
* Winterfur Staff
* Sojourner
* Icebreaker
* Longwatch Lamp
* Mothbite
New Hairs!
New Event: For the Scavenging
Revised Events:
* Down The Hatch
Incursion maps edited to be smaller and more focused
Water weapons now only deal 1 stunt damage for all weapon tiers
Reduced bone spear and empowered bone spear potency
Drop rates increased for bows, crossbows, staves, and wands
Skeleton now +2 Potency/Spell Damage instead of +4 Spell Damage
Increased range of skunk spray ability
Swan scepter now only grants one free interfusion per turn
Wardrobes now only spawn units if within 12 tiles of a hero
Takes slightly longer to select new abilities to prevent mistakes
Slightly reduced enemy spawns on the Ancient Wall mission
Tier 3 starseed wand now grants two warding instead of one
Adjusted stats on Lockbreaker and Minotaur axe artifacts
Fix a bug where some attack animations were cut off during stunts
Fix a bug with blank unique monster cards
Fix a bug where deleting an account with mods would crash
Fix a bug where listed witherbolt damage was inaccurate
Fix a bug with multiplayer disconnects
Fix a bug where reloading before recruit would prevent recruiting
Fix a bug where Weldlings fire wall wouldn't respect engage
Fix a bug with Paladin upgrade description
Fix a bug where stat buffs from history lines weren't correct
Fix a bug where heroic death was forbidden for three heroes
Fix a bug with the door in Ecthis chapter 4 capstone
Fix a bug where Archery with some theme attacks could hit allies
Fix a bug where tree arm bash would show incorrect damage amount
Fix a bug where tree arm would incorrectly add to the achievement
Fix a bug where Church of Dale recruit could be unreachable
Fix a bug where a farmer could be recruited in Monarchs campaign
Fix a bug with bonfire scenery backend text
Fix a bug where theme skins could cause slow hero customization
Fix some typos
Tools: Added modulo operator (%)
Tools: Added customCard field to StepM_SpawnExact
Tools: Added SEASON, YEAR, and DAY_OF_MONTH expression variables
Tools: Show position of MapDetail validation errors
Tools: Effect/Aspect fields show STUBS in suggestion tooltips
Tools: Added StepM_GetUnitsOnTiles
1.3+367
Disable Down the Hatch revision (not ready)
0.26+162 Thollop
New Event: Pebbles and Prayers
Main menu now shows legacy heroes!
Can now name save games to keep track of them
Updated effect of elmsoul belt
Added a splinterskin effect for fully transformed elmsoul
Move animation speed can now be adjusted separately for enemies
Tweaked difficulty on Monarchs intro mission (easier now)
Added a couple combat modifier images
Updated libgdx to 1.9.11
Graphics: Fixed a mouse jitter issue
Graphics: Added a specific borderless windowed mode
Graphics: Fix Alt+Tab on some machines: now minimizes if in fullscreen
Graphics: Improvements to v-sync behavior
Graphics: Added 144Hz frame limit option
Graphics: Added an option to see fps in the bottom left
Overland music won't play before first event
Frog tongue no longer prevents turn end
Fix some typos
Fix a beard image bug
Fix a bug when a level 0 hero retiring would cause a hang
Fixed visual bug on very short comic dialog boxes
Fixed bug where stasis still allowed AOE damage
Fixed bug where keybind window would scroll to top on each bind
Fixed bug where untouchable/foxflight didn't block flanking attacks
Tools: can turn off auto-tag-close in comic editor
Tools: fix a couple validation and highlighting bugs
Tools: fixed/improved some cheats
Tools: fixed a typo in StepC_Visibility
Tools: entity ids now shown in dev mode
Tools: added tooltips for a lot of comic editor stuff
Translate: added Japanese fonts and language option for community
0.21+139 Kyrmark
New Event: Music of the Deep
Reworked Quest: For a Friend
Added customization options for gender, body type, voice, and attraction
Can now set gender to non-binary (they/them)
Can now set attraction to anyone (bi)
Improved AI pathing - previously sometimes got stuck, shouldn't anymore
Many Ranged enemies will stand further back now
Added a few new scenery pieces
Added a new hair style
Sharktrap now 1 trap per tile instead of 1 big trap (buff)
Damaging scenery now shows damage text and health bar
Hovering over scenery now shows health bar
Improved scenery interfusion tooltips
Added sfx for hero wings and stone legs, and corrupted ground
Added graphics options to turn off some or most particles
Replaced solid gradient ability overlay with fancy textures
Adjusted particles on selected and hovered units to be more visible
Archery now works with morthagi crossbow and shooting star
Added a content note for amputation / loss of limbs
Added SFX for monster search, windwalk, adjusted XP SFX
Fixed some overly-deterministic abilities (random targets now random)
Fixed some typos and bad tags
Fixed a bad interaction between Frenzy and Broadswipes
Fixed bug where 2-handed weapons were not properly replaced when maimed
Fixed some rare player-reported bugs (NPEs in logs)
Fixed some bugs with camera movement
Fixed a bug where dead heroes could show up in Monarchs Ch3 events
Fixed bug where heroes with 4 theme limbs would not get a mortal choice
Fixed a bug where some lamps didn't provide cover when extinguished
Tools: log mod name in addition to id when there's an error in a mod
Tools: removed many old/obsolete stories
Tools: added an Objective to test aspects
Tools: added an Objective to test arbitrary expressions
Tools: LegacyQuery now only shows fields relevant to selected type
Tools: Added ForEach outcome, which executes an outcome for each target
Tools: 10 most recent effects/aspects/comics now at top of list
Tools: Holding Ctrl when expanding/collapsing a node acts recursively
Tools: Can now grant gear based on expressions (e.g. chapter number)
Tools: Can now specify combatants based on expressions
Tools: added TIDING_WRAPUP_FINAL for "very last panel" during credits
Tools: Can now play a save file that uses a workshop mod that you own
0.19+135 Adivia
Reworked Event: Waterling
Transformations (themes) can now advance during intervals!
