Both the Gladefolk and Withering Dead storylines are now playable from start to end, albeit in a rough first pass. Much of the work has focused on extending Workbench, the visual scripting editor to support the functionality required by campaign.
Heroes receive ability targeting including AOE circles and directional arcs, making it easier to see which monsters will be affected. Lilith the necromancer is now unlockable in the campaign by siding with the Withering Dead. Units can now also move short distances to engage in melee combat, reducing instances of them standing around while a battle rages just a few feet away.
The 'Needs Wall' (especially noticable with basic clothing and mead) has been addressed. Unhappiness is much slower to set in, is capped, and can be offset by doing well in other areas or through the use of rationing. Rationing now has a lagging effect. While the UI looks the same, indicators have been added to the rationing bars to indicate whether happiness is rising or falling. The yellow warnings have also been removed as they were a distraction.
The key binding UI is now implemented under the settings menu, especially useful for players with non-English layout keyboards (e.g. Sweden, France). Controls have changed slightly to be better aligned with RTS conventions. Holding down the middle mouse button and moving the mouse now pans the camera. Rotation has been remapped entirely off the mouse and onto Q+E or the LeftAlt key.
The tutorial has been completely remade across two entirely new maps (including a short dungeon) to cover many of the new gameplay elements. The narrator voice over has been omitted for the time being as we'll be adding to the tutorial in future patches.
The Editor, and more specifically Workbench (the built-in visual scripting tool), continues to grow in power with new node additions and general improvements. Several new kits have been added and will be used in the next campaign faction storylines. New content assets continue to be added which we'll be using as we continue to expand the campaign.
Patch Notes
This public build incorporates experimental patches 0.3.19.0 through 0.3.22.1. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).
Player: Modified happiness system to prevent the ‘Needs Wall’ Player: Characters can now move a small distance to engage in combat even when selected Player: Added controls settings UI Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades Player: Forage cursor now only shows when there are berries on the bush Player: Added code to make small areas unwalkable (navmesh auto refinement) Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects Player: Holding down MMB and moving mouse now pans the camera Player: Holding down LeftAlt and moving mouse now changes the camera angle Player: Some hero abilities can now be targeted; hero will rotate to face target before releasing Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud, Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite, Inspire Courage Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking Player: Improved character movement by making velocity changes faster when running into obstacles Player: Added visual effects for consuming health and power potions Player: Halved the rate that cottages burn firewood Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point Player: Combat sounds can now be heard at a greater distance Player: Camera behavior improved, free rotation should feel a lot better now in dungeons Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon) Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual Player: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target Player: Animation speed buffs now only affect movement animations Player: Added a message when the UI is hidden with the keypad 0 key Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection Player: Heroes now regain full health and power when they level up Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed Player: Doubled gravity because of some really steep stairs in the ruins kit Player: Buffs now update much more often which among other things improves healing smoothness Player: Freya's divine shield no longer requires her to face the target Player: Freya's divine shield can now only be cast on heroes Player: Dungeons are now hidden on the world map when playing the game Player: Improved quests UI aesthetic
Maps: Tutorial: Remade entirely, two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc) Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass) Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass) Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny Maps: Campaign: Shirebrook: Opened up land for construction over the stream Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures Maps: Campaign: The Glade: Extended Gladefolk storyline Maps: Campaign: The Glade: Extended Withering Dead storyline Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction Maps: Campaign: Bonefinger’s Lair: Updated Maps: Campaign: All: Heroes are now positioned during cut scenes
Assets: Kits: Added Ice Palace kit (Glacian) Assets: Kits: Added Dungeons/Human Interior kit Assets: Kits: Added Beastman ‘Bullock’ (Dual Wielder) Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows to 3D weapons Assets: Updated 9 sword 3d models to improve edges Assets: Added 5 tower shields, updated 3 icons for existing tower shields Assets: Added Grasslands/Scarecrow prop Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign) Assets: Added Swamp Ruins lever prop Assets: Added carried Meat Pies for delivery from Butchery to storage Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled) Assets: Added 8 new character portraits Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest Assets: Added ½ floor tiles to Classic Dungeon kit Assets: Added corruption effect to Everbloom when converted to Rotwold Assets: Added UI quest sfx for quest start, subquest progress, quest complete Assets: Added blood decals Assets: Added mine track supports to mine kit Assets: Added Ogre Zombie Butcher Assets: Reduced the scale of Bonefinger and The Mighty Rhog Assets: Increased the scale of Wood Imps so they are easier to target and see Assets: Updated skeleton idle animation Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing Assets: Animations: Updated Freya’s idle animations Assets: Animations: Added Acolyte Grey's animations Assets: Animations: Added defeated animation to Nara Assets: Animations: Tweaked Willow’s walking and hit animations speed Assets: Animations: Shortened Ser Gregory’s taunt animation so it feels more responsive Assets: Animations: Added missing reaction anims to Toadkin worker and warrior Assets: Loot: Added Cult Of Pyros leather armor set Assets: Loot: Added Toadkin cloth armor set Assets: Loot: Added Order Of The Fang chainmail armor set Assets: Loot: Added Cult Of Pyros cloth armor set Assets: Loot: Added Order Of The Fang leather armor set Assets: Loot: Added Glacian Chainmail armor set Assets: Loot: Added Toadkin Plate armor set Assets: Loot: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight Assets: Loot: Added 2 further Withering Dead themed keys Assets: Loot: Added Hammers 07-15 Assets: Loot: Added missing bracers and belt from Goblin Leather armor set Assets: Audio: Added weapon impact sound effects Assets: Audio: Added missing weapon inventory grab sound effects Assets: Audio: Tightened up animation event audio syncs on some combat animations Assets: Audio: Added kobold sfx Assets: Audio: Added ogre sfx and voice back in Assets: Audio: Added bandit combat sfx
