This is a update to the experimental opt-in build.
The primary changes are an overhaul to resource harvesting, a replacement of the needs system, an overhaul of building research, and the addition of the terrain sculpting tool to the editor.
What's new? Player: Trees are now felled on the first visit, dropping logs Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience Player: Needs system replaced by happiness, civics dialog tab updated Player: Rationing, Taxation and Happiness tab added to the civics dialog Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurred Player: Campaign extended, adding Desecrated Cathedral and access to Mordrich’s Sandal Factory Player: Collectables including dropped logs and baskets of crops can be collected manually Player: Heroes and City Watch can now wear armor below their best type Player: Added visual warning (glowing civics button) when happiness is negative Player: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately Assets: Added portraits for boar, bear, beetle, giant snail, rabbit, warpig Campaign: Shirebrook: Added Beastman encounter Campaign: Shirebrook: Added Beastman wave attacks Campaign: Shirebrook: Added Withering Dead wave attacks Campaign: Shirebrook: Added Spiders Campaign: Shirebrook: Added Desecrated Cathedral (first pass) Campaign: Shirebrook: Connected Desecrated Cathedral dungeon Stats: Spider Queen marked as boss and given +15 vitality Stats: Bear given +5 vitality Stats: Removed common weapons from crafting options since units get them by default Editor: Terrain sculpting tool added (please watch https://youtu.be/D8fGhMPslUQ?t=37m52s) Editor: Cemetery kit overhauled for better snapping support and improved aesthetics Editor: Props->Items kit added, providing access to all weapons and shields for placement in world as static props Editor: Classic Dungeon receives diagonal trim pieces and walls, door portals, various others Editor: Radius of portal entry point has been reduced from 25 units to 15 Workbench: PersistentAnimation node added for saving animation state across saves Fix: Older DirectX 9 version now works Fix: Maps created with terrain generator can now be saved Fix: Icons on world map that have no corresponding zip file are now properly deleted when using Backspace Fix: Editor objects with Workbench scripts are showing cogs once more Fix: 1/2 unit snapping in editor inspector now fixed Fix: Flowers are now removed when constructing buildings, reducing chance of z-flicker Fix: Character height was jittering on uneven surfaces like puddles and stairs Fix: Props accidently marked for pooling and static batching were ending up in odd locations, causing maps to look corrupted
Known Issues There is a suspected engine memory leak causing the game memory footprint to grow at around 1GB per hour. Please save more often to avoid losing progress. Resource harvesting and economy have not yet been balanced. Some monsters (e.g. bandits) are dropping incorrect loot. Bonefinger does no damage. Torches LOD1 model will show as pink. Cutscene fade transitions are not working smoothly on Windows. Quests do not carry over to other maps. For now, you can cheat by recreating them in eat map and testing with GetGlobalBool.
This is a update to the experimental opt-in build.
The primary changes are an overhaul to resource harvesting, a replacement of the needs system, an overhaul of building research, and the addition of the terrain sculpting tool to the editor.
