Community Announcements - Games Foundry
EXPERIMENTAL BUILD (0.4.3.0)



The primary changes include Act II Bufo campaign in it’s entirety, the Grublin boss battle, numerous changes to inventory and crafting UI to further reduce micro-management, and access from anywhere to world travel.

https://www.youtube.com/watch?v=xqnWV9zUExo

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Campaign Act II: Toadkin faction is now playable start to finish
Player: Campaign Act II: Added Scruplez and Urzal joint boss battle
Player: Campaign Act II: Added Murp behemoth battle
Player: Changed topbar layout to be more compact, added firewood and berries
Player: Added Auto Transfer option to crafting UI to remove need to manually allocate gear to building stores
Player: Equipment Store loot is now equipped based on item loot score rather than positional rank
Player: Character Sheet now has a ‘grab best loot’ button to get loot from the village inventory
Player: Village Inventory dialog now has a ‘Distribute’ button to transfer equippable loot to building stores
Player: Added delete save game to UI
Player: Hooked up the world map to topbar and minimap buttons
Player: Scruplez now has grapeshot and homing missile abilities
Player: Olga’s frost magic abilities have been expanded (still WIP)
Player: Bosses, behemoths and heroes (when being fought) have been rebalanced

Bug Fixes
Fix: Removed jittering on stairs when fighting
Fix: Soft particle shaders now working as intended
Fix: Added offset to projector shader to help some z fighting with props close to the ground
Fix: Reduced memory usage slightly on SSAO by removing unused multi-compiles, prevented performance drop when camera is close to say walls by clamping sample radius
Fix: Grublin dazed animation had unwanted global move data that caused them to vanish when stunned
Fix: Building dialog options no longer appear in front of minimap texture and markers
Fix: Big hover healthbar wasn’t updating frequently enough
Fix: Unhappiness can no longer descend into -infinity when villagers are not allowed to leave
Fix: Time was showing instead of date on save games made before midnight
Fix: Discovering the Glade pathway before helping the Withering Dead would enable World Travel right into the middle of a cutscene location
Fix: Replaced cloak slot image on character sheet with trinket slot image
Fix: Projectiles weren’t being destroyed when a ranged attack is aborted because an ability order was given
Fix: Willow wasn’t able to solo balance
Fix: Lilith’s Life Steal ability wasn’t notifying characters that it had damaged them (would not aggro when attacked)
Fix: Piranha now only drop fish as loot instead of armor and weapons
Fix: Save games weren’t correctly serializing some boss abilities (e.g. Bla’tu)
Fix: Looping ambient sounds weren’t stopping when exiting a map
Fix: Monsters weren’t getting rebalanced after meeting them first as a non-aggressive faction

Map Changes
Maps: Campaign: Shirebrook: Added second stone quarry area, added more resources esp. Berry Bushes
Maps: Campaign: Shirebrook: Enemy raids have been changed to give 60 seconds warning pending attack, and a war-horn announcing the attack has begun
Maps: Campaign: Bountiful Bog: Replaced lookout towers
Maps: Campaign: Murps Dentistry: Boss Battle and Chair Destruction
Maps: Campaign: Bridges added to Nara and Mordrich linking to Act II
Maps: Sandbox: Haven: Added more berry bushes around the starting area
Maps: Tutorial: Added missing location marker, made the sword loot item magical to introduce players to better gear