You will get up to one choice per hero per interval, yes/no
Facial Hair is now separate from hair style!
Full beards work with male faces (must be drawn per-expression)
Several varieties generate and can be customized separately
Children now track both parents!
Parent-Child and Family relationships are now stored in the Legacy!
Family relationships are now noted in the Relationships tab
Defeating incursions now grants 2 legacy points
Remove attack-range calamities
Reduced combat text spam for corrupted ground, etc..
Themes are now better organized in the character sheet
Fixed a bug with Celestial theme
Fixed bug where mortificial wristbolt ignored Bowmaster
Fixed a bug where resource panels were not showing right number
Fix a rare crash bug with gear popup
Add an option to use local font sets or not (default not)
Fixed several typos
Tools: better language and translation mode options from the editor
Tools: Add cheats to manipulate family relationships
Tools: can bundle and unbundle non-comic effect text for translation
Unstable notes:
Fixed a bug where theme limbs reported wrong speed number
Fix a bug where Crow Theme would give a random limb instead of head or wings
Fixed a bug where 6,7 chapter campaings only gave 1 promotion (now 2)
Comic tool saves text to selected (or detected) locale
Comic tool can select a source language to translate from side-by-side
Tools: added krfln ("kin or ship") split tag
New Campaign! Monarchs Under the Mountain: a five chapter Deepist story
New Event: Far We Go, High We Climb
Reworked Quest: Wandering Church of Dale -> The Mending Path
Reworked Event: Ghost in the Machine -> Kirdock's Tower
New recruit event: One for the Road
New recruit event: In Good Company
Updated event: Remember This One
Updated generic retake the station/town events
Updated incursion defense event
Updated ambushed event
Added particles and feedback for enemy spawn zones in plot missions
Improved overland objective feedback (new icons, tooltips etc..)
Remove recruit cost penalty for large company size
Guardian and Sentinel can now stunt
Added particles for deepist abilities and auras
Tweaks and improvements to party select dialog
Star theme has legs now
Having a hero escape now selects the next hero
Sentinel now respects pinned status
Adjust visual sizes of deepist figure
Adjusted ui scaling threshold resolutions
Attacking Father Fungus no-longer shows friendly fire warning
Art cleanup for some hero facial expressions
Fixed fireleash and steal fire tooltips to show correct damage
Improved shardnado damage prediction
Armor and warding icons in portrait now shrink to fit
Added ability tooltips when picking legacy hero abilities
Children will no longer generate same first name as parent
Improved placement of bridge/pass jobs, should always be accessible now
Clarified leg speed numbers (more clear prosthetic leg is a debuff)
Fixed a number of memory leaks - particularly video memory
Fixed a bug where Jigsaw mission victory would show dead heroes
Fixed a bug where figures sometimes didn't block line of sight
Fixed a bug with frog tongue move feedback
Fixed a bug where left crow leg would not show up on male mystic
Fixed a bug where Terms of Endearment could happen multiple times
Fixed some typos and minor event issues
Fixed a bug where heroes could show up as different ages in tidings
Fixed bug where steal fire wouldn't work on fireplaces
Fixed a bug where forgetting a legacy hero could lead to a crash
Fixed a bug where a wrong version of an npc could show up sometimes
Improved camera handling for Discus
Tools: difficulty levels now work in battles (embarrassing!)
Tools: changing an event id will now also change the source file
0.7+74 Agarantha
New Villain!! Enduring War - A five chapter Morthagi story
Thrixl Rework
Thrusk has 2 small attacks
Dweaver can teleport to interfusion, guard
Bard can turn a thrusk into a Big Thrusk, gains ranged attack
Nightmare splits into two smaller nightmares when hit
Scorier can burrow/teleport to disrupt heroes, gains poison
Seeker can place a hero in "Stasis" where they can't do anything or take damage
stasis can be removed by adjacent hero for an action point.