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on) Editor: PortalEntry point now has an index value and a friendly name** Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts Editor: Added wp_animation to the systems kit (aka Work Point Animation)
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes Workbench: Added GetBool, StoreBool nodes for local context Workbench: Added GetNumber, StoreNumber nodes for local context Workbench: Added FailQuest node which cancels all subquests Workbench: Added Exists node for checking if an object still exists in the world Workbench: Added StoreGlobalList and GetGlobalList nodes Workbench: Added StatisticDialog to track when a dialog was opened Workbench: Added DialogOpen node the returns a bool if the specified dialog is open Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting) Workbench: Added CharacterSelect node to select a unit (for tutorial scripting) Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default Workbench: Added ToggleNeed node Workbench: Added SetPartyFormation node Workbench: Added yOffset to WorldText node Workbench: Added CountAlive node Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node Workbench: Added GetParty and GetHero nodes Workbench: Added Revive node to revive all fallen heroes Workbench: Added SpecialAbility node to make a hero use a non-targeted ability Workbench: Added GetHeroByAsset node Workbench: Added GetHeroByIndex node Workbench: Added OrderInteract node to send character to selected wp_animation Workbench: Added SetCharacterBehaviour node Workbench: Added duration scale field to WorldText node Workbench: Added 'spawned' output (list of characters) to the TriggerWave node Workbench: Added 'failed' output event to WorkPointTrigger node Workbench: LockFactionStanding node now overwrites any previous locks Workbench: Move node now stops character movement and matches character to object rotation Workbench: Improved item search - can now search faction and material keywords Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target Workbench: WorldText node labels are now visible during cut scenes Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones) Workbench: Now saves the panning position during the session Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not
Fix: Help link on Editor toolbar needed updating Fix: Scale on daggers was too big Fix: Scale on some bows was too big Fix: Refined colliders on goblin village buildings Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26 Fix: Stopped skeleton raids if player is allied to Withering Dead Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene Fix: Navmesh connection problem resolved on Glade kit ramps Fix: Ability icons weren’t greying out when the hero lacked the power Fix: Move node now sets ToMove object rotation to same as target Fix: Trebuchet turning sound was set to 2D sound rather than 3D Fix: Carding research at the Weaver’s wasn’t incrementing production output Fix: Navmesh on drawbridge props now behave properly Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell Fix: Prevented heroes from gaining xp by just completing random workpoints Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to Fix: Reduced default master volume Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame Fix: Fixed weird info text in VSAllCharacters Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname Fix: After loading a location, the ambience manager is called to do blending immediately Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node Fix: Info text bug for RandomCharacter node now shows the correct value Fix: Character names not being used in the conversation when setting them using the portraitCharacter input Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation' Fix: Skeleton Archer idle animation had broken bow string Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set Fix: Villagers marked as ‘Dead’ were revealing fog of war Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input Fix: Kobold hit reaction was incorrectly configured Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip Fix: A field wasn’t being serialized Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop Fix: Quest progress is now also hidden using numpad 0 Fix: Swamp ambience zone looks better once more Fix: Chest of horrors not properly linked to its inventory holder Fix: Crash reporter sometimes throwing exceptions Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed Fix: Freya’s abilities (House Hraun Paladin) Fix: Removed Ser Gregory voice over from some other heroes Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016 Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated Fix: Swamp Ruin kit stairs had lost navmesh geometry Fix: Defeated anim is now stopped when a character is revived Fix: Music sometimes not working when playing from the editor Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’ Fix: SetLoot node wasn’t working as intended Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp Fix: Renamed GlobalGetList node to GetGlobalList for consistency Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes) Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event Fix: Goblin Berserk didn’t have a weapon configuration and did no damage Fix: Camera zoom was enabled even when the mouse was over a UI element Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location
Both the Gladefolk and Withering Dead storylines are now playable from start to end, albeit in a rough first pass. Much of the work has focused on extending Workbench, the visual scripting editor to support the functionality required by campaign.