Assets (For Level Designers)
Assets: Characters: Tweaked run speeds of Scruplez, Toadkin Warrior and Blotch
Assets: Characters: Toadkin: Added Scorpion Riders
Assets: Characters: Scruplez and Urzal now have complementary AI
Assets: Characters: Rabbits are now full characters
Assets: Loot: Added Scorpion Sting
Assets: Loot: Added Glacian Plate armor set
Assets: Kits: Props: Kobold Kit: Added simpler lookout tower for more reliable pathing
Assets: Kits: Goblin Buildings: Added Barrel Destructible (explodes after delay once attacked)
Assets: Kits: Goblin Buildings: Added Barricades
Assets: Kits: Goblin Buildings: Added Building (Small)
Assets: Kits: Goblin Buildings: Added Bunker and Springboard (see Bountiful Bog Urzal battle for tagging)
Assets: Kits: Goblin Buildings: Added Wall Decor (to scrap-heap-ify the grublin village)
Assets: Kits: Goblin Buildings: Added Sandbag Defenses
Assets: Kits: Goblin Buildings: Added Tarps
Assets: Kits: Goblin Siege: Updated warship with animation and sound, moved to Goblin Buildings kit
Assets: Kits: Kobold Props: Added New Walkway System
Assets: Kits: Characters: Goblins: Added Grublin Machine Gun
Assets: Sounds: Added one-shot [Rusty Valve]
Assets: Sounds: Added one-shot [Character Hero Quixl Smoke Bomb Cloud]
Assets: Sounds: Added one-shot [Impact Shot Light] and [Impact Shot Heavy] groups
Assets: Sounds: Added looping [War Drums]
Assets: Sounds: Added one-shot [Spawn Rocket], [Impact Rocket]
Assets: Sounds: Added looping [Rocket Burn Loop]
Assets: Sounds: Added one-shot [Impact Scorpion Sting] group
Assets: Sounds: Added one-shot [Notification Invasion]
Assets: Sounds: Added one-shot [Burning Fuse 3s]
Assets: Sounds: Crabs now have sound effects

Important/Breaking Changes
Character references are now always passed around as WorldObject references to reduce the need for converter nodes. ForEachCharacter and CharacterToWorldObject nodes have now been hidden (but will appear in legacy scripts). It is recommended you replace any instances ForEachCharacter with ForEachWorldObject.

Many Water FX kit assets can now be controlled with the Door node in workbench, and support fading when turned off. Their default state in the inspector for existing pieces used in maps for IsActive is Off, which will cause them not to show up. Level designers will need to select any water fx assets and check the ‘IsActive’ box in the inspector.

Known Issues
  • It’s entirely possible to get 2 Quixl’s in your party
  • Grab best loot has a few low impact bugs, and might unequip hero weapons
  • Borgle isn’t being balanced correctly during his final confrontation
  • Murp isn’t being balanced correctly
  • If Kenny is stunned as his cohorts are die, he won’t flee
  • Level 6 rabbits, lol

Developer Comments
When enabling auto transfer in the crafting menu, newly crafted items will be moved to appropriate building equipment stores. The system - where possible - allocates on an as needed basis, so if there’s only 1 woodcutter working, it won’t send more than 1 cloth cap there. The ‘Distribute’ button on the village inventory dialog works using similar allocation rules.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.4.2.0)

The primary changes include partial language support for German and Russian, Act II from start to finish for the Grublins (first pass), the Toadkin boss and behemoth battles, a new dungeon and several new critters.

https://www.youtube.com/watch?v=eMKHFoJNuLA

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Act II Grublin storyline now playable in entirety as a first-pass
Player: Bla’tu (Toadkin leader) boss battle encounter
Player: Mighty Rhog (Toadkin Behemoth) boss battle encounter
UI: Some layout reformatted to better support translated labels
UI: Settings: Game: Language setting added with partial support for German and Russian*
Maps: Campaign: Sunken Depths added (accessible from Bla’tu’s Temple)
Maps: Campaign: Bountiful Bog: Dr Murp’s added
Maps: Campaign: Shirebrook: Crabs added to shoreline
Maps: Sandbox: Stinking Swamp: Kobold group near the kobold village now spawns less often
Editor: Workbench: Added Buff node to apply buffs to characters (needs json file lookup)
Editor: Workbench: Added CharacterScale node
Assets: Terrains: Swamp Ruins: Statue Trap - see notes
Assets: Characters: Mighty Rhog: Run removed, he was moving stupidly fast, abilities added
Assets: Characters: Grassland Animals: Added cave and gladiator crabs
Assets: Characters: Swamp Animals: Added scorpion
Assets: Characters: Grassland Animals: Added cave crab and gladiator crab
Assets: Characters: Piranha: Added environmental (non-attackable) hazard; needs some bug fixes
Assets: Characters: Toadkin: Blotch: Updated to use a warhammer
Assets: Props: Characters: Toadkin: Bla’tu Shield static character added for instantiation via Workbench
Assets: Systems: Systems: Added sparkles (used to highlight things of interest)
Assets: Loot: Added 9 trinkets (Gladefolk: Cocoon, Magic Mushrooms, Wood Imp Wing, Toadkin: Amber Insect, Obsidian Tusk, Toad Carving, Withering Dead: Bottled Eye, Ritual Urn, Wishbone)
Assets: Loot: Added 7 new keys (Cult Of Pyros Key, Dwarven Key, Glacian Key, Gladefolk Key, Grublin Key, Toadkin Key, Order Of The Fang Key)
Fix: Opening world map would clear world specific files which would trigger all json files to be reloaded, breaking a lot of things
Fix: Characters with Auto AI disabled will no longer engage with the enemy without being provoked or other allies are fighting nearby
Fix: Tweaked animation blending at end of an attack order to prevent units gliding
Fix: Effects on abilities sometimes lost the information about which ability was being used
Fix: Nara can no longer be attacked while in her cocoon
Fix: AI now queries for nearby targets directly instead of relying on the combat system to keep an up to date list (which it sometimes didn't, e.g when the character was of type CharacterStatic such as a destructible column)
Fix: Swamp Ruins Kit: some doors weren’t working properly
Fix: Added support for male/female variants of last names (required for language support)
Fix: Characters were being initialized completely in the editor which could prevent them from using up to date info (e.g health/names/etc.)
Fix: Inventory items are now loaded synchronously when a location loads instead of asynchronously as that could cause some lag when the loot system needed to be initialized
Fix: Added wider dialog header image to support longer character names due to translation
Fix: Prevented damage text greater than 4999 appearing, which only happens in code cheats