What's new? Player: Trees are now felled on the first visit, dropping logs Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience Player: Needs system replaced by happiness, civics dialog tab updated Player: Rationing, Taxation and Happiness tab added to the civics dialog Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurred Player: Campaign extended, adding Desecrated Cathedral and access to Mordrich’s Sandal Factory Player: Collectables including dropped logs and baskets of crops can be collected manually Player: Heroes and City Watch can now wear armor below their best type Player: Added visual warning (glowing civics button) when happiness is negative Player: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately Assets: Added portraits for boar, bear, beetle, giant snail, rabbit, warpig Campaign: Shirebrook: Added Beastman encounter Campaign: Shirebrook: Added Beastman wave attacks Campaign: Shirebrook: Added Withering Dead wave attacks Campaign: Shirebrook: Added Spiders Campaign: Shirebrook: Added Desecrated Cathedral (first pass) Campaign: Shirebrook: Connected Desecrated Cathedral dungeon Stats: Spider Queen marked as boss and given +15 vitality Stats: Bear given +5 vitality Stats: Removed common weapons from crafting options since units get them by default Editor: Terrain sculpting tool added (please watch https://youtu.be/D8fGhMPslUQ?t=37m52s) Editor: Cemetery kit overhauled for better snapping support and improved aesthetics Editor: Props->Items kit added, providing access to all weapons and shields for placement in world as static props Editor: Classic Dungeon receives diagonal trim pieces and walls, door portals, various others Editor: Radius of portal entry point has been reduced from 25 units to 15 Workbench: PersistentAnimation node added for saving animation state across saves Fix: Older DirectX 9 version now works Fix: Maps created with terrain generator can now be saved Fix: Icons on world map that have no corresponding zip file are now properly deleted when using Backspace Fix: Editor objects with Workbench scripts are showing cogs once more Fix: 1/2 unit snapping in editor inspector now fixed Fix: Flowers are now removed when constructing buildings, reducing chance of z-flicker Fix: Character height was jittering on uneven surfaces like puddles and stairs Fix: Props accidently marked for pooling and static batching were ending up in odd locations, causing maps to look corrupted
Known Issues There is a suspected engine memory leak causing the game memory footprint to grow at around 1GB per hour. Please save more often to avoid losing progress. Resource harvesting and economy have not yet been balanced. Some monsters (e.g. bandits) are dropping incorrect loot. Bonefinger does no damage. Torches LOD1 model will show as pink. Cutscene fade transitions are not working smoothly on Windows. Quests do not carry over to other maps. For now, you can cheat by recreating them in eat map and testing with GetGlobalBool.
What's new? Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4 Player: New healthbars added (heroes’ have significantly changed) Player: Reduced aggro ranges significantly Player: Camera field of view reduced Player: Tweaked colliders on all monsters for easier targeting Player: Increased distance that characters will stand apart Player: Added wet cave ambient background track Player: Added lots more character portraits (so they’ll appear in conversation dialogs) Player: Added wolf, bear, boar, skeleton and zombie sound effects Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp) Player: Villagers and (some) monsters will now voice idle phrases Player: Several monster loot profiles added Player: If characters/monsters cannot surround a target, they should choose another target Editor: World Editor added Editor: Added Map Entry and Exit Points To World Kit Editor: Folder Structure Changed, location maps are now filed under a world folder Editor: Added Skeleton Elite and Champion tests (blue and yellow rim shading) Editor: Added Glade Kit Editor: Starting Map Designer Will Load Into World Editor, Then You Select Map To Edit Editor: Added Kindle (Hero, No Abilities Or Attacks Atm) Editor: Added Tool Button To Topbar To Access World Editor Editor: Modular Waterfall Pieces added to Water FX Kit Workbench: Added SetFaction; Cutscene useful for preventing characters doing tasks during cutscene Workbench: Added Notification node for adding icons/events into Events Notification system Workbench: Health bars will no longer be shown when NPC has faction set to cutscene Workbench: Added GetGlobalBool and StoreGlobalBool nodes; values persist across maps Workbench: Added GetGlobalNumber and StoreGlobalNumber nodes; values persist across maps Workbench: CameraPath node can use just a single camera position now for simple framing Workbench: Added Move node for immediate relocation Fix: Tile batching was broken a few weeks back Fix: Start screen menu more responsive Fix: Characters marked as ‘dead’ no longer count towards killed statistics, and don’t agro Fix: Negative Scaling Props For Mirroring Now Works On Props With Navmesh Cuts Fix: Fixed Cave Tile Alignments That Were Causing Some Small Thin Gaps Fix: Peasants no longer lose their names when trained as workers Fix: Characters marked as ‘dead’ now have permanent corpses Fix: Event notifications no longer happen in non-village maps Fix: Using Workbench node to change faction/allegiance during combat is now more reliable Fix: Characters no longer play their hit animation if it’s already playing Fix: Characters no longer move/glide if their hit animation is playing Fix: Herb fields were too bright Fix: Herbalists no longer carry surplus herbs to the storehouse Fix: Hid some UI clutter that was showing in between screens loading Fix: Workbench: Sound field in Conversation can now be cleared Fix: Heroes that are out of range for ability use now run into range before activating Fix: Hovering over corpses no longer causes mouse cursor to change to target mode Fix: Rivers would sometimes turn an ugly green with no reflections
Note: to create a new map in a world, use the Location Pin prop in the World Editor kit. To import (copy) a map from another world, use the Location Importer prop in the World Editor kit.