Heroes receive ability targeting including AOE circles and directional arcs, making it easier to see which monsters will be affected. Lilith the necromancer is now unlockable in the campaign by siding with the Withering Dead. Units can now also move short distances to engage in melee combat, reducing instances of them standing around while a battle rages just a few feet away.
The 'Needs Wall' (especially noticable with basic clothing and mead) has been addressed. Unhappiness is much slower to set in, is capped, and can be offset by doing well in other areas or through the use of rationing. Rationing now has a lagging effect. While the UI looks the same, indicators have been added to the rationing bars to indicate whether happiness is rising or falling. The yellow warnings have also been removed as they were a distraction.
The key binding UI is now implemented under the settings menu, especially useful for players with non-English layout keyboards (e.g. Sweden, France). Controls have changed slightly to be better aligned with RTS conventions. Holding down the middle mouse button and moving the mouse now pans the camera. Rotation has been remapped entirely off the mouse and onto Q+E or the LeftAlt key.
The tutorial has been completely remade across two entirely new maps (including a short dungeon) to cover many of the new gameplay elements. The narrator voice over has been omitted for the time being as we'll be adding to the tutorial in future patches.
The Editor, and more specifically Workbench (the built-in visual scripting tool), continues to grow in power with new node additions and general improvements. Several new kits have been added and will be used in the next campaign faction storylines. New content assets continue to be added which we'll be using as we continue to expand the campaign.
Patch Notes
This public build incorporates experimental patches 0.3.19.0 through 0.3.22.1. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).
Player: Modified happiness system to prevent the ‘Needs Wall’ Player: Characters can now move a small distance to engage in combat even when selected Player: Added controls settings UI Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades Player: Forage cursor now only shows when there are berries on the bush Player: Added code to make small areas unwalkable (navmesh auto refinement) Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects Player: Holding down MMB and moving mouse now pans the camera Player: Holding down LeftAlt and moving mouse now changes the camera angle Player: Some hero abilities can now be targeted; hero will rotate to face target before releasing Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud, Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite, Inspire Courage Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking Player: Improved character movement by making velocity changes faster when running into obstacles Player: Added visual effects for consuming health and power potions Player: Halved the rate that cottages burn firewood Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point Player: Combat sounds can now be heard at a greater distance Player: Camera behavior improved, free rotation should feel a lot better now in dungeons Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon) Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual Player: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target Player: Animation speed buffs now only affect movement animations Player: Added a message when the UI is hidden with the keypad 0 key Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection Player: Heroes now regain full health and power when they level up Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed Player: Doubled gravity because of some really steep stairs in the ruins kit Player: Buffs now update much more often which among other things improves healing smoothness Player: Freya's divine shield no longer requires her to face the target Player: Freya's divine shield can now only be cast on heroes Player: Dungeons are now hidden on the world map when playing the game Player: Improved quests UI aesthetic
Maps: Tutorial: Remade entirely, two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc) Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass) Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass) Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny Maps: Campaign: Shirebrook: Opened up land for construction over the stream Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures Maps: Campaign: The Glade: Extended Gladefolk storyline Maps: Campaign: The Glade: Extended Withering Dead storyline Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction Maps: Campaign: Bonefinger’s Lair: Updated Maps: Campaign: All: Heroes are now positioned during cut scenes
Assets: Kits: Added Ice Palace kit (Glacian) Assets: Kits: Added Dungeons/Human Interior kit Assets: Kits: Added Beastman ‘Bullock’ (Dual Wielder) Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows to 3D weapons Assets: Updated 9 sword 3d models to improve edges Assets: Added 5 tower shields, updated 3 icons for existing tower shields Assets: Added Grasslands/Scarecrow prop Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign) Assets: Added Swamp Ruins lever prop Assets: Added carried Meat Pies for delivery from Butchery to storage Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled) Assets: Added 8 new character portraits Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest Assets: Added ½ floor tiles to Classic Dungeon kit Assets: Added corruption effect to Everbloom when converted to Rotwold Assets: Added UI quest sfx for quest start, subquest progress, quest complete Assets: Added blood decals Assets: Added mine track supports to mine kit Assets: Added Ogre Zombie Butcher Assets: Reduced the scale of Bonefinger and The Mighty Rhog Assets: Increased the scale of Wood Imps so they are easier to target and see Assets: Updated skeleton idle animation Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing Assets: Animations: Updated Freya’s idle animations Assets: Animations: Added Acolyte Grey's animations Assets: Animations: Added defeated animation to Nara Assets: Animations: Tweaked Willow’s walking and hit animations speed Assets: Animations: Shortened Ser Gregory’s taunt animation so it feels more responsive Assets: Animations: Added missing reaction anims to Toadkin worker and warrior Assets: Loot: Added Cult Of Pyros leather armor set Assets: Loot: Added Toadkin cloth armor set Assets: Loot: Added Order Of The Fang chainmail armor set Assets: Loot: Added Cult Of Pyros cloth armor set Assets: Loot: Added Order Of The Fang leather armor set Assets: Loot: Added Glacian Chainmail armor set Assets: Loot: Added Toadkin Plate armor set Assets: Loot: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight Assets: Loot: Added 2 further Withering Dead themed keys Assets: Loot: Added Hammers 07-15 Assets: Loot: Added missing bracers and belt from Goblin Leather armor set Assets: Audio: Added weapon impact sound effects Assets: Audio: Added missing weapon inventory grab sound effects Assets: Audio: Tightened up animation event audio syncs on some combat animations Assets: Audio: Added kobold sfx Assets: Audio: Added ogre sfx and voice back in Assets: Audio: Added bandit combat sfx