Known Issues
  • Lilith is overpowered
  • Borgle is underpowered
  • Any level designers that have used Bla’tu will need to re-insert him into their map

Developer Comments
* Partial language support has been added for German and Russian. It’s ‘partial’ because only labels that are unlikely to change have been translated. Quest text is subject to change, and has therefore not been translated. Both languages were selected because of their character sets. Special thanks go out to Nori for the German translation and Psytoshgen for Russian.

Both Bla’tu and Rhog battles make use of the new tagging system. Destructible Column 01 are tagged with ‘blatu_column’. As they are destroyed, falling debris will start landing on his magic shield. Statue Trap 01 are tagged with ‘blatu_statue’ and can be activated by Bla’tu’s magic to begin releasing fireballs. Finally, in the center of the room is a point tagged with ‘blatu_mortar’. This is used as the central point for when debris starts falling in the room, which the player must then avoid.

Rhog uses points tagged with ‘rhog_spawner’ to notify where whirlpools and piranha will spawn, and ‘rhog_scorpion’ where the scorpions emerge.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.4.1.0)

The primary changes focus on code optimization, bug fixes, and further development of the campaign. For CPU bound machines (usually PC’s with high end graphics cards) we’re seeing a significant frame rate boost in large-population villages. We’re also opening up the next campaign act, with an in-game warning that it’s only really for a look around, and not for playing. Currently only the Grublin faction storyline is being worked on.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Campaign Act II is now partly accessible
Player: Heroes: Borgle’s abilities fleshed out
Maps: Campaign: Bountiful Bog: Grublin campaign extended inc. further level design
Maps: Campaign: Bla’tu’s Palace: Grublin campaign extended
Maps: Campaign: Shirebrook: You can now travel to the Bountiful Bog via a road sign near the starting point
Maps: Campaign: Desecrated Cathedral: Sewing machines are now malfunctioning as per the story, and Brom’s machine fixing has been part implemented (still needs his animation importing)
Editor: Workbench: Added AllWithTag and FirstWithTag nodes
Editor: Mordrich can now teleport to points tagged with mordrich_teleport to avoid jumping out of a room
Assets: Audio: Added magic missile release sounds for all magic types
Assets: Audio: Added some missing inventory item move sounds
Assets: Props: Replaced Quarterstaff placeholder textures with final textures
Assets: Props: Bones: Added Skeleton Interactible for scripting in Workbench using WorkPointTrigger
Assets: Props: Human: Added Journal Interactible for scripting in Workbench using WorkPointTrigger
Assets: Dungeons: Mordrich’s Factory: Skeleton sewing points can now be scripted via Workbench
Assets: Terrains: Swamp Ruins: Added a destructible column
Assets: Inventory: Updated icons for quarterstaffs
Assets: Inventory: Added icons for runestones (not implemented yet)
Assets: Inventory: Updated icon for grublin claws (not implemented yet)
Optimization: Increased thread count on pathfinding to avoid it crashing; could cause workers to stop moving
Optimization: Moved tile handling code (inc. grass generation) to run after rendering has completed
Optimization: Improved fast filtering of objects
Optimization: Pathfinding distance check for buildings and resources is now non-blocking
Optimization: OrderWorkPoint was running the work point filter more times than necessary
Fix: Enemies would sometimes not start to attack the unit that was attacking them using a ranged attack
Fix: Line Of Sight code was breaking pathfinding, ranged units could shoot through doors
Fix: Line Of Sight was causing units to not move to attack if they had a valid path but no line of sight
Fix: Bugs in balancing code that made difficulty increase way too quickly
Fix: Centaur portrait image is now correct
Fix: Updated Gregory's bash range to reflect what the ui indicator was showing
Fix: Workbench: LoopSlow node now correctly emits the index property; good for timers
Fix: World Editor: World Kit is now showing correctly
Fix: Assets: Doors have been updated to prevent characters getting too close and breaking line of sight
Fix: Prevented workers from trying to work with resources that often cause orders to fail, spamming log
Fix: Fishing Hut navmesh needed adjusting
Fix: Monastery attack points weren’t working

