After a lot of progress and being near complete in the goal of adding in the delete walls feature, we will need a bit more time for thorough testing of this feature before releasing it next week. We fully intended to have it ready for this week's update, however we ran out of time to test and iron out as many bugs as possible (hopefully all bugs).
Part of this was the fact and realization that there are a handful of additional features that we had to address in order to get the delete feature in. As a result, next week't update will have the following additional features
The ability to add single wall units, which brings with it the ability to build within a wall unit. So instead of having to build only 4x4 wall units, you will now have the ability to add interior walls wherever you desire. Here are some images below demonstrating the feature
The ability to delete walls
You will also be able to place floors. For this update, only floor placement will be available, but very soon we will add in the ability to change the floor tiles the same way that you can currently change wallpaper.
We hope to get this done as soon as possible in the week. Please stay tuned here or on Discord https://discord.gg/EPKzSbk for update.
Finally, after the delete feature update has been released, we will move our focus back to other gameplay content updates as well as UI updates and bug fixes.
Thanks for your patience as we work to continually improve the game
During this patch preparation, I've created a number of condensed zones and new or updated ideas. A roadmap is finally forming in my mind. The patches to follow this one will contain updates to Den An'ura, Frostbrood Lair, Frost Forest, Scarlet Cavern, and Hell's Gate starting from after the third visit to The Veil. The next quest following that visit to the Veil is not yet in the game, so don't worry about wondering where it is. When there is more information regarding future quests, you'll hear it here first!
Current Known Issues: - Some players are experiencing lag during the score screens. The reason for this is currently unknown. - Some players are experiencing game crashes. Please report what happened during the crash ASAP. Keep in mind – checking the patch notes may relieve some issues players run into. Due to the nature of a living game, some patches require a new save file to function correctly. This current crash issue is currently being investigated. - If you encounter an error or any other oddity, please report it immediately @ www.facebook.com/CrossOfAuria.
2.3.0 [Build #36, Release Date: January 19, 2019] New: The following additions to the game become available after triggering the world map change after the third visit to The Veil. If you are currently at the end of the released content, return to Auria then return to the world map to trigger the change. - The level cap has been raised to level 30! - A new version of Auria is available. Fixes: - The side quest at the Grand Library now plays correctly regardless of party composition. - Fixed an error caused when the player loses to the Flame Titan on a turn where the titan performs a non-speech action at the end of turn. Changes: - Restructured poison and bleed effects across the board. - Minor terrain changes to Den An’ura. - Minor terrain changes to Auria/Castle Grounds areas. - Animation changed for Sparkstrike and Poisonstrike. - Slightly increased the average distance between random encounters in Den An’ura. - The endless version of the Hall of Challengers (The Pit) has been restructured to now offer the player an exit after defeating the first boss (after the 28th battle). This exit condition will change as new battles are added to the HoC. - It is no longer possible to encounter random enemies in either version of the Hall of Challengers. - Adjusted the text for Swing. - The details for Rockbreaker (Riley: Skill, Level 17) have been filled out. - The details for Bloodthirst (Riley: Skill, Level 19) have been filled out. - The details for Insatiable Ravager (Riley: Skill, Level 20) have been filled out. - The details for Lightning Rage (Ruby: Magic, Level 19) have been filled out. - The details for Cyclone (Miles: Skill, Level 20) have been filled out. Other: - The “Report to Darius” step of A Pre-Emptive Strike is now considered resolved. If you discover any issues with this encounter, please reach out to www.facebook.com/CrossOfAuria ASAP! - Removed a number of unused assets.
Here is a preview of the roadmap. Please note that this is subject to change, be rearranged, or be removed completely for any reason.
2.3.6 [Build #???, Release Date: TBA] New: - The Ruins of Alpha dungeon has been expanded.
2.3.5 [Build #???, Release Date: TBA] New: - A new version of Hell’s Gate is available for players who have passed through the Veil for the third time.
2.3.4 [Build #???, Release Date: TBA] New: - A new version of Scarlet Cavern is available for players who have passed through the Veil for the third time.
2.3.3 [Build #???, Release Date: TBA] New: - A new version of Frostbrood Fortress is available for players who have passed through the Veil for the third time.