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on) Editor: PortalEntry point now has an index value and a friendly name** Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts Editor: Added wp_animation to the systems kit (aka Work Point Animation)
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes Workbench: Added GetBool, StoreBool nodes for local context Workbench: Added GetNumber, StoreNumber nodes for local context Workbench: Added FailQuest node which cancels all subquests Workbench: Added Exists node for checking if an object still exists in the world Workbench: Added StoreGlobalList and GetGlobalList nodes Workbench: Added StatisticDialog to track when a dialog was opened Workbench: Added DialogOpen node the returns a bool if the specified dialog is open Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting) Workbench: Added CharacterSelect node to select a unit (for tutorial scripting) Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default Workbench: Added ToggleNeed node Workbench: Added SetPartyFormation node Workbench: Added yOffset to WorldText node Workbench: Added CountAlive node Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node Workbench: Added GetParty and GetHero nodes Workbench: Added Revive node to revive all fallen heroes Workbench: Added SpecialAbility node to make a hero use a non-targeted ability Workbench: Added GetHeroByAsset node Workbench: Added GetHeroByIndex node Workbench: Added OrderInteract node to send character to selected wp_animation Workbench: Added SetCharacterBehaviour node Workbench: Added duration scale field to WorldText node Workbench: Added 'spawned' output (list of characters) to the TriggerWave node Workbench: Added 'failed' output event to WorkPointTrigger node Workbench: LockFactionStanding node now overwrites any previous locks Workbench: Move node now stops character movement and matches character to object rotation Workbench: Improved item search - can now search faction and material keywords Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target Workbench: WorldText node labels are now visible during cut scenes Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones) Workbench: Now saves the panning position during the session Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not
Fix: Help link on Editor toolbar needed updating Fix: Scale on daggers was too big Fix: Scale on some bows was too big Fix: Refined colliders on goblin village buildings Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26 Fix: Stopped skeleton raids if player is allied to Withering Dead Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene Fix: Navmesh connection problem resolved on Glade kit ramps Fix: Ability icons weren’t greying out when the hero lacked the power Fix: Move node now sets ToMove object rotation to same as target Fix: Trebuchet turning sound was set to 2D sound rather than 3D Fix: Carding research at the Weaver’s wasn’t incrementing production output Fix: Navmesh on drawbridge props now behave properly Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell Fix: Prevented heroes from gaining xp by just completing random workpoints Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to Fix: Reduced default master volume Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame Fix: Fixed weird info text in VSAllCharacters Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname Fix: After loading a location, the ambience manager is called to do blending immediately Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node Fix: Info text bug for RandomCharacter node now shows the correct value Fix: Character names not being used in the conversation when setting them using the portraitCharacter input Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation' Fix: Skeleton Archer idle animation had broken bow string Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set Fix: Villagers marked as ‘Dead’ were revealing fog of war Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input Fix: Kobold hit reaction was incorrectly configured Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip Fix: A field wasn’t being serialized Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop Fix: Quest progress is now also hidden using numpad 0 Fix: Swamp ambience zone looks better once more Fix: Chest of horrors not properly linked to its inventory holder Fix: Crash reporter sometimes throwing exceptions Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed Fix: Freya’s abilities (House Hraun Paladin) Fix: Removed Ser Gregory voice over from some other heroes Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016 Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated Fix: Swamp Ruin kit stairs had lost navmesh geometry Fix: Defeated anim is now stopped when a character is revived Fix: Music sometimes not working when playing from the editor Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’ Fix: SetLoot node wasn’t working as intended Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp Fix: Renamed GlobalGetList node to GetGlobalList for consistency Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes) Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event Fix: Goblin Berserk didn’t have a weapon configuration and did no damage Fix: Camera zoom was enabled even when the mouse was over a UI element Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location
The primary changes are an overhaul of happiness calculations to address the needs wall for clothing and mead, selected units (e.g. heroes) can move small distances to engage in combat instead of standing around, and the Gladefolk and Withering Dead campaigns are now playable - albeit in rough form - from start to end.