Known Issues
  • When using the world map, if you click back into the location where you currently are, resources will become decoupled and show zero on the top bar.

Developer Comments
We’ve spent a fair bit of time optimizing the code for larger villages where performance was dropping. While population is uncapped, there is always going to be a point where this happens, but now it should happen a fair bit later.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.4.0.0)

The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.

The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.

SAVED GAMES MADE WITH PREVIOUS BUILDS ARE NOT COMPATIBLE.
PLAYERS MAY NEED TO REDO CUSTOM KEY BINDINGS.


Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Core: Added Steam Workshop integration
Core: Game is now plumbed for translated text (only English currently available)
Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault
Player: Implemented Mordrich boss battle
Player: Implemented Nara boss battle
Player: Added line of sight
Player: Added larger hover-over health bar for enemies (shows when a unit is selected)
Player: Added game setting for whether unhappy villagers leave
Player: Added Spearman unit to Barracks
Player: Added Cavalry
Player: Added Stables building
Player: Arbalists now require crossbow and chainmail armor research to unlock the unit
Player: City Watch now require halberd and plate armor research research to unlock the unit
Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant
Player: Building Dialog: Staggered auto recruit is now supported
Player: Optimized sky shader; map is now softened at the edge
Player: Willow is now a ranged caster instead of melee
Player: Primary Attribute behaviour changed (see Developer Notes below)
Player: Minimap terrain appearance significantly improved by darkened non-walkable areas
Player: Added footstep sounds and screen shake to ogres
Player: Mind now also affects physical resistance bonus
Player: Added berries, carrots, thistle and yarrow to marketplace
Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass
Player: Optimization: Moved some code to be run after rendering is done on the main thread
Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo
Editor: Inspector: Loot Profiles are now accessed first by category then by item
Editor: World Editor: Worlds can now be duplicated in the world editor
Editor: Workbench: Added LoopSlow node
Editor: Workbench: Added CharacterToggleAI node
Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes
Editor: Workbench: Added SetCharacterHealthBarMode node
Editor: Workbench: Added Difficulty and IfDifficulty nodes
Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names
Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes
Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes
Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning)
Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem)
Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown
Assets: Audio: Added Spriggan voice sounds
Assets: Audio: Added Toadkin Worker voice sounds
Assets: Audio: Added Horse sounds (for cavalry)
Assets: Audio: Added werewolf sounds
Assets: Characters: Added Skeletal Mage
Assets: Characters: Added Centaurs
Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden
Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons
Fix: Mobs were unable to change target or stop chasing an enemy
Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice
Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle)
Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over
Fix: Tweaked impact point for ranged attacks (e.g crossbows)
Fix: Character rotation speed is no longer affected by animation speed
Fix: Mossclaw’s strangle vine was playing a grublin voice file
Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain
Fix: Minimap: Blips now work when UIScaling is set to anything other than the default
Fix: Yeti was visible in fog of war
Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception
Fix: Resource name plural usage should now be used where appropriate
Fix: Character sheet now shows correct primary attribute
Fix: Spawn point preview mesh was not always scaled correctly
Fix: Non-loot character stats no longer included in loot tables
Fix: Abilities for characters that don’t use their primary attribute now scale correctly
Fix: Added workaround for occasional error when opening Editor
Fix: Bonefinger’s wing flap sounds would continue after death
Fix: LootManager was trying to deserialize loot data before inventory items had been loaded
Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken
Fix: Screen fades now affect the UI
Fix: Reduced fade time for audio when skipping a conversation
Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds
Balancing: Ser Gregory’s health brought up to par with other heroes
Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps)
Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive
Balancing: Innate armor bonuses on heroes have been removed
Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above
Balancing: Health and power recovery rate is now linked to game difficulty
Balancing: All units are now balanced individually instead of as groups
Balancing: Halved the rate of firewood and mead consumption