2.3.1 [Build #???, Release Date: TBA] New: - A new version of Den An’ura is available. - Roaming enemies have been added to the world map.
2.3.1 [Build #???, Release Date: TBA] New: - The endless version of Hall of Challengers now extends to level 30, up from level 10.
Hello, everyone! While work on assets for chapter 2 continues, we're taking this opportunity to improve and expand some of the systems already in place. Today's patch introduces a new armor randomization system for melee enemies throughout the game, as well as some quality of life changes and the odd bug fix. Read on below to see everything that's gone in to this update, and check out the latest devlog to see some of these changes in action!
Melee enemies will now spawn in with a random assortment of armor pieces equipped. Striking these enemies in armored locations will result in reduced damage. Precision and tactics are much more important now!
Reworked the core mechanic of the final boss fight. The encounter will require slightly less mana and should be a tad easier to figure out.
Added a color change to the teleport arc and reticle to better indicate when moving slowly enough to remain undetected while in stealth.
Added a tooltip during the tutorial to explain the new stealth mechanics.
Reworked the way the game calculates your last location when resetting your position after falling into a void. It should no longer be possible to fall into a falling loop.
Tweaked some values in the melee enemy AI to create a more fluid combat experience. Enemies are now more likely to strafe and less likely to stand still after being parried but not staggered.
Changed the way to deselect a discipline of magic from the magic selection menu. Passing a discipline will no longer deselect it. You can now only clear your selection by swiping into the center of the menu.
Added some additional gold ore and an additional chest to The Forbidden Mine to create better pacing and encourage additional exploration.
Bug Fixes
Fixed a bug that would create a falling loop for people using comfort fall settings when entering the first mine in the tutorial zone.
Fixed a bug where you could potentially teleport to just outside your front door before you're supposed to in the tutorial by aiming the reticle just right.
Fixed some faulty collision around The Forbidden Mine.
Corrected some sections of The Forbidden Mine that were being incorrectly occlusion culled if loading in near the end of the dungeon.
We continue to create assets for the next chapter. Be sure to stay tuned for future devlogs, or subscribe to our channel to keep up to date and see some of the stuff coming to the game before it's added. It's a great way to help guide development of the game as it happens. To that end, if you'd like to share your thoughts and feedback, we invite you to join our discord!
[PATCH] v 1.7 - 1/19/19 -Winter Event has Ended. Ornaments will no longer appear and the UI has gone back to normal. Scoot the polar bear will continue to accompany you and make it snow! -Scoot's snow will now turn off if you have particles turned off in the options. The buff name and what it does will continue to show up above your Gladiator's head so you can tell when it's active. -NEW MINIGAME: BATTLE BOARD has been added!!! This new minigame unlocks at path 5000. It rewards you with chunks of Godpower upon winning! Good luck!! -Divine Blessings: 11k Blessings have had their initial price reduced. -Divine Blessings: 3 new Blessings added at path 12,500 one for DMG, one for Health, and one for EXP. -PASSIVES: The health passive for classes now scales even quicker for those that want some extra health. -Divine Blessings: The LAST STAND blessings have had their price scaling reduced significantly. -2 MORE SALE CHARGES have been added to the shop.
*EDIT* If you're having issues loading a previous save with this version, I've uploaded v0.7.0.6 which should fix that problem. Very sorry if that affected you.
Hi fam!
Thanks for this week's great feedback. Made some changes to hopefully help out with QoL and legibility of the game.
-Added camera zoom with 5 levels. Use Shift+Mouse wheel or the UI buttons to change it. -Added UI scale option in the settings menu with 3 levels. -Changed the font to make some characters more legible. -Increased the rate that tree seeds drop. -Added a middle mouse drag. -Added the ability to disable scroll wheel input. This is a temp solution for users that have scrolling issues with track pads. It will be replaced when I add mouse rebinding. -Merchants will now appear once a season. -Kitchen now requires bronze cauldron instead of iron cauldron. -Smithy now requires bronze anvil instead of iron anvil. -Add bronze, iron, steel, and rutile versions for the hatchet, sickle, and hammer. -Tuned plants to take longer to grow. -Tuned food to take longer to decay. -Tuned settlers to have 400 hunger instead of 250. -Tuned settler hunger drain to be -4 instead of -8 per hour.