Player: Modified happiness system to prevent the ‘Needs Wall’ Player: Characters can now move a small distance to engage in combat even when selected Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection Player: Heroes now regain full health and power when they level up Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed Player: Doubled gravity because of some really steep stairs in the ruins kit Player: Buffs now update much more often which among other things improves healing smoothness Player: Added 'Inspire Courage' passive ability to Freya (House Hraun Paladin) Player: Freya's divine shield no longer requires her to face the target Player: Freya's divine shield can now only be cast on heroes Player: Dungeons are now hidden on the world map when playing the game Player: Improved quests UI aesthetic Maps: Campaign: All: Heroes are now positioned during cut scenes Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass) Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass) Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death Assets: Added Ice Palace kit (Glacian) Assets: Added Dungeons/Human Interior kit Assets: Added Beastman ‘Bullock’ (Dual Wielder) Assets: Reduced the scale of Bonefinger and The Mighty Rhog Assets: Increased the scale of Wood Imps so they are easier to target and see Assets: Updated skeleton idle animation Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm Assets: Updated Freya’s idle animations Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing Assets: Added animations for Acolyte Grey (Order Of The Fang) Assets: Added defeated animation to Nara Assets: Added Cult Of Pyros leather armor set Assets: Added Toadkin cloth armor set Assets: Added Order Of The Fang chainmail armor set Assets: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight Workbench: Added ToggleNeed node Workbench: Added SetPartyFormation node Workbench: WorldText node labels are now visible during cut scenes Workbench: Added SetCharacterBehaviour node Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones) Workbench: Added yOffset to WorldText node Workbench: Added CountAlive node Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node Workbench: Added GetParty and GetHero nodes Workbench: Added Revive node to revive all fallen heroes Workbench: Added SpecialAbility node to make a hero use a non-targeted ability Workbench: Added GetHeroByAsset Workbench: Added GetHeroByIndex Workbench: Now saves the panning position during the session Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not Fix: Chest of horrors not properly linked to its inventory holder Fix: Crash reporter sometimes throwing exceptions Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed Fix: Freya’s abilities (House Hraun Paladin) Fix: Removed Ser Gregory voice over from some other heroes Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016 Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated Fix: Swamp Ruin kit stairs had lost navmesh geometry Fix: Defeated anim is now stopped when a character is revived Fix: Music sometimes not working when playing from the editor Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’ Fix: SetLoot node wasn’t working as intended Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp Fix: Renamed GlobalGetList node to GetGlobalList for consistency Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes) Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event Fix: Goblin Berserk didn’t have a weapon configuration and did no damage Fix: Camera zoom was enabled even when the mouse was over a UI element Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location Fix: Campaign: It’s now possible to correctly betray Willow
Known Issues
After a few hours play with a busy village, the frame rate may start slowing down. If you experience this, to restore performance save your game, quit, restart and reload your game.
Bonefinger does no damage.
We’re in the process of implementing spell tomes for Lilith. For now, opening her inventory will show a solid white icon in her hands. Please ignore this.
Developer Comments
The first rough pass of both the Gladefolk and Withering Dead campaigns is now available. Emphasis on the word ‘rough’. Bosses, enemy heroes and behemoths are missing their abilities, visual and sound effects. Monsters don’t currently scale their levels so the challenge may not be balanced.
There’s a lot of running back and forth in the campaign at the moment. This is where the world map will come into play in a future patch.
The primary changes are an overhaul of happiness calculations to address the needs wall for clothing and mead, selected units (e.g. heroes) can move small distances to engage in combat instead of standing around, and the Gladefolk and Withering Dead campaigns are now playable - albeit in rough form - from start to end.