Combined Overland and Combat difficulty levels by default
but you can still pick them separately if you want
hardest difficulty is now Edgar Allen Poe
Now possible to select additional mods when starting a new game.
Can now craft offhand items during the interval
Adjusted offhand item actions to be free actions
Offhand items now removed from hand when used up
Heroes can now use 1 free action per turn, subsequent "free" actions cost an action
point.
There are some exceptions, like "quick swap."
Rebalanced Legacy Point and Calamity economy
calamities in later chapters now take more than 1 LP to cancel
more calamities from time, fewer from fights
can cancel an incursion for 5LP
regularized removal of calamities during intervals
Hit chances no-longer "wobble" on hover
ok, this was actually pretty difficult to implement you guys,
and I've been putting it off for literal _years_.
also, some abilities like "fireball" will still wobble, deal.
Show villain name in load dialog
Hook quest completion now makes the reward more clear
Age of Ulstryx
added a mechanic to chapter 2 to gain more time by clearing sites
tuned chapter sites - should feel less rushed overall now
fixed a bug where the seacave mission could get stuck if a hero died
fixed a bug where the chapter 2 capstone would stick around in chapter 3
Use Blinded instead of Dazzled
Update Flare mystic recipe to be more useful
Fixed a bug where Bidding The Ghost Goodbye weapon wasn't temporary
Added an effect to emphasize new/completed objectives
Fixed a bug where hunters coming out of greyplane wouldn't gain walling until they
moved
Starheart less OP
Now possible to give offhand items to heroes who can't currently use them (with
warning)
Now possible to move all heroes on a tile
Various improvements to overland job slot filling
Eye patch and scar now persist across legacy
Butler won't guard when stunned
Fixed a bug with bonelance targeting
Improved feedback for several mystic recipes
Fixed a bug where wild grasp did not trigger Guardian
Fix location of "stunned" particles
gorgon eater sash now grants +0.5 health and immunity to gorgon corruption
renamed "Destroy" to "Attack Scenery"
Bonewall now puts out fires
Fixed a bug where The Shape of Thing to Come would cause subsequent mission
victories to fail
Esc now behaves more consistently in jobs and hook quests
Esc now allows to skip tidings and omens
fixed a bug that caused lights to diappear randomly
Maimed hunters and mystics who have lost an arm now get crossbows and soupspoons
Fixed Door tooltip to not show entity id
Don't break the tooltip if there are more than 7 heroes on a tile.
Fix a bug where a 1h axe could get upgraded to a 2h axe.
Fixed gear stat comparison when replacing unequipped weapons
Thornfang now works properly with non-weapon (theme) melee attacks
Added particles, audio, and overlay to make selected/hovered actions more clear
Add particles to portrait of selected hero
Added "idle" icon on hero portraits in overland when no orders
Various additional particles (overland healing, play button...)
Fixed a memory leak
Don't show abilities that require 2 theme arms if you only have 1
when ambushed on a town tile, get a real map, not a square.
Improved interfusion feedback
Camera movement improvements
Fix a rare bug where the overland map could cause a chapter to be unwinnable
Don't generate lakes next to oceans
Updated Story: Spur of a Moment
Lots more little bug fixes
Tools: big improvements to Monster Editor
Tools: plots know about roster slots, can validate with them
Tools: improved New Fight dialog
Tools: classLevels.json no-longer controls class ability decks
use aspect.info.abilityDeckUsage instead
0.6+68 Thalius
New Villain: Age of Ulstryx
tells a complete story over the whole campaign
replaces the tutorial campaign, starts out with that material
was a ton of work but totally worth it!
Weapons Rework!
labors (crafting) interface has been redesigned into a grid of weapons
all craftable weapons have been redrawn
enchantments (and lore) have been removed
all craftable weapons have 4 elemental variants that can be unlocked
each elemental variant has an on-stunt ability
unlocking an elemental variant unlocks it for all tiers
elemental unlocks go into your legacy at the end of a game
upgrading to a similar weapon gives a resource discount
costs have been rebalanced
the high tier elemental weapons look really cool, you guys
also most weapons have cool random names now
Spirit Encounters
spirits sometimes appear
catch them to unlock elemental weapons!