Note: to mark worlds as sandbox (so a player can choose any map in the world to play, edit the world.zip file meta.json and remove the “startingLocation” entry (and everything between { }).
Known issue: Quests do not currently carry over between maps.
What's new? Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4 Player: New healthbars added (heroes’ have significantly changed) Player: Reduced aggro ranges significantly Player: Camera field of view reduced Player: Tweaked colliders on all monsters for easier targeting Player: Increased distance that characters will stand apart Player: Added wet cave ambient background track Player: Added lots more character portraits (so they’ll appear in conversation dialogs) Player: Added wolf, bear, boar, skeleton and zombie sound effects Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp) Player: Villagers and (some) monsters will now voice idle phrases Player: Several monster loot profiles added Player: If characters/monsters cannot surround a target, they should choose another target Editor: World Editor added Editor: Added Map Entry and Exit Points To World Kit Editor: Folder Structure Changed, location maps are now filed under a world folder Editor: Added Skeleton Elite and Champion tests (blue and yellow rim shading) Editor: Added Glade Kit Editor: Starting Map Designer Will Load Into World Editor, Then You Select Map To Edit Editor: Added Kindle (Hero, No Abilities Or Attacks Atm) Editor: Added Tool Button To Topbar To Access World Editor Editor: Modular Waterfall Pieces added to Water FX Kit Workbench: Added SetFaction; Cutscene useful for preventing characters doing tasks during cutscene Workbench: Added Notification node for adding icons/events into Events Notification system Workbench: Health bars will no longer be shown when NPC has faction set to cutscene Workbench: Added GetGlobalBool and StoreGlobalBool nodes; values persist across maps Workbench: Added GetGlobalNumber and StoreGlobalNumber nodes; values persist across maps Workbench: CameraPath node can use just a single camera position now for simple framing Workbench: Added Move node for immediate relocation Fix: Tile batching was broken a few weeks back Fix: Start screen menu more responsive Fix: Characters marked as ‘dead’ no longer count towards killed statistics, and don’t agro Fix: Negative Scaling Props For Mirroring Now Works On Props With Navmesh Cuts Fix: Fixed Cave Tile Alignments That Were Causing Some Small Thin Gaps Fix: Peasants no longer lose their names when trained as workers Fix: Characters marked as ‘dead’ now have permanent corpses Fix: Event notifications no longer happen in non-village maps Fix: Using Workbench node to change faction/allegiance during combat is now more reliable Fix: Characters no longer play their hit animation if it’s already playing Fix: Characters no longer move/glide if their hit animation is playing Fix: Herb fields were too bright Fix: Herbalists no longer carry surplus herbs to the storehouse Fix: Hid some UI clutter that was showing in between screens loading Fix: Workbench: Sound field in Conversation can now be cleared Fix: Heroes that are out of range for ability use now run into range before activating Fix: Hovering over corpses no longer causes mouse cursor to change to target mode Fix: Rivers would sometimes turn an ugly green with no reflections
Note: to create a new map in a world, use the Location Pin prop in the World Editor kit. To import (copy) a map from another world, use the Location Importer prop in the World Editor kit.
Note: to mark worlds as sandbox (so a player can choose any map in the world to play, edit the world.zip file meta.json and remove the “startingLocation” entry (and everything between { }).
Known issue: Quests do not currently carry over between maps.
