This patch mainly addresses the various issues which were identified in last weeks patch as a result of ading new features, it also deals with some of the graphical problems - the UI is now much smoother, as is text.
Thanks to all of the beta testers for their help, keep up the good work.
Full patch notes:
Fixed crash when using backspace in a text field under some conditions Fixed AI freezing up in battle if it attempts to perform a Heal action Fixed available buildings in provinces listing buildings in wrong order Fixed mising Race tooltips for Giants, Dragons and Monsters Fixed incorrect Morale bar colour in tactical battles Fixed follow camera in battle not following moving units correctly Fixed red "range" overlay in battle remainig when selecting another unit Fixed several buildings not enforcing requirements properly Fixed crash when loading a game which has a Watchtower building present Fixed various crashes caused by incorrect building cleanup at end of game (esp. catacombs) Fixed bug causing trade offers to be editable without selecting counter-offer Fixed bug causing autosaved files to not be properly closed, resulting in crashes Fixed some aspects of tactical floaties not being tied to battle speed setting Fixed missing Victory Location counter in tactical battles Fixed positions of landmark icons (rosehorm/aldenheim) Fixed various typos and texts Fixed possible crash in battle when tile lacks a Terrain type Fixed crash when forts cause army in autobattle to have over 20 units Fixed crash if game ends while casting certain types of spell Fixed resource per turn not working if you have a stockpile, but 0 income Fixed "Improve Relations" covert action not working Fixed broken move/attack range overlays in tactical when switching from one unit to another Fixed possible crash when unpacking units at the start of a battle turn Fixed ability to build/demolish stuff in other realms News ticker slowed down slightly Active unit in tactical battle is now highlighted Changing info cards now requires you to hold the mouse (mostly) still over a province Removed scroll bar on mini versions of hero cards Trade table will no longer show more than you have when switching back to it after selling resources Added tooltip to empty building slots which indicates maximum Tier Building costs are now coloured to indicate which ones the player cannot afford Economy score now puts less emphasis on Economy, and more on building Tiers "View Enemy Battles" setting no longer includes Rebels New setting: "View Rebel Battles", default: off Modified Prisoner list scaling to fit better with other similar UI Modified Revolt Chance to work better in new system Reduced font size on Events, Battle Log and Battle title to prevent text overrun Standaradised the info on various Economy information texts Improved visual quality of all in-game text Improved visual quality of all UI graphics
This patch mainly addresses the various issues which were identified in last weeks patch as a result of ading new features, it also deals with some of the graphical problems - the UI is now much smoother, as is text.
Thanks to all of the beta testers for their help, keep up the good work.
Full patch notes:
Fixed crash when using backspace in a text field under some conditions Fixed AI freezing up in battle if it attempts to perform a Heal action Fixed available buildings in provinces listing buildings in wrong order Fixed mising Race tooltips for Giants, Dragons and Monsters Fixed incorrect Morale bar colour in tactical battles Fixed follow camera in battle not following moving units correctly Fixed red "range" overlay in battle remainig when selecting another unit Fixed several buildings not enforcing requirements properly Fixed crash when loading a game which has a Watchtower building present Fixed various crashes caused by incorrect building cleanup at end of game (esp. catacombs) Fixed bug causing trade offers to be editable without selecting counter-offer Fixed bug causing autosaved files to not be properly closed, resulting in crashes Fixed some aspects of tactical floaties not being tied to battle speed setting Fixed missing Victory Location counter in tactical battles Fixed positions of landmark icons (rosehorm/aldenheim) Fixed various typos and texts Fixed possible crash in battle when tile lacks a Terrain type Fixed crash when forts cause army in autobattle to have over 20 units Fixed crash if game ends while casting certain types of spell Fixed resource per turn not working if you have a stockpile, but 0 income Fixed "Improve Relations" covert action not working Fixed broken move/attack range overlays in tactical when switching from one unit to another Fixed possible crash when unpacking units at the start of a battle turn Fixed ability to build/demolish stuff in other realms News ticker slowed down slightly Active unit in tactical battle is now highlighted Changing info cards now requires you to hold the mouse (mostly) still over a province Removed scroll bar on mini versions of hero cards Trade table will no longer show more than you have when switching back to it after selling resources Added tooltip to empty building slots which indicates maximum Tier Building costs are now coloured to indicate which ones the player cannot afford Economy score now puts less emphasis on Economy, and more on building Tiers "View Enemy Battles" setting no longer includes Rebels New setting: "View Rebel Battles", default: off Modified Prisoner list scaling to fit better with other similar UI Modified Revolt Chance to work better in new system Reduced font size on Events, Battle Log and Battle title to prevent text overrun Standaradised the info on various Economy information texts Improved visual quality of all in-game text Improved visual quality of all UI graphics
We are currently discussing the idea of letting the player choose the level with buttons on the start screen. Here is a screenshot of the concept:
First you can choose "New Game" or select a saved game, and then the buttons for the timezone will be active and you can select to which timezone you want to go.
This would be cool but there is a problem with loading and saving the game:
1. Each level needs to be a separate adventure, that has no connection to a previous level
2. When saving a game, should be persisted which level you already finished?
3. It needs to be stored (globally) which parts of the time machine you already found.
We are currently discussing the idea of letting the player choose the level with buttons on the start screen. Here is a screenshot of the concept:
First you can choose "New Game" or select a saved game, and then the buttons for the timezone will be active and you can select to which timezone you want to go.
This would be cool but there is a problem with loading and saving the game:
1. Each level needs to be a separate adventure, that has no connection to a previous level
2. When saving a game, should be persisted which level you already finished?
3. It needs to be stored (globally) which parts of the time machine you already found.
My programmer and I took a few days off from making our new game 'Bucket Detective' to make a small, free game called 'Jump To Win'. In the time it'd take you to slowly pour iced coffee over your entire body (1 minute) you can complete the game. Maybe you will like it, maybe you won't.
I'm also accepting 'Jump To Win' haiku submissions and in about a week I'll print them out and burn them as a sacrifice to the dark god of video games. Send your haikus to my twitter (@jessebarksdale) or to thewhalehusband at gmail to be part of the fun ;)