Gorgon Abilities Rework:
Rager can now attack after moving twice, can run through scenery
Raccoon shreds armor, calamity adds splash damage
Bogmoor's ranged attack pulls players to it and spreads corruption
Gheist has a free shredding attack
Staggron summons Roe once, speed aura
True Gorgon pin attack now a free action
Bartoth attacks twice with knockback
Usric has an AOE attack that shreds
Corrupted ground slows down movement
When killed by a Gorgon, a special mortal choice event occurs (it's not good)
Art: Heroes skin and hair is now shaded instead of flat
Reworked Story: The Last Resort
Reworked Story: Hearthwood into Havenbeams
Disabled To Humble Ends temporarily while we rework it
Updated Story: The Blinking Game
Updated Story: Pyrelight
Updated Story: Serious Trouble
Updated Story: A Song for the Someday Gone
Updated Story: Beneath the Surface
Updated Story: Dark Curiosity
Updated Story: The Sickness
Updated Story: Longing to Belong
Updated Story: Slave for Love
Updated Story: In Softer Light
Updated Story: Bidding the Ghost Goodbye
Updated Story: Library of Light
Replace Rival ability "elbowroom" with "watch this" (competitive stunting)
Slow down relationship gain
New comics for when you escape a fight
New SFX: alarm, gearGet, gearPlace, flank, shred, stunt, upgrade
Tweaked auto-saving to work with villains
Added a continue button to game over screen (reloads last save)
Moved Calcify passive to Earthscribe Mystic ability
Added a menu button during the interval (when not viewing tidings etc..)
fixed a bug where some comic panels would show a wrong personality variation
Now possible to get non-child recruits during intervals if you have too few heroes
fixed a bug where ambush and rogue did not interact as expected
Show personality and future class of recruits in New Story dialog
Discus breaks down source scenery faster
Tools: changed where MapConfig should live (now lives in Campaign Plot)
Background work:
Villain infrastructure and implementation
Lots of weapon art
Lots more writing (villains)
0.3 Warnock
Deepists can no-longer channel if they can't see a hero
two non-placeholder campaign introduction events
added a "how to play" menu option that explains some basic stuff
Can now view character sheet from Labors screen
Added an additional autosave slot, autosaves are more clearly labeled
0.2.3 Masongloam
General
cleaned up options menu
can now edit keyboard shortcuts
added a "how to play" menu option that explains some basic stuff
Campaign
3 and 5 chapter campaign are locked until you complete the tutorial
experience (3 missions)
More events in the credits
Tutorial now ends if a hero is maimed or killed in the first two fights
Can now view character sheet from Labors screen
Mission
remove +dead
Deepists can no-longer channel if they can't see a hero
Tools
improved error logging
Mission
updated monster art
AI improvements
Improved feedback for various monster abilities
Added particle effects to most abilities that need them.
Rebuilt how attacks are animated to make them more clear and more fun
Camera Shake on hit
Camera should behave better in general
Hovering over scenery with a mystic selected now lists specific
interfusion abilities.
Ability tooltips have been overhauled to improve clarity
Add a number of sound effects
Deep Roots (interfuse with plants) now gives flat +1 potency instead of
armor/warding over time.
Engage (warrior ability) is now a simple short-range taunt, free
action, once per turn max
-must have a clear line of sight to the foe to taunt them
more ability icons
Campaign
each game is now against 1 main enemy group, which is consistent across
all chapters
1 enemy group is missing from each game
intervals only remove cards from the main monster group
Removed old chapter one introductory stories.
Start with 3 farmers instead of 5
Rebalance monsters, heroes, and difficulty levels
Built a new tutorial (IN PROGRESS!) to teach combat basics
made the number of tiles per map more consistent, and rebalanced
chapters.
rebalanced legacy point economy to make them more scarce and valuable.
update chapter goals - chapters can have multiple goals now
several improvement to "Final Fight" flow.
add "yondering omens" at the end of intervals, that give some context
for the coming chapter
visual pass on Interval screens
Incursions are more obvious, clearly show you where they're going
Fix bugs with legacy promotion
improved hook quest failure messaging and behavior
more town recruit events
Tools
can now edit history lines
can now edit animation scripts
Campaign
Defense Preparations can be made on overland tiles, which make defense
missions easier.
Clearly show what tiles are in the chapter, unscouted tiles are visible
but obscured by fog.
Fixed some performance issues.
Added more Tidings (show up during intervals)
Mission
Improved AI
Monsters use their abilities now!
Monster abilities have been rebalanced
(almost?) all scenery has an interesting interfusion ability now.
Tweaked environment art
Improved feedback for when you cannot attack an enemy
Improved movement feedback (added a lil' ghost to show where you will
move)
Monster corpses fade out after a couple seconds
Remove "distracted by injury" debuff
Right click to view character sheet
Better "Ambushed" Maps, and show escape zones automatically.
Separated Deciduous and Coniferous forests
Refreshed death animation
A Handful of new particle effects, here and there.
Fixed a bug where set pieces in front of the mission space would
obscure your view.
Tooling
Anonymous error reporting (opt out during account creation)
Better data validation should help us catch bugs sooner.
More links from the game to the wiki
Fixed a bug where non-ASCII characters in comics were corrupted.
