THIS UPDATE YOU WILL HAVE TO START NEW GAME FOR NEW FORMATION WINDOW TO WORK, OTHERWISE YOU CAN PLAY BUT WILL CRASH WHEN GOING ESC>FORMATION
UPDATE:
⦁ Updated how doors and door frames look. Now there is a top above the door. Looks cool don't it :D ⦁ Updated how world map doors look when you enter sideways. This now shows door instead just a path and empty space ⦁ Update few walls inside houses in Highpoint ⦁ Reduced gold received for event Lucy's Gift. ⦁ Updated various sizes of houses in North Bagash so they are properly scaled ⦁ Updated look of formation. Now you have more in-depth formation window with few mechanics Fixed:
⦁ Fixed floating door in Obsidian during the night ⦁ Fixed door not being able to open in Highpoint Barracks at the bank ⦁ Removed the girl in Highpoint storage house next to barracks ⦁ Fixed the broken wall in hidden cellar. Now skeletons can't walk on them and go out of the map ⦁ Fixed Farrington house door teleport in Ivywood Village. Now you can enter it properly ⦁ Fixed Luxa house door to teleport you properly inside ⦁ Fixed the size of door inside Josh's & Lenka Household in Fool's Hope ⦁ Fixed the size of door McConnell House in Fool's Hope ⦁ Fixed the size of door Crimson Lodge Hotel in Fool's Hope ⦁ Fixed infinitive loop when talking to blue hair girl in Obsidian Garrison Inn ⦁ Fixed various bugs Added: ⦁ Animated rain on title screen for more immersion
New formations look:
Old and New door/travel look: Old inside going out: New inside going out: Old inside room going left-right: New inside room going left-right: Old going outside in: New going outside inL
- New quest and eventline with Sandra. It starts in Havaria port, where you can find the thief Shirinsya from Moriko's events again. Requires the events with Flaire to get the gold armor and weapon recipes first, Sandra needs to be in your party and her previous events must be done, and Moriko's events must be past the choice for her good or bad route in the police HQ. - The quest will bring you to the new area "The forgotten brexeet isles" where you can visit 10 islands. The islands each have riddles or battles for high rewards, which usually include a lot of gold, skillstones or love potions. Items that increase stats are always unique and can't be obtained again in that location. The normal riddle or battle rewards are reset when you go back to Central, so they can be repeated. - After this new quest, Sandra is unlocked on the wedding screen in the church of Aldlyn as an option for marriage. - The new brawler Tsiom can fight with Brad and teach him 3 new skills in 4 training sessions. The training can be replayed via the CG room. - Changed the hints of the monstergirls in the CG room. It now mentions a specific location in which some of that type can be found, and when you had the events about capturing monstergirls, the hint will also mention where you can release them. - Fixed the crafting of goldbars with gold ore.
Yuki’s concepts art has been redrawn - including the battle one;
Maze Blue and Might has received concept art;
All H-Scenes have been rewritten and redrawn;
More than 10 new skills have been added;
Battle System has been updated: now you can store 8 skills for the battle within a list of more than 20;
A new side quest has been added;
A new h-scene has been added;
New items have been added and they will be found only in the new area;
The game ending has changed so that the story ends without the possibility of a cross-over;
A new achievement has been added and some old ones have been updated;
All achievements images have been updated;
All monsters' sprites have been updated to our own;
All relevant characters have their own pixel art sprites;
All tilesets and sprites have been updated to our own;
Feedback presented on Steam reviews has been considered and some skills have been improved. For example, Meditation is now a buff that recovers part of your mana during a few turns instead of being a skill in which you spend your mana to recover part of it;
Some previous monsters have been rebalanced;
Minor bugs have been fixed;
The game guide has been updated;
If you already have the game, don’t try to use your previous save files. The update is really significant and you’ll have problems. We suggest you start a new game to see and experience all improvements.
If you don’t have the game, you can get its bundle with 20% OFF. Steam doesn’t allow us to put a game on sale after changing its price, so we added more discounts to the game bundle.
In the multiplayer gamemode you will be able to join your friends but not kill them (yet). the reason for this is because this is simply just a test for servers and you will be able to kill soon
As mentioned last week, I will briefly explain some of the optimisation I’ve been doing over the last few weeks, and show some of the bugs that have occurred as a result!
As I already explained a little while ago, our primary goal in setting up the island had been to first make it look good - and to optimise after. When the island was finished, this meant that there were some areas in which my FPS (on ultra) dropped as low as 15, which was obviously not good enough. As a result, I decided to focus on optimisation for a little bit.
I have had a long list of possible ways to optimise the game for months now, but considering that it hadn’t been needed yet, I had largely ignored that list (and I am still ignoring much of it). However, one of our large bottlenecks was the rendering done on the CPU side, and so I used a number of measures to try to move as much of that rendering over to the GPU as possible.
The result is now a decent 30 FPS in the most demanding areas of the map, and up to 60 FPS in less demanding areas. While this could still be improved, I have moved on to optimising the combat between pirates and soldiers for now, considering there is another bottleneck there, and 30 FPS is sufficient for the time being.
However, with the optimisation came a range of new visual bugs, some of which we found particularly amusing:
For one, many of the trees hadn’t been set up properly, and they ended up never disappearing when they got cut down (see above). Our sawmills then ended up cutting down whole forests that were just lying around, which led to a lush if somewhat wasteful look of the forests afterwards.
For another, when playing in co-op, the allied commander turned into somewhat of a genie/ghost (see today’s picture). I still haven’t figured out what exactly was happening here, but from a certain range on, the other commander simply disappeared from the bottom up.
I will keep working on the optimisation and bug fixing, and will keep you updated!
Added special wardrobe to co-op mode - it enables using the same character for both players and also switching between the characters even if only two characters are unlocked