What's new? Core: Loading of assets changed; level loading may now be significantly faster and the overall memory footprint is a lot smaller Core: Performance may drop slightly; should be temporary until a third-party text rendering component is updated to better support Unity 5.2 Editor: Undo should now work for more things Editor: Right click should no longer open terrain sculpting prototype Workbench: Added RandomFromList node Workbench: Error messages for nodes now visible in editor Workbench: Fixed category and description for AddQuestGiver and RemoveQuestGiver Workbench: Fixed description on Store and Get nodes Fix: Fixed civics dialog not hiding when subsequently opening construction options Fix: Dungeon doors now work properly
What's new? Core: Loading of assets changed; level loading may now be significantly faster and the overall memory footprint is a lot smaller Core: Performance may drop slightly; should be temporary until a third-party text rendering component is updated to better support Unity 5.2 Editor: Undo should now work for more things Editor: Right click should no longer open terrain sculpting prototype Workbench: Added RandomFromList node Workbench: Error messages for nodes now visible in editor Workbench: Fixed category and description for AddQuestGiver and RemoveQuestGiver Workbench: Fixed description on Store and Get nodes Fix: Fixed civics dialog not hiding when subsequently opening construction options Fix: Dungeon doors now work properly
RPG gameplay, a new camera system, cutscene creation tools, and a host of new monsters
Camera System: Orbit And Follow
It's been discussed for a while in the forums, and in Alpha 23 we've overhauled the camera system to orbit around a central point. This is especially important when adventuring with a hero party, where the new camera will follow a selected hero in the center of the screen when in adventuring in dungeons. Hopefully you'll find it more intuitive, and consistent with other games in both RPG and Citybuilding genres. Following community feedback, we've removed hero following when in village maps as the need for free movement is paramount.
Hero System
Our focus for now is firmly on RPG gameplay because it impacts a number of tasks in the coming months. The addition of the hero party UI in the top left of the screen will be instantly familiar to RPG players. Clicking a hero portrait will select that hero, causing the camera to pan to place them in the middle of the screen, and continue to follow them. Placeholder icons to the right of the portraits will soon be replaced with both positive and negative buffs.
Below the portraits are toggle buttons for selection mode and follow. In single hero selection mode, you're commanding that hero alone. Other party members will use their AI to react to what your selected hero is doing. With party selection, you're commanding all four heroes at once. The follow toggle determines whether non-selected heroes will follow your lead hero, or stand still. This is important when working with a thief where you want to scout ahead.
Editor Enhancement: Cutscene Camera
In order to deliver an engaging RPG experience, we first need to enhance the content creation tools. Today, we're adding cutscene creation nodes to Workbench, our visual scripting engine, and camera path tools for creating camera motion. Level designers now have directoral control over how NPC interactions are presented, right from within the Editor.
Editor Enhancement: Quest Givers
Prior to triggering a cutscene, it's likely you'll want to mark an NPC as a quest giver so that a yellow exclamation mark appears over their heads. When used in conjunction with a trigger, the AddQuestGiver node will show the marker, while the RemoveQuestGiver node will, unsurprisingly, hide it.
In time we need to work out a system for interacting with moving NPCs, but for now the first pass implementation is very usable.
Somewhat related, we've modified the Conversation node so that level designers can now optionally specify the character who's portrait should be displayed, an animation to be played (more info on this will follow at a later date), and any loot items to be displayed for example as quest rewards.
Editor Enhancement: Prefabs
Productivity in content creation is important, with many of the Editor enhancements focusing on improving the speed at which new levels can be created. A few months ago we added the terrain generation tool for exterior locations, and marquee selection for quickly selecting multiple objects. This month we're rolling out the prefabs system. A prefab is a combination of props, such as a statue on a mount with a camera collider, or a locked door with a trigger and Workbench script attached. To create one, select your pieces and hit H, naming your prefab. An entry will be created in the prefabs tab of the kit inspector. You can then use it like a normal kit piece, clicking it to insert into your map scene. Prefabs are saved to disk, and so survive across multiple editing sessions.
Editor Enhancement: Workbench Scripts On Objects
If you've used Workbench, our visual scripting tool, historically you've had to work on a single worksheet, and performance would start to drop with lots of nodes and wires on screen. In Alpha 23, scripts can now be attached to any object in the map by clicked the 'Add Script' button in the object's inspector window. A cog icon will be added to the object, and a new worksheet created.
Editor Enhancement: Visual Helpers Toggle
In complex maps, clutter in the form of colliders, triggers, and light icons can start to build up and hinder productivity. So we've added a new toggle button to the toolbar so you can show and hide them.
New Assets: Weapons
For a while now a small mountain of assets has been building up and marked as queued for implementation in the roadmap. Equipping weapons onto characters often resulted in the same placeholder weapon being displayed. We've now imported and configured all the outstanding weapons and stats.