Now easy to write "followup" tidings
Known Issues
Monsters will walk through fire when they don't have to
Trim and Kneepads sometimes don't show up in the Gear Upgrade screen
Block and Dodge sounds timing is off
Guardian can proc through walls
Peck ability uses wrong audio
In some cases campaign time doesn't stop when it should.
Roadmap
Themes tech and content (hero transformations)
New tutorial and revamp introductory material.
Improve campaign chapter structure
Cleanup and polish
Launch on itch.io
Campaign
Notifications now show up when things happen on the overland map.
Fixed a number of pathing and movement bugs
Jobs behave better in general
Mission
New Environments! Swamp, Grassland, Hills, and Cave are fully fleshed
out. All environments support day and night.
Stations have relevant mission maps now.
Removed "beacon" doors - they were confusing. There are gates now
instead.
Station Furniture - scenery relevant to the type of station will show
up in the mission.
Monster Furniture - scenery relevant tot he monster type will show up
in the mission.
Some lamps are interactive, most have interfusion recipes.
Stealth - has some counterplay now! running into a stealthed creature
will reveal them
AI: monsters will now "search" for hidden heroes if no heroes are
visible.
AI: monsters will approach the heroes from farther away
Large monsters will no-longer walk through walls
Defense Maps:
-multpile incoming lanes,
-choke point with barricades,
-sometimes convenient escape zone, sometimes not.
Updated floating text style
Improved visibility of monster ability use
Animation timing and combat clarity improvements
Tooltips now include damage and range for most abilities
Fixed some animation and targeting flicker
Simple "cover" system for combat - hiding behind scenery increases your
defense against ranged attacks.
-since wildermyth is more melee focused than some games, we don't
do a ton of UI for cover right now.
Changed the to-hit calculations - Wield is more impactful now, to-hit
numbers change more smoothly with modifiers.
Swapping weapons is free before your first attack, so you can "equip"
each hero for the fight.
Changed how we communicate action costs
-ability bar now shows you the cost of each ability with icons
and on rollover.
-when you're hovering an action, ability bar will show you a
sortof preview of what you can do afterward.
Fixed bug where some enemies appeared cut off.
Additional interfusion recipes for Mystic
Tooling
Improved mission specifications
Possible to define new types of sites in data now
AI infrastructure work should make future AI work easier and faster.
Known Issues:
Mystic Interfusion rework is incomplete - some scenery does not have a
corresponding recipe :-(
The tutorial is woefully incomplete
Roadmap:
Difficulty Levels!!
Legacy Hero (Folklore) mechanics
Mystic Rework -- including interfusion recipes
Additional combat clarity
Character sheet revamp
More Content!
2018.06.08 -- 0.1.28
General
Lots of other small bug fixes
Balance tweaks (including rather less punishing options when ambushed!)
Campaign
smaller chapters
intervals between chapters
build stations to get resources
use resources to craft gear during intervals
map is more flavorful and indicative of what's going on
towns can be destroyed by incursions, and result in monsters winning
balanced and adjusted frequency of incursions and infestations
flow of awarding gear is now based on choose who gets the gear rather
than which gear a hero gets
Mission
monsters have abilities, and sometimes even use them
can escape battles -- there's a button in the corner that creates an
escape zone
new mission type: survive -- defend the map for a certain number of
turns
ability choices at level 1 of classes now offer a random ability choice
Fixed bug where game can freeze with gray screen if lose a mission
Tools
Major improvements to writing tools
2016.04.09
CAMPAIGN
-easier to spot roving threats, harder to spot dungeons
-threats can spot heroes too
-fix some bugs around threats and combat resolution
-threats show up in hud
-show party rendezvous with coin motion
-parties of more than 2 heroes get fanciful names.
-now possible to disband and redirect parties
-party select improvements - pick heroes already in parties, see what
heroes are doing.
-better time controls, including keyboard shortcuts
-reduce threat and dungeon density
-slow down time
2016.04.03
CAMPAIGN
-Patrol circles show up when patrolling
-patrolling is the only way to reveal hidden threats and dungeons
-(sitting at a site does not.)
-don't reveal threats sitting at unknown sites, hide threats when they
reach an unknown site.
-scouts trigger an event when they spot a wandering threat
-adjust default camera placement
-time updates when running
-get rid of enemy portraits in campaign hud.
-dead heroes don't show coins on the map or in HUD
-names for threats show in UI
MISSION
-fix a bug where scenery and monsters could pick weird colors
2016.03.30
GENERAL
-new character rig
-Tons of under-the-hood changes.
KNOWN ISSUES
game log text in missions is broken,
ability anouncements are broken,
animations may not work correctly.
CAMPAIGN
-the old campaign content has been scrapped. Instead, the game
generates a number of
dungeons and wandering threats that you can fight.