Player: Modified happiness system to prevent the ‘Needs Wall’ Player: Characters can now move a small distance to engage in combat even when selected Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection Player: Heroes now regain full health and power when they level up Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed Player: Doubled gravity because of some really steep stairs in the ruins kit Player: Buffs now update much more often which among other things improves healing smoothness Player: Added 'Inspire Courage' passive ability to Freya (House Hraun Paladin) Player: Freya's divine shield no longer requires her to face the target Player: Freya's divine shield can now only be cast on heroes Player: Dungeons are now hidden on the world map when playing the game Player: Improved quests UI aesthetic Maps: Campaign: All: Heroes are now positioned during cut scenes Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass) Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass) Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death Assets: Added Ice Palace kit (Glacian) Assets: Added Dungeons/Human Interior kit Assets: Added Beastman ‘Bullock’ (Dual Wielder) Assets: Reduced the scale of Bonefinger and The Mighty Rhog Assets: Increased the scale of Wood Imps so they are easier to target and see Assets: Updated skeleton idle animation Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm Assets: Updated Freya’s idle animations Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing Assets: Added animations for Acolyte Grey (Order Of The Fang) Assets: Added defeated animation to Nara Assets: Added Cult Of Pyros leather armor set Assets: Added Toadkin cloth armor set Assets: Added Order Of The Fang chainmail armor set Assets: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight Workbench: Added ToggleNeed node Workbench: Added SetPartyFormation node Workbench: WorldText node labels are now visible during cut scenes Workbench: Added SetCharacterBehaviour node Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones) Workbench: Added yOffset to WorldText node Workbench: Added CountAlive node Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node Workbench: Added GetParty and GetHero nodes Workbench: Added Revive node to revive all fallen heroes Workbench: Added SpecialAbility node to make a hero use a non-targeted ability Workbench: Added GetHeroByAsset Workbench: Added GetHeroByIndex Workbench: Now saves the panning position during the session Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not Fix: Chest of horrors not properly linked to its inventory holder Fix: Crash reporter sometimes throwing exceptions Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed Fix: Freya’s abilities (House Hraun Paladin) Fix: Removed Ser Gregory voice over from some other heroes Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016 Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated Fix: Swamp Ruin kit stairs had lost navmesh geometry Fix: Defeated anim is now stopped when a character is revived Fix: Music sometimes not working when playing from the editor Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’ Fix: SetLoot node wasn’t working as intended Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp Fix: Renamed GlobalGetList node to GetGlobalList for consistency Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes) Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event Fix: Goblin Berserk didn’t have a weapon configuration and did no damage Fix: Camera zoom was enabled even when the mouse was over a UI element Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location Fix: Campaign: It’s now possible to correctly betray Willow
Known Issues
After a few hours play with a busy village, the frame rate may start slowing down. If you experience this, to restore performance save your game, quit, restart and reload your game.
Bonefinger does no damage.
We’re in the process of implementing spell tomes for Lilith. For now, opening her inventory will show a solid white icon in her hands. Please ignore this.
Developer Comments
The first rough pass of both the Gladefolk and Withering Dead campaigns is now available. Emphasis on the word ‘rough’. Bosses, enemy heroes and behemoths are missing their abilities, visual and sound effects. Monsters don’t currently scale their levels so the challenge may not be balanced.
There’s a lot of running back and forth in the campaign at the moment. This is where the world map will come into play in a future patch.
The primary changes are the addition of key mapping under settings and AOE ability targeting (including directional arcs). Players can now set their own hotkeys if they don’t like the defaults. This is also required by international players with non-English keyboards.
Settings: Added controls settings UI Player: Added AOE ability targeting Player: Combat sounds can now be heard at a greater distance Player: Camera behavior improved, free rotation should feel a lot better now in dungeons Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon) Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual Player: Mouse actions now strongly prefer ground before other colliders Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle Maps: Campaign: Bonefinger’s Lair: Updated Audio: Added weapon impact sound effects Audio: Added missing weapon inventory grab sound effects Audio: Tightened up animation event audio syncs on some combat animations Assets: Added Ogre Zombie Butcher Editor: Added wp_animation to the systems kit (aka Work Point Animation) Workbench: Added OrderInteract node to send character to selected wp_animation Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target Workbench: Added duration scale field to WorldText node Fix: Crane was missing from the top of the Stonecutter Lodge Fix: Kobold hit reaction was incorrectly configured Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip Fix: A field wasn’t being serialized Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop Fix: Quest progress is now also hidden using numpad 0 Fix: Swamp ambience zone looks better once more Change: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target Change: Animation speed buffs now only affect movement animations Change: Added a message when the UI is hidden with the keypad 0 key
Known Issues
Stair pieces in the Swamp Ruins kit appear to be broken and can’t be right clicked on.
Developer Notes:
The new animation scripting kit piece and Workbench node is designed to support characters walking to a point and then performing an animation (which can play once, or loop). A list of characters and supported animations will be published at a later date, as it is still subject to considerable change.
The primary changes are the addition of key mapping under settings and AOE ability targeting (including directional arcs). Players can now set their own hotkeys if they don’t like the defaults. This is also required by international players with non-English keyboards.
Settings: Added controls settings UI Player: Added AOE ability targeting Player: Combat sounds can now be heard at a greater distance Player: Camera behavior improved, free rotation should feel a lot better now in dungeons Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon) Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual Player: Mouse actions now strongly prefer ground before other colliders Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle Maps: Campaign: Bonefinger’s Lair: Updated Audio: Added weapon impact sound effects Audio: Added missing weapon inventory grab sound effects Audio: Tightened up animation event audio syncs on some combat animations Assets: Added Ogre Zombie Butcher Editor: Added wp_animation to the systems kit (aka Work Point Animation) Workbench: Added OrderInteract node to send character to selected wp_animation Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target Workbench: Added duration scale field to WorldText node Fix: Crane was missing from the top of the Stonecutter Lodge Fix: Kobold hit reaction was incorrectly configured Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip Fix: A field wasn’t being serialized Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop Fix: Quest progress is now also hidden using numpad 0 Fix: Swamp ambience zone looks better once more Change: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target Change: Animation speed buffs now only affect movement animations Change: Added a message when the UI is hidden with the keypad 0 key
Known Issues
Stair pieces in the Swamp Ruins kit appear to be broken and can’t be right clicked on.