Breaking Changes
  • The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench

Known Issues
  • It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
  • Willow’s range attack isn’t currently pulling monsters
  • Doors aren’t always blocking line of sight - more configuration required

Developer Comments

Minimap
The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.

Steam Workshop
Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.

Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.

Primary Attribute Behavior
Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.

Monks Now Use Quarterstaffs
We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.
Community Announcements - Games Foundry


https://www.youtube.com/watch?v=_-nXCg8AXOM
Overview


We’ve implemented a cool visual effects system to seriously beef up boss battles. Mossclaw and Bonefinger are now formidable opponents. Heroes have been made more responsive to commands.


Hero abilities now have a degree of skill involved, further improving the feel of combat. Targeting is now supported for AOE and forward arc abilities.


As the player party expands, levels up, and equips more loot, we now automatically ramp up the challenge level. It's designed to lag somewhat, so players feel the immediate benefit of a new epic sword, or a new armor set, but without giving them a long term edge over opponents. This keeps battles challenging and interesting throughout for all players.


When it comes to adventuring, world map travel is now available from any portal. Players can either choose to travel directly to where a portal leads, or open the world map to choose an alternative destination, including specific portals that they have discovered. Sandbox maps are now interconnected, with players able to travel between locations and start multiple villages.


Key bindings are now configurable via settings, so if you are left-handed or have a non-English layout keyboard the game should now support your needs better.


Work is wrapping up on Act I, with just the faction leader boss battles left to implement. Work is progressing well on Act II where we meet the unscrupulous Grublins and glorious Toadkin empire in the Bountiful Bog region.


Workbench gains 11 new nodes for level designers, while the editor receives several new kits including the glacian ice palace and a dock front.

Patch Notes

This public build incorporates experimental patches 0.3.23.0 through 0.3.28.0. The patch notes are too long to fit in a Steam announcement. Please visit our website for detailed patch notes.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.3.28.0)

The primary changes are predominantly bug fixes in preparation for Alpha 28.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Idle voice sounds have been enabled
Player: If all heroes die in a non-dungeon map, they now all revive in the center of town
Player: Characters are now invulnerable for a few seconds after having revived
Player: Added an icon above buildings when a resource they use is not available
Audio: Combat impact sounds can now be heard from further away (when zoomed out)
Audio: Updated Quixl’s ability sounds
Editor: Workbench: Added CharacterExperienceAdd node
Fix: Heroes would sometimes freeze when reviving off-screen and become stuck
Fix: Buildings weren’t able to receive buffs (causing research not to apply the bonus)
Fix: Characters sometimes lost health when being trained as specialists
Fix: WaveSpawnPoint could spawn characters below the ground and thus fall off the map
Fix: Wandering behaviour no longer immediately triggered on arrival (deer were maniacal)
Fix: Some cases where asset preloading didn't work (passive abilities and sometimes when reloading maps)
Fix: Defeated player heroes could still take actions
Fix: Campaign: Betraying Lilith prevented you from progressing due to not being able to speak with Nara
Fix: Campaign: When confronting the protesters, the Spriggans could run towards heroes just before the cutscene
Fix: Campaign: Minimap markers are now showing again for ‘The Rotwold Fens’
Fix: Sandbox: Drunken Hog: Cleanup up Quixl’s quest so it can be completed; will be improved in later patches
Fix: Sandbox: Cold Peak: Travelling merchant portrait was white
Fix: Tutorial: Ser Gregory wouldn’t always level up after the first kobold attack
Fix: AIs could sometimes use abilities on dead or defeated characters
Fix: Health bars with over 50 divisions that would appear as solid black no longer show divisions
Fix: Villagers can now be commanded to repair/construct buildings
Balancing: Spider Queens should now present a more reasonable challenge
Balancing: Heroes now only lose 25% of xp following death on normal difficulty, 50% on hard, and 100% on very hard