-Vision and visibility system
-scouting
-jobs
-events
Most of these systems are in their early stages and are really just
proofs.
MISSIONS:
Gorgon Lair environment is work in progress
Experimenting with fog
3/4 view camera, reworked zooming.
2015.??.??
FOREST ENVIRONMENT:
-new scenery art
MISSIONS:
bugfix: tooltip for range attack no-longer lists a percent for cover.
tuning: reduce amount of floating combat text
-since you can find attack and defense details in the combat log.
2015.07.07
MISSIONS:
tuning: attack rolls have been changed. Attack is now 1d100+stats and
defense is now 1d20+stats.
tuning: surround should only affect melee attacks.
ui change: move tab-next-unit button up near end-turn button. makes
ability bar more consistent.
ui feature: ability bar handles too many abilities by stacking them up
vertically.
bugfix: scroll wheel works for combat log
bugfix: typing text into chat does not trigger gameplay shortcuts
bugfix: ui elements properly suppress in-world ui hovers.
2015.07.06b
CAMPAIGN: works again.
there is still a known issue where farmers keep creating training jobs.
2015.07.06
KNOWN ISSUE:
-The campaign is currently broken. But I wanted to get these changes
out anyway.
MISSIONS:
feature: improved character tooltip.
-more relevant abilities: only abilities that can be used, all
attacks and first "other"
-Now shows class and tier if available,
-shows aspect details
-shows history blurbs.
feature: improved aspect tooltip
-shows icon, name, value (if not 1), and blurb.
-aspect descriptions are more specific and more personal
feature: tooltip delay now configurable in interfaceOptions.json file.
-Default changed to 400ms from 200.
-However, ability use tooltips show immediately.
feature: Confirm step for abilities.
-abilities that don't require selecting a target on the map now
require a confirm step.
-a card pops up right above the button to prompt you to confirm.
-to confirm, click again or press the accelerator again.
-this can be disabled in interfaceOptions.json
feature: improved ability prediction tooltip
-now shows up instantly and updates as the prediction is refined.
-shows more relevant results in a nice table.
tuning: reduced the number of aspects that show up in floating combat
text
-to make floating text and prediction tips more relevant.
feature: combat log has been reworked.
-shows all ability uses and all attacks (even when triggered by
other circumstances (guard))
-shows important aspects gained and lost
-breaks down attack/defense rolls to make it clear what's going
on
-breaks down damage rolls to make it clear what's going on
WARRIORS: tweaks
tune: embattle now costs 1 action instead of 1 heroism, desperate
engage is added
ability: desperate engage (green) spend 1 heroism for an attack that
does 25% damage and engages the enemy.
tune: Vanguard (blue) renamed to Sentinel, now free and automatically
applied.
tune: Overbuilt (blue) now grants +4 tenacity (stress capacity) (HP)
instead of damage reduction.
2015.07.02
MISSIONS
feature: added text in the top banner that tells you what you are selecting.
Right now it is fairly generic, but it can be customized per ability.
The idea is that this should make it easier to use complicated
abilities.
For example Blazing sword now tells you whether you are selecting an
ally or an enemy.
feature: added an End Turn button with an accelerator. (Z by default)
If any characters have half or more time units remaining, it will issue
a prompt.
Otherwise it will end the turn immediately.
mechanism: ice damage has been added, as well as ice resistance.
MYSTICS: Mystics at level 2 can interfuse with 2 targets, and gain one of the
following bluehorn abilities:
ability: dragontongue - spend 1 action and exhaust 1 blaze, select a second
interfused target as the origin..
-a gout of flame 3 tiles wide shoots forth from the origin, up to 4
tiles long.
-it does magic damage to anything inside it
-and has a 20% chance per tile of lighting a blaze.
ability: Blazing Sword, Burning Arrow - spend 1 action, must have at least 1
blaze interfused.
-grant a free attack to a nearby ally.
-the attack does bonus damage and lights a blaze at the target.
ability: Heatsink - spend 1 action and select two interfused targets, to
transfer heat between them.
-The first target is hit with ice damage, and adjacent units take half.
-Ice patches can spawn, which have a 33% chance to make a unit fall
down when entering one.
-The second target is hit with fire damage, and adjacent units take
half.
-Blazes can spawn nearby as well.
2015.07.01
MISSIONS
bugfix: destroyed scenery could leave shadows behind.
HUNTERS:
bugfix: prepared shot was not granting a free attack unless the hunter was in
Grayplane. fixed.
tune: reduce Grizzlygrim damage.
MYSTICS: Mystics have been reworked. They now feature a new mechanism,
Interfuse.
mechanism: Interfuse - Mystics can mingle their life energy with inanimate
and animate objects.
-at level 1 a mystic can have 1 target interfused at a time. This goes
up to 2 and eventually 3.
-at level 1 a mystic can interfuse with Scenery and Blazes.