Developer Notes:
The new animation scripting kit piece and Workbench node is designed to support characters walking to a point and then performing an animation (which can play once, or loop). A list of characters and supported animations will be published at a later date, as it is still subject to considerable change.
The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.
Please note that save games from earlier versions are not compatible.
Player: WASDQE keys retired, QWERT now mapped to hero abilities Player: Holding down MMB and moving mouse now pans the camera Player: Holding down LeftAlt and moving mouse now changes the camera angle Player: Some abilities can now be targeted; hero will rotate to face target before releasing Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly Player: Improved character movement by making velocity changes faster when running into obstacles Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud, Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite Player: Added visual effects for consuming health and power potions Player: Halved the rate that cottages burn firewood Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc) Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints Assets: Added 8 new character portraits Assets: Added Glacian Chainmail armor set Assets: Added Toadkin Plate armor set Assets: Added missing bracers and belt from Goblin Leather armor set Assets: Added 5 tower shields, updated 3 icons for existing tower shields Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive Assets: Added ½ floor tiles to Classic Dungeon kit Assets: Added corruption effect to Everbloom when converted to Rotwold Assets: Added kobold sfx Assets: Added ogre sfx and voice back in Assets: Added bandit combat sfx Assets: Added UI quest sfx for quest start, subquest progress, quest complete Assets: Loot: Added 2 further Withering Dead themed keys Assets: Loot: Added Cult Of Pyros cloth armor set Assets: Loot: Added Order Of The Fang leather armor set Assets: Loot: Added Hammers 07-15 Assets: Tweaked Willow’s walking and hit animations speed Assets: Added blood decals Assets: Added mine track supports to mine kit Assets: Added missing reaction anims to Toadkin worker and warrior Workbench: Added Exists node for checking if an object still exists in the world Workbench: Added StoreGlobalList and GetGlobalList nodes Workbench: Added StatisticDialog to track when a dialog was opened Workbench: Added DialogOpen node the returns a bool if the specified dialog is open Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting) Workbench: Added CharacterSelect node to select a unit (for tutorial scripting) Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds Workbench: Added 'failed' output event to WorkPointTrigger node Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default Workbench: Added 'spawned' output (list of characters) to the TriggerWave node Workbench: Move node now stops character movement and matches character to object rotation Workbench: Improved item search - can now search faction and material keywords Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame Fix: Fixed weird info text in VSAllCharacters Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname Fix: After loading a location, the ambience manager is called to do blending immediately Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node Fix: Info text bug for RandomCharacter node now shows the correct value Fix: Character names not being used in the conversation when setting them using the portraitCharacter input Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation' Fix: Skeleton Archer idle animation had broken bow string Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set Fix: Villagers marked as ‘Dead’ were revealing fog of war Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input
Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.
Known Issues:
The crane is missing from the top of the Stonecutter Lodge Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this. Kobolds in the towers of the kobold village (sandbox map) can’t exit Zombie Harvesters will sometimes glide into combat
Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.
The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.
For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.
The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.
Please note that save games from earlier versions are not compatible.
Player: WASDQE keys retired, QWERT now mapped to hero abilities Player: Holding down MMB and moving mouse now pans the camera Player: Holding down LeftAlt and moving mouse now changes the camera angle Player: Some abilities can now be targeted; hero will rotate to face target before releasing Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly Player: Improved character movement by making velocity changes faster when running into obstacles Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud, Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite Player: Added visual effects for consuming health and power potions Player: Halved the rate that cottages burn firewood Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc) Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints Assets: Added 8 new character portraits Assets: Added Glacian Chainmail armor set Assets: Added Toadkin Plate armor set Assets: Added missing bracers and belt from Goblin Leather armor set Assets: Added 5 tower shields, updated 3 icons for existing tower shields Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive Assets: Added ½ floor tiles to Classic Dungeon kit Assets: Added corruption effect to Everbloom when converted to Rotwold Assets: Added kobold sfx Assets: Added ogre sfx and voice back in Assets: Added bandit combat sfx Assets: Added UI quest sfx for quest start, subquest progress, quest complete Assets: Loot: Added 2 further Withering Dead themed keys Assets: Loot: Added Cult Of Pyros cloth armor set Assets: Loot: Added Order Of The Fang leather armor set Assets: Loot: Added Hammers 07-15 Assets: Tweaked Willow’s walking and hit animations speed Assets: Added blood decals Assets: Added mine track supports to mine kit Assets: Added missing reaction anims to Toadkin worker and warrior Workbench: Added Exists node for checking if an object still exists in the world Workbench: Added StoreGlobalList and GetGlobalList nodes Workbench: Added StatisticDialog to track when a dialog was opened Workbench: Added DialogOpen node the returns a bool if the specified dialog is open Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting) Workbench: Added CharacterSelect node to select a unit (for tutorial scripting) Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds Workbench: Added 'failed' output event to WorkPointTrigger node Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default Workbench: Added 'spawned' output (list of characters) to the TriggerWave node Workbench: Move node now stops character movement and matches character to object rotation Workbench: Improved item search - can now search faction and material keywords Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame Fix: Fixed weird info text in VSAllCharacters Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname Fix: After loading a location, the ambience manager is called to do blending immediately Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node Fix: Info text bug for RandomCharacter node now shows the correct value Fix: Character names not being used in the conversation when setting them using the portraitCharacter input Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation' Fix: Skeleton Archer idle animation had broken bow string Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set Fix: Villagers marked as ‘Dead’ were revealing fog of war Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input
Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.