A lot of people have brought up settler management, and I'm going focus on that for next week. Things like control groups and finding settlers easier. As well, I'll continue to throw in extra fun things to build here and there. :)
* Fixed Oculus Touch button bindings. * Fixed bug where in-game instructions wouldn't clear. * Allow grabbing with trigger (release yoke lock with grip). * Provide specific centering instructions based on detected hardware. * Added objective instructions at respawn.
- Now some units in normal legion (human, undead, mechanical) defend the neutral zone, previously there are only mercenaries. - Warrior Shield Bash damage increased by 20% - Change the initial gold to 300. - Change the initial knowledge and hammer to 100 (standard size map, other map size initial values will change accordingly) - Add new map events
Hitting a bunch of little things with this update. Planning on spending the next week addressing as many small bugs, annoyances, balance issues etc. as possible.
As mentioned elsewhere, I'd like to spend every 4th week of development on 'clean up', handling all the little things that tend to get ignored while working on larger chunks of content or mechanics. I believe that taking the time to get a lot of little things right, tends to accumulate into big results in the long run.
Will be going through all the recent suggestions and feedback this week and trying to catch as much of the low hanging fruit as possible.
32 BIT WINDOWS VERSION: In response to emails from several people who were unable to play the game, I've changed the game to 32bit. I doubt it will make any real difference (didn't notice anything while testing), but unfortunately it will require a decent size download for this update. Sorry for that!
MISC SMALL STUFF: - The greater staff of storms now works like the shock spell i.e. it only spreads when it can hit enemies. This should stop auto attack / auto explore killing you by accident. - Added descriptions to the power, resistance and bless status effects. - Reduced the animation delay of fire and shock effects. This was slowing the game down quite a bit especially for classes using staves and attacking every turn. - Reverted the rogues sneak attack changes (stealth now adds additional bonuses to melee attacks against unaware opponents as before). - Axes can only hit a max of 3 enemies with a swing. This is a balance change that's been on the books for a long time (I think its literally the first suggestions from back in alpha). Simply put, axes were pretty OP. If 3 turns out to be to few we can experiment with 4 or perhaps different 'shapes' to its hit box.
OPTION TO DISABLE AUTO-CENTER CAMERA: - As per request of a player you can now toggle the camera to not follow the player in the options menu. - The F key will focus the camera on the player. - Planning to add the ability to pan the camera around manually in general in a future update. - You'l have to let me know how its working for you since this is def not a feature I'd ever play with, so I have no idea what sort of solution is optimal.
UPDATES - Yo dawg, you may be reading this update from the game since the update added in game updates to update you on the state of future updates.
BUGS AND CRASHES: - Fixed blinking from net keeping you netted (you guys trying to net crystal golems lol?) - Fixed the racial descriptions remaining even when mouse was not hovering. - Fixed the left over text messages on the main screen when you quickly quite a game. - Removed grass growing on lava (also added checks for grass growing on toxic waste). - Cave ins will no longer destroy the crystal chests in the library - Cave ins will no longer destroy multi-tile objects like the big trees. - Speed and levitate should now correctly display on rand-arts.
NOTES: We reached 50 reviews haza! Thank you everyone for your support on this, it helps a lot.
My hope is that I can continue to focus on improving the game, and responding to you guys feedback, and just let reviews and word of mouth handle the 'marketing' side of things.
I'm not the sort of person that relishes the idea of opening 20 social media accounts and spending half my day shouting for attention on the internet, so the reviews (which do make a big difference in steam traffic), help enormously.
1.0.65 - added a welcome window with settings - optimized trees and grass on the base - added video quality setting 1.0.64 - Added trees, stones and grass 1.0.63 - Optimization of player buildings 1.0.62 - Removed brightness - Added the ability to close windows with the Esc key - Help progress is saved - Music worked out - added mouse sensitivity menu - redesigned 1.0.61 - added tips on the game - Ability to close windows - Minor optimization 1.0.60 - cheats turned off - fixed start and first mission 1.0.59 - AutoSave at Back to Base - GameVersion Log (This window) 1.0.58 - Windows x86 support