-Interfusing reveals a number of abilities depending on the target(s).
Experiment to find them all!
ability: Interfuse - spend 1 action to interfuse with 1 target.
ability: Quickfuse - spend 1 heroism to instantly interfuse with 1 target.
ability: Withdraw - free - cancel Interfusing with a target. This allows you
to interfuse with a new target.
recipe: 1 Interfused Blaze -> Fireleash - spend 1 action to move the blaze up
to 3 tiles,
-dealing damage fire damage to the target
-and half-damage to tiles it passes through.
recipe: 1 Interfused Furniture -> Splinterblast - spend 1 action and select a
nearby area
-destroy the furniture, spreading debris and potentially fire.
-deals damage to units and causes a slow effect.
recipe: 1 Plant -> Leafshower - spend 1 action
-units within 2 tiles of the target get a penalty to hit on their next
attack.
2015.06.29
HUNTERS: Hunters at level 2 gain one of the following (bluehorn) abilities.
ability: Grizzlygrim (blue) spend 1 heroism to apply a poison to all your
weapons for 2 turns.
-Any damage dealt to enemies inflicts Grizzlygrim.
-Grizzlygrim can stack, and deals damage at the start of the enemy's
turn for 3 turns
-Older hunters brew more potent poison.
ability: Felling Wire (blue) spend 1 heroism and an action to create a
tripwire trap from your current location.
-When enemies step on the trap, they stop moving and take 50% more
damage until they get up.
-The trap goes away at the end of the turn in which it is triggered.
ability: Flashcone (blue) spend 1 heroism to toss a specially prepared pine
cone into a fire within range.
-Allies adjacent to the fire gain Grayplane (they are hidden from
enemies, and gain a free attack).
-Enemies adjacent to the fire are Dazzled (they cannot defend - hit
rate is 100% against them)
2015.06.27
MISSIONS:
bugfix: animations play in more like the correct order. (Attack and hurt play
simultaneously.)
HUNTERS:
Hunters have been reworked. They now feature two new mechanisms, Grayplane
and Traverse.
ability: Conceal - When in at least some cover, the Hunter can spend 1
heroism to enter Grayplane.
-Cannot use Conceal if Grayplane was broken this turn.
mechanism: Grayplane - when in grayplane, the hunter cannot be seen.
-Attacks and most similar actions cancel Grayplane.
-Move at reduced speed.
-Ending the turn with no cover cancels Grayplane.
-Gain one free ranged attack. (this attack breaks Grayplane, like
regular attacks.)
ability: Traverse - passive. The hunter gains extra speed if they did not
attack on the previous turn.
-The Grayplane free attack is an exception.
-The hunter may also move through some scenery when Traverse is active.
ability: Prepared Shot - The hunter chooses a line of sight to watch, and
ends her turn.
-If an enemy moves into or across the line, the Hunter shoots the
enemy.
-If the prepared shot is not triggered, the hunter gets a free attack
at the beginning of her next turn.
-The free attack must be used before any other abilities, including
movement, or it is lost.
2015.06.24
MISSIONS:
bugfix: invalid moves should no-longer break the ui.
bugfix: targeting tiles that belong to large units should work better
bugfix: fixed a bug where it was difficult to walk behind a figure because of
bad feedback.
bugfix: fixed an issue where effects would resolve out-of-order. (e.g. move-
guardAttack-move, then die)
feature: destructible furniture
-two new abilities, clear brush and destroy object for dealing damage
to scenery.
-fire can spread to flammable scenery and burn it over time
-destroyed scenery spreads debris and fire if applicable
-the tile(s) become walkable.
feature: attacks and damage now include placeholder animations
feature: abilities now show up as floating text when used.
feature: combat-relevant aspects now show in world when added or removed.
feature: Warriors in the Underground Assault scenario are level 2, and have a
random blue ability (see below)
WARRIORS:
ability: Vanguard (blue) - replaces Guard. Enemies hit while Guarding are
Engaged and lose half their remaining time.
ability: Overbuilt (blue) - take 50% damage from ranged attacks, and 80% from
others.
-Also can run through scenery, destroying it.
ability: Battledance (blue) - whenever the warrior kills an enemy, she gains
a free attack.
-If the attack hits, it Engages the enemy.
2015.06.22
CAMPAIGN:
feature: when all classes are researched, farmers will ask to be promoted to
a class.
-will give player a choice of warrior, hunter, mystic
feature: when the company has less than 5 heroes, a recruitment quest will
show up
-completing the quest gives the player a choice of 3 new heroes, hire
one of them.
feature: characters age.
-stats change with time
-characters eventually die of old age
feature: characters heal injuries with time
-larger injuries take much longer to heal
GENERAL:
bugfix: multiple instances can be run simultaneously again.
-if you have 2 folders, they will now operate totally independently.