Known Issues:
The crane is missing from the top of the Stonecutter Lodge Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this. Kobolds in the towers of the kobold village (sandbox map) can’t exit Zombie Harvesters will sometimes glide into combat
Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.
The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.
For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.
This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.
Please note, save games created with earlier versions are not compatible with this release.
We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades Player: Forage cursor now only shows when there are berries on the bush Player: Added code to make small areas unwalkable (navmesh auto refinement) Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction Maps: Campaign: Shirebrook: Opened up land for construction over the stream Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures Maps: Campaign: The Glade: Extended Gladefolk storyline Maps: Campaign: The Glade: Extended Withering Dead storyline Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows Assets: Added scarecrow prop Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign) Assets: Added Swamp Ruins lever prop Assets: Added carried Meat Pies for delivery from Butchery to storage Assets: Updated 9 swords to improve edges Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled) Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on) Editor: PortalEntry point now has an index value and a friendly name** Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts Workbench: LockFactionStanding node now overwrites any previous locks Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes* Workbench: Added GetBool, StoreBool nodes for local context Workbench: Added GetNumber, StoreNumber nodes for local context Workbench: Added FailQuest node which cancels all subquests Fix: Help link on Editor toolbar needed updating Fix: Scale on daggers was too big Fix: Scale on some bows was too big Fix: Refined colliders on goblin village buildings Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26 Fix: Stopped skeleton raids if player is allied to Withering Dead Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene Fix: Navmesh connection problem resolved on Glade kit ramps Fix: Ability icons weren’t greying out when the hero lacked the power Fix: Move node now sets ToMove object rotation to same as target Fix: Trebuchet turning sound was set to 2D sound rather than 3D Fix: Carding research at the Weaver’s wasn’t incrementing production output Fix: Navmesh on drawbridge props now behave properly Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell Fix: Prevented heroes from gaining xp by just completing random workpoints Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to
Known Issues
It’s currently possible to do quests in the wrong order.
Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.
** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.
This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.
Please note, save games created with earlier versions are not compatible with this release.
We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades Player: Forage cursor now only shows when there are berries on the bush Player: Added code to make small areas unwalkable (navmesh auto refinement) Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction Maps: Campaign: Shirebrook: Opened up land for construction over the stream Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures Maps: Campaign: The Glade: Extended Gladefolk storyline Maps: Campaign: The Glade: Extended Withering Dead storyline Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows Assets: Added scarecrow prop Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign) Assets: Added Swamp Ruins lever prop Assets: Added carried Meat Pies for delivery from Butchery to storage Assets: Updated 9 swords to improve edges Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled) Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on) Editor: PortalEntry point now has an index value and a friendly name** Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts Workbench: LockFactionStanding node now overwrites any previous locks Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes* Workbench: Added GetBool, StoreBool nodes for local context Workbench: Added GetNumber, StoreNumber nodes for local context Workbench: Added FailQuest node which cancels all subquests Fix: Help link on Editor toolbar needed updating Fix: Scale on daggers was too big Fix: Scale on some bows was too big Fix: Refined colliders on goblin village buildings Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26 Fix: Stopped skeleton raids if player is allied to Withering Dead Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene Fix: Navmesh connection problem resolved on Glade kit ramps Fix: Ability icons weren’t greying out when the hero lacked the power Fix: Move node now sets ToMove object rotation to same as target Fix: Trebuchet turning sound was set to 2D sound rather than 3D Fix: Carding research at the Weaver’s wasn’t incrementing production output Fix: Navmesh on drawbridge props now behave properly Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell Fix: Prevented heroes from gaining xp by just completing random workpoints Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to
Known Issues
It’s currently possible to do quests in the wrong order.
Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.
** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.