Known Issues
  • Brom, Lilith and Nara are all too easy
  • The Butcher protecting the Everbloom Antidote is too easy

Developer Comments
All being well with this patch, Alpha 28 will be the next release.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.3.27.0)

The primary changes in this patch support the roll out of boss battles. During the implementation we’ve focused on Mossclaw and Bonefinger (see videos below). More boss battles will follow in future patches.

https://www.youtube.com/watch?v=2UNDHnQ7gYQ
https://www.youtube.com/watch?v=b1OJg20OoeM

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour
Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour
Player: Difficulty should now be more appropriate on normal
Player: Doubled distance selected units can travel to engage in melee
Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive
Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time)
Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat
Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw)
Player: Potion consumption action can now be key bound
Player: Heroes: Ser Gregory: Added screenshake to some abilities
Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too
Assets: Audio: Added Bonefinger sounds
Assets: Audio: Added Mossclaw sounds
Assets: Audio: Added Beastmen sounds
Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds
Assets: Audio: Added sack and spider den ‘death’ sounds
Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch
Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin
Assets: Characters: Updated Spriggan collapse animation with shorter version
Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo
Assets: Characters: Quixl: Added basic conversation animation
Assets: Characters: Quixl: Added TNT plunger push animation
Assets: Characters: Changed crypt beetles to explode when they die
Assets: Kits: Added Murp Dentistry Props
Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx
Assets: Loot: Added House Hraun cloth armor set
Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map)
Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much
Fix: 4 bows weren’t working as intended
Fix: Occasional exception caused in WorldText node
FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much
Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors
Fix: Removed last of old advisor sound files to prevent them being picked up by regex match
Fix: Removed some minor per-frame memory allocations
Fix: Improved Willow’s AI to prevent her healing units with full health
Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing
Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera
Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing

Known Issues
  • Heroes can sometimes become stuck (might be after revival) - if so, please save and reload
  • Villagers cannot be commanded to help with construction/repair
  • Brom, Lilith and Nara are all too easy
  • The Butcher protecting the Everbloom Antidote is too easy
  • The minimap markers on The Rotwold Fens quest aren’t showing
  • Repelling the Gladefolk can be a tough challenge

Developer Comments
This patch adds a powerful mathematical curve animation system to beef up the visual effects system that we use for special abilities. It’s first use can be seen on Mossclaw’s abilities such as stomp, when radial spokes of earth erupt outwards. We’ll be doing a lot more on special abilities in subsequent patches.

The character state machine has been rewritten to better support boss battles. While we aimed to restore many of the behaviors to what they were, players may spot very slight changes in character behavior. Please do let us know if you spot something strange that didn’t happen before that isn’t listed under known issues.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.3.26.0)

The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.3.25.0)

The primary changes are the introduction of the world map into portal travel.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced
Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles
Core: Tweaked audio system to make more advantage of Unity 5.x engine
Core: All audio files moved out of StreamingAssets folder including voice files
Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost
Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm)
Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name
Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds
Maps: Campaign: Shirebrook: More quest location markers added to help guide players
Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors
Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context
Assets: Kits: Ice Palace: Detail textures updated
Assets: Kits: Ice Palace: Throne, more props added
Assets: Kits: Props/Kobold Props: Added palisade doors
Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders
Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock
Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position
Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap)
Editor: Workbench: Added RevealOnWorldMap node
Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented
Editor: UI: Updated navmesh tool icon states
Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible
Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once
Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects
Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider
Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing
Fix: Fixed exception in Format node
Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog
Fix: Added missing minimap location marker referred to in Tutorial
Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions
Fix: Memory leak when villagers with procedurally generated meshes are destroyed
Fix: Player camera angle was changing after cutscenes
Fix: Resolved a number of campaign scripting loopholes
Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies)

Known Issues
When entering and exiting dungeons a lot, sometimes the fog of war will become impenetrable. To resolve this, please save your game, exit to the main menu, and load in the save. Please let us know in the forum if you experience this as we’ve not managed to recreate it during QA.

