Hey folks! Thanks for your patience as Krin worked on this patch. A few nasty bugs kept popping up in implementing these changes but should now be ironed out.
* Items can now be equipped from the shop directly. * Hovering over items now show a tooltip with the item's information. * Party member skills can be seen by clicking a new button on their profile. * Hovering over buff icons in combat will show the remaining turns.
Fixes: * Fixed a bug where returning from the item scene causes a crash. * Fixed the menu navigation * Fixed tool tip positioning on some 1-line descriptions. * Fixed a bug where clicking through a tutorial too fast can make the game unresponsive. (Also applies to other instances of this occurring throughout the game.) * Various other fixes
Please continue to report bugs as you find them. Thanks for your time and support!
Hey folks! So since our first patch of UI improvements dropped yesterday, we had a discussion about what will be in the next one that's on the way. These are all suggestions and requests that you guys have made, and based on that input from you, here are the ones we are going to tackle next:
- Allow players to equip items they've bought from within the store rather than having to navigate to the inventory after purchase.
- More tooltips on hover (IE, equipment descriptions, buttons)
- Display party skills. This one has been requested a lot! We're going to have a way for you to see the skills each party member has, with a description, both in battle and out, so you can better understand how their abilities work and plan for who will help you the most in any given battle.
- Display debuff duration remaining in hover tooltip
Krin has started work on this today. Between now and its release, you'll also likely see a few hotfixes to address some bugs that have been reported.
As always, thank you for your patience and support!
Hey everyone! We've pushed a patch that not only addresses some bugs reported to us in the forums, but also adds in some UI improvements.
UI - Added a hover tool tip to abilities and in combat and in the menu. - Right-clicking an ability in combat now opens the ability pop-up. - Status effect icons now also appear under a unit's HP bar and an be hovered over for an explanation of what they do. - Camera shake and jitters can now be disabled from the options menu.
BUG FIXES - Fixed a bug that caused the game to appear as a false positive on some Antivirus programs. - Fixed a bug where no money is given when selling an item with the right click button. - Fixed a bug where training in an area before completing the first battle returns the user back to the map. - Fixed a bug that was causing items not to serialize properly, resulting in unresponsive save slots, missing items, glitched item display, and disappearing items.
We appreciate your patience as we continue to tweak and fix, and please let us know in the forums using our stickied bug thread to report issues, including version, OS, and system information. Thank you!
- The patch that went out today should have addressed the "preparing to launch" (yet not actually launching) bug some people were experiencing. If it has not, please leave a message in our bug thread with some system specs so we can make sure we squash it.
More importantly, including other bug fixes and tweaks, we are working on a patch that addresses a lot of player UI suggestions, such as tooltips appearing on hover, right-clicking rather than click-and-hold to view skill information in battle, and more. We'll prepare a detailed list when we have more things finalized. If you would like to suggest a specific piece of UI improvement, please let us know in the forums!
Finally, we know that the reception from players has been mixed. While we're still extremely proud of the game and all the years of hard work everyone involved put in, it's clear that we underestimated how much facets of the presentation like visible equipment and animations mattered to players. To be clear, these are not things we looked at during development and made a decision NOT to include... we were focused on the things we felt that mattered most (challenging enemies with character builds and buffs) and simply didn't consider these other elements.
Clearly that was a mistake on our part. By the time we brought in outside testers, it was too late in development to change, and obviously we should have been interacting and more transparent with the community early on to make sure we were more in tune with what the fans wanted. Sonny Steam/iOS is not a game we looked at as something to just flip around quickly or cheaply, and we set out with every intention and belief that we were doing right by it.
At this point, adding in more dynamic sprite animation and visible equipment isn't something that's feasible for us to do based on estimates of time and resources needed we've been given. We know some will be disappointed by that, and all we can do is apologize and promise that we will do better going forward with our other releases in speaking with, understanding, and involving our community to make sure we're on track.
We thank you for all the feedback you've given us, good and bad, and helping us make both Sonny and our future releases even better.