New Assets: Characters
A host of new monsters have been added, and all characters now have base stats. Some have become a lot tougher, so we've introduced Willow The Healer. While she's not yet fully configured, her heal is functional and will help your hero party survive.
In time we'll add in monster special abilities (requires animation, particle fx and sound fx) but for now they provide some additional flavour.
A lot of characters now have reaction animations, including hit and dazed. Shocked, feared, and knockdown will come into play as we add in new heroes and abilities.
Experimental vs Public Build
In Alpha 22 we introduced the experimental build, an opt-in beta that active community members can join to help us test early release candidates. It's potentially less stable and more buggy than the public build, but it provides access to the very latest builds with the specific goal of routing out bugs before we publish an update to the main public build.
Some have asked why bother? Well, even though we're in Early Access and bugs are to be expected, the reality is that releasing buggy updates to the entire community can actually cause harm. Having the buffer of an experimental build means better quality stable updates for casual and new players; engages active community members in more of a testing role; and provides level designers with a chance to update their maps ready for the next public release. Everyone benefits.
RPG gameplay, a new camera system, cutscene creation tools, and a host of new monsters
Camera System: Orbit And Follow
It's been discussed for a while in the forums, and in Alpha 23 we've overhauled the camera system to orbit around a central point. This is especially important when adventuring with a hero party, where the new camera will follow a selected hero in the center of the screen when in adventuring in dungeons. Hopefully you'll find it more intuitive, and consistent with other games in both RPG and Citybuilding genres. Following community feedback, we've removed hero following when in village maps as the need for free movement is paramount.
Hero System
Our focus for now is firmly on RPG gameplay because it impacts a number of tasks in the coming months. The addition of the hero party UI in the top left of the screen will be instantly familiar to RPG players. Clicking a hero portrait will select that hero, causing the camera to pan to place them in the middle of the screen, and continue to follow them. Placeholder icons to the right of the portraits will soon be replaced with both positive and negative buffs.
Below the portraits are toggle buttons for selection mode and follow. In single hero selection mode, you're commanding that hero alone. Other party members will use their AI to react to what your selected hero is doing. With party selection, you're commanding all four heroes at once. The follow toggle determines whether non-selected heroes will follow your lead hero, or stand still. This is important when working with a thief where you want to scout ahead.
Editor Enhancement: Cutscene Camera
In order to deliver an engaging RPG experience, we first need to enhance the content creation tools. Today, we're adding cutscene creation nodes to Workbench, our visual scripting engine, and camera path tools for creating camera motion. Level designers now have directoral control over how NPC interactions are presented, right from within the Editor.
Editor Enhancement: Quest Givers
Prior to triggering a cutscene, it's likely you'll want to mark an NPC as a quest giver so that a yellow exclamation mark appears over their heads. When used in conjunction with a trigger, the AddQuestGiver node will show the marker, while the RemoveQuestGiver node will, unsurprisingly, hide it.
In time we need to work out a system for interacting with moving NPCs, but for now the first pass implementation is very usable.
Somewhat related, we've modified the Conversation node so that level designers can now optionally specify the character who's portrait should be displayed, an animation to be played (more info on this will follow at a later date), and any loot items to be displayed for example as quest rewards.
Editor Enhancement: Prefabs
Productivity in content creation is important, with many of the Editor enhancements focusing on improving the speed at which new levels can be created. A few months ago we added the terrain generation tool for exterior locations, and marquee selection for quickly selecting multiple objects. This month we're rolling out the prefabs system. A prefab is a combination of props, such as a statue on a mount with a camera collider, or a locked door with a trigger and Workbench script attached. To create one, select your pieces and hit H, naming your prefab. An entry will be created in the prefabs tab of the kit inspector. You can then use it like a normal kit piece, clicking it to insert into your map scene. Prefabs are saved to disk, and so survive across multiple editing sessions.
Editor Enhancement: Workbench Scripts On Objects
If you've used Workbench, our visual scripting tool, historically you've had to work on a single worksheet, and performance would start to drop with lots of nodes and wires on screen. In Alpha 23, scripts can now be attached to any object in the map by clicked the 'Add Script' button in the object's inspector window. A cog icon will be added to the object, and a new worksheet created.