-it is possible to connect them together by hosting a server with one
instance and connecting to it with another.
-you must use a different player or you will kick yourself off.
-then you can play multiplayer against yourself!
-this is useful for testing abilities and such, in addition to being a
cool preview of a pvp feature..
feature: now possible to turn off mouse capture in the
"interfaceOptions.json" file.
-this is useful for testing with multiple instances so you don't have
to alt+tab constantly.
MISSIONS:
feature: heroism is now granted on a last hit.
tune: heroes start with 2 heroism instead of 3.
feature: end turn improvements, the game now detects heores that are
"probably done" and moves on to the next hero.
-you can tab back to heroes that are "probably done"
-abilities that cost zero can still be used (e.g. heroism)
-when you use an "end turn" ability, that character is "really done"
and can't use any more abilities.
-Also removed from the tab order.
feature: Fixed camera angle, and tied camera pitch to camera zoom so you can
control both with the scroll wheel.
tune: make UA tunnels a bit bigger and add lights to them
WARRIORS:
ability: Embattle - spend 1 heroism to get a free attack on an adjacent
target that isn't engaged.
-Deal half damage, Target is engaged and slowed.
mechanism: Engage
-enemies that are engaged provoke a free attack when they move. They
are no-longer engaged.
-If the warrior moves away from the engaged unit, it is no-longer
engaged.
mechanism: Engage Slow
-when an enemy becomes engaged, it is also slowed until the end of its
turn. Movement costs double.
-this effect persists even if the enemy is no-longer Engaged.
2015.06.15b
tune: increase move speed all around
tune: Underground Assault
+embiggen underground assault a bit
+add dirt to UA
+add lights and furniture to UA
+add random central fires to UA
+add random debris to UA
tune: Tower Assault
+embiggen tower assault
+less furniture inside tower
+bit less furniture on forest field
feature: extinguishFire works
feature: fire can spread to adjacent debris.
2015.06.15
bugfix - can shoot through doors
Cover affects ranged attacks
cover counts obstructions, including figures, in between attacker and
defender
cover samples 5 lines to come up with an overall number
cover is asymmetrical - cover adjacent to attacker is not counted.
poor, some, and good cover buffs show in icon bar
change in cover shows up in ability use tooltips
change in cover shows up in tooltip when moving
bugfix "target will be surrounded" tip is inconsistent, sometimes doesn't
show
bugfix - looks like revealed entities are not communicated to AI
-dead units not causing loss of visibility
-when doors open recalculate spatial relationships
bugfix - character animation color filters not removed when aspect removed.
Stealth mechanic!
+Hunter can hide when in full cover
+become invisible to enemies
+get visual effect (fade out)
+get combat advantage in stealth (+2 damage, +2 damage reduction)
+most abilities, or incoming damage breaks stealth (at the end of the
ability)
+"sneak" ability when stealthed, does not break stealth
+if ever not in cover, stealth is broken
+except when in the process of sneaking to new cover?
+sneaking only allows you to move to cover, and gives visual
suggestions
feature: action predictions can show removed aspects (cover, stealth)
tone down the dapple effect by amplifying the indirect directional light
2015.06.11
2x2 units (boss deer, boss boar)
Raccoon! -> ranged attack
scenery fade more aggressive
repurpose forest to use coons with deer boss
ai relies on ability "aiRange" expression to plan moves
log what scenario we're about to play
fix openGL issue with directional lighting
tweak raccoon a bit less damage
add frog stun
made gorgon resistance significantly more numerous in response to feedback
tone down the contrast of the dappled light a bit.
2015.06.08
heroes lack mobility (vs fatigue potions, vs xcom even when it comes to
projecting power)
+try heroism as a consumable resource, more like fatigue?
mystic gains ignite and fireBlast, loses fireball and fireLash
hover-color icons when will be unavailable after action.
show disable icons when action unavailable
move all the keys around!
+select characters -> F1, etc..
+Entity Browser -> C, ?
+move ->`
+heroics -> q
+attacks to 1234
+other to erty
+show accelerators on portrait cards
move end turn buttons to right
+color them different
+different icon
end turn ceremony takes time, makes noise
end turn hint in action bar when low on time
when you end your turn there is a sound, and it takes time, so it's hard to
miss.
nicer camera snap (don't move so far if don't need to)
give hunters 1 armor penetration
tune mystics a bit
improved range attack line of sight, can shoot around corners when adjacent
to them.
2015.06.05
swapped around guard and defend so that farmers can't all just guard (it was
OP)
working on a cave site that will have a locked door (not present yet)
sound should work (FMOD)
monsters can now only attack once and move once, unlike heroes.
boss monsters are not restricted like that, and also
boss monsters have a leadership aura that gives other monsters combat
advantage once per turn
tower assault map now has furniture, lights, debris, and a road, which I
think helps a lot. Art assets not final.