When entering Bonefinger’s Lair, sometimes grass from the previous map can be left over. It’s purely a visual glitch, and can be resolved for now by saving and loading.

Some minimap location markers are re-appearing after quests have been completed.

Developer Comments
We’ve moved the location of streaming audio assets which will make this patch larger than usual.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.3.24.2)

The primary changes are the ability to visualize the navmesh both in the Editor and in the player (very useful for level design), and the addition of the character activation animations system so that skeletons etc. can climb out of the ground when approached instead of standing around.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Reduced health and power recovery per unit of time by 50%
Player: Added tooltip messages when when trying to drag/drop inventory items in invalid ways
Player: Disabled tooltip scaling effect as it was hard to read quickly and looks bad at lower FPS
Player: Console: Added ‘navmesh’ command to toggle navmesh visualization on/off
Editor: Added navmesh visualization for level designers (3-state button added to toolbar)
Editor: Added activations system (see Skeletons to begin with)
Editor: Workbench: Added SetNameOf node to set character names
Editor: Workbench: Quest giver nodes now have an option to show a minimap blip and an arrow
Assets: Fixed Axe11 having a huge offset from its pivot point
Assets: Kits: Ice Palace enhancements
Assets: Kits: Human Interior enhancements
Assets: Audio: Updated Axe, Claw, Club, Hammer, Mace impact sounds
Assets: Animations: Added/Updated skeleton activation animations
Maps: Campaign: The Glade: Cleansing The Glade merged into The Girl In The Glade quest
Maps: Campaign: Bonefinger’s Lair: Added some skeleton activation animations
Maps: Campaign: Sandal Factory: Added some skeleton activation animations in one room
Maps: Campaign: Stinking Swamp: Goblin Village added (map is WIP and only accessible via Editor)
Fix: Character inventories were breaking after trying to move items between different spots on the character sheet
Fix: When searching for the Rotwold Antidote, if players entered and exited Bonefinger’s lair, they couldn’t get back in
Fix: Two chairs and a rug are hovering by a fireplace in the Drunken Hog tavern map
Fix: Faction storylines no longer overlap; entering either faction dungeon will ally the player with them
Fix: The sprinklers in The Glade now only highlight when on the relevant Withering Dead quest
Fix: It is no longer possible to enter the Bandit Caves until after Kenny’s return
Fix: It is no longer possible to enter the Glade without first completing the Bandit Caves
Fix: It is no longer possible to enter the Desecrated Cathedral without first completing the Bandit Caves
Fix: Added Cloth Armor to some occupations that could previously not equip it
Fix: Fixed happiness being set to +100 in rare circumstances (e.g when no villagers were in a world when it loaded)
Fix: Corrected a typo when repelling the gladefolk that said ‘Repel The Undead’
Fix: Party wasn’t standing in front of Mordrich at the conclusion of the Withering Dead campaign
Fix: Peasants no longer deliver more farmed goods than farmers
Fix: Game state now saved to ‘Auto Save’ when portalling between maps instead of creating separate save games
Fix: Various bugs with navmesh additions relating to scaling and rotation (affects level designers)
Fix: Items that are normally hidden are now visible as conversation rewards (e.g. crafting recipes)
Fix: AddAttributePoints node now makes sure health/power percentages are as large as before
Fix: Conversation nodes now always use the name and portrait from the character input if set
Fix: Stopped grass moving around significantly when the navmesh changes (e.g. when a building is placed)

Developer Comments
When viewing the navmesh in the editor, it might not always be up to date. Moving an object with a navmesh cut on it will force an update. Alternatively, save and reload the level. Where the navmesh appears to be more opaque, this usually means you have overlapping navmeshes which is bad and can lead to pathfinding issues.

When using the activation animations system, currently only the Skeleton prefabs in the Withering Dead character kit have animations, and the kobolds. We’ll be adding more in coming patches.
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