Editor Enhancement: Visual Helpers Toggle
In complex maps, clutter in the form of colliders, triggers, and light icons can start to build up and hinder productivity. So we've added a new toggle button to the toolbar so you can show and hide them.
New Assets: Weapons
For a while now a small mountain of assets has been building up and marked as queued for implementation in the roadmap. Equipping weapons onto characters often resulted in the same placeholder weapon being displayed. We've now imported and configured all the outstanding weapons and stats.
New Assets: Characters
A host of new monsters have been added, and all characters now have base stats. Some have become a lot tougher, so we've introduced Willow The Healer. While she's not yet fully configured, her heal is functional and will help your hero party survive.
In time we'll add in monster special abilities (requires animation, particle fx and sound fx) but for now they provide some additional flavour.
A lot of characters now have reaction animations, including hit and dazed. Shocked, feared, and knockdown will come into play as we add in new heroes and abilities.
Experimental vs Public Build
In Alpha 22 we introduced the experimental build, an opt-in beta that active community members can join to help us test early release candidates. It's potentially less stable and more buggy than the public build, but it provides access to the very latest builds with the specific goal of routing out bugs before we publish an update to the main public build.
Some have asked why bother? Well, even though we're in Early Access and bugs are to be expected, the reality is that releasing buggy updates to the entire community can actually cause harm. Having the buffer of an experimental build means better quality stable updates for casual and new players; engages active community members in more of a testing role; and provides level designers with a chance to update their maps ready for the next public release. Everyone benefits.
This is a update to the experimental opt-in build. Following a period of community testing, it will be rolled out to the public build.
The primary change is unlocking the camera on heroes in village maps. We've also made a few tweaks to improve the play experience in response to feedback.
For level designers, there are new Workbench nodes to help with implementing questing, and some changes to existing nodes aimed at providing expanded functionality and removing superfluous nodes. We've also added some requested mob spawn points, and expanded the list of mobs that can be wave spawned.
What's new? Camera no longer auto-locks and follows heroes in village maps ‘F’ key functionality restored Tab now cycles through units in control groups, including when character sheet is open Ser Gregory given +7 vitality, giving +70 health Conversation dialog no longer closes and re-opens if there are no blocking nodes between Added portraits to numerous monsters Added spawn point versions of some Grublins (formerly Goblins) Increased priority for planting saplings slightly Updated some editor kit piece icons Saturation control added to Ambience zone system More props added to Mordrich’s Factory kit More props added to Grassland kit (bridge connection and middle) Workbench: Conversation nodes can now have the portrait set to a spawn point Workbench: Conversation nodes can now play an animation on the character assigned to the portrait Workbench: ForEachCharacter can now take a ListWorldObject populated with spawn points as an input Workbench: CharacterDamage node is now deprecated (please remove) Workbench: Added StopAnimation node to stop all animations above base layer Workbench: Animation, Destroy and Damage nodes now allow you to set target character directly by targeting the spawn point, removing need for input nodes. Level designers will need to edit their maps to set the target as previous wire connectors will have been terminated. Workbench: Destroy node now supports object pooling (only tall torches use pooling atm) Workbench: SetAllegience can now set buildings too Workbench: Added AddQuestGiver and RemoveQuestGiver nodes; simply assign a character Updated Mayor Pootenbury/Advisor’s texture Workbench: Marked some outputs as required (mostly on loops) Editor: Migrated terrain generator dialogs to latest UI style Editor: Bandits, skeletons, ogres and goblins now available via wave spawn points Editor: Terrain Generator: Reduced amount props can be sunk into terrain (some rocks were completely hidden) Editor: Enabled spawn placement of Arbalist, City Watch, Engineers and Grublins Fix: Updated grassland kit bush icons as they weren’t matching Fix: Grassland caves kit had a ½ height tile that was misaligned Fix: Grid and world bounds no longer appear when entering player via Editor ‘play’ button Fix: Refactored character name generator to prevent freeze Fix: Ser Gregory flickers white Fix: Ser Gregory partially invisible when looking at horizon Fix: Global Fog now renders before transparent objects Fix: Title of conversation dialog is now set to the character Fix: Needs now correctly set when loading from an old save game Fix: Neutral characters no longer affected visually by Ser Gregory’s taunt Fix: Neutral characters no longer targetable, triggering battlecry Fix: Characters now check if current workpoint is still valid after they change faction via Workbench Fix: Delayed work scheduler to run after Workbench scripts to avoid sending orders to characters right before they change faction/allegiance Fix: Prefabs would sometimes not save scripts Fix: Crossbow and Bow impacts are now relative to target, and not the shooter
Known Issues The camera is a bit funky for the first 10 seconds of playing the crypts map, but then corrects itself. This will be fixed in a future patch.
Interactable doors in dungeons can be a PITA to open. Click near the top of the doors. A hero should say 'Opening door' above their portrait when you've hit the sweet spot.
This is a update to the experimental opt-in build. Following a period of community testing, it will be rolled out to the public build.
The primary change is unlocking the camera on heroes in village maps. We've also made a few tweaks to improve the play experience in response to feedback.
For level designers, there are new Workbench nodes to help with implementing questing, and some changes to existing nodes aimed at providing expanded functionality and removing superfluous nodes. We've also added some requested mob spawn points, and expanded the list of mobs that can be wave spawned.
What's new? Camera no longer auto-locks and follows heroes in village maps ‘F’ key functionality restored Tab now cycles through units in control groups, including when character sheet is open Ser Gregory given +7 vitality, giving +70 health Conversation dialog no longer closes and re-opens if there are no blocking nodes between Added portraits to numerous monsters Added spawn point versions of some Grublins (formerly Goblins) Increased priority for planting saplings slightly Updated some editor kit piece icons Saturation control added to Ambience zone system More props added to Mordrich’s Factory kit More props added to Grassland kit (bridge connection and middle) Workbench: Conversation nodes can now have the portrait set to a spawn point Workbench: Conversation nodes can now play an animation on the character assigned to the portrait Workbench: ForEachCharacter can now take a ListWorldObject populated with spawn points as an input Workbench: CharacterDamage node is now deprecated (please remove) Workbench: Added StopAnimation node to stop all animations above base layer Workbench: Animation, Destroy and Damage nodes now allow you to set target character directly by targeting the spawn point, removing need for input nodes. Level designers will need to edit their maps to set the target as previous wire connectors will have been terminated. Workbench: Destroy node now supports object pooling (only tall torches use pooling atm) Workbench: SetAllegience can now set buildings too Workbench: Added AddQuestGiver and RemoveQuestGiver nodes; simply assign a character Updated Mayor Pootenbury/Advisor’s texture Workbench: Marked some outputs as required (mostly on loops) Editor: Migrated terrain generator dialogs to latest UI style Editor: Bandits, skeletons, ogres and goblins now available via wave spawn points Editor: Terrain Generator: Reduced amount props can be sunk into terrain (some rocks were completely hidden) Editor: Enabled spawn placement of Arbalist, City Watch, Engineers and Grublins Fix: Updated grassland kit bush icons as they weren’t matching Fix: Grassland caves kit had a ½ height tile that was misaligned Fix: Grid and world bounds no longer appear when entering player via Editor ‘play’ button Fix: Refactored character name generator to prevent freeze Fix: Ser Gregory flickers white Fix: Ser Gregory partially invisible when looking at horizon Fix: Global Fog now renders before transparent objects Fix: Title of conversation dialog is now set to the character Fix: Needs now correctly set when loading from an old save game Fix: Neutral characters no longer affected visually by Ser Gregory’s taunt Fix: Neutral characters no longer targetable, triggering battlecry Fix: Characters now check if current workpoint is still valid after they change faction via Workbench Fix: Delayed work scheduler to run after Workbench scripts to avoid sending orders to characters right before they change faction/allegiance Fix: Prefabs would sometimes not save scripts Fix: Crossbow and Bow impacts are now relative to target, and not the shooter
Known Issues The camera is a bit funky for the first 10 seconds of playing the crypts map, but then corrects itself. This will be fixed in a future patch.
Interactable doors in dungeons can be a PITA to open. Click near the top of the doors. A hero should say 'Opening door' above their portrait when you've hit the sweet spot.