Happy Holidays everyone! 🎄 We hope you all are having a wonderful holiday season so far and finishing the year off right! Before the year ends, we have some updates to bring to you all based on the feedback we’ve been receiving, as well as to show off some things that we showcased in our monthly AMA that we held last week. If you missed our AMA, make sure you read to the end to see what all you missed and how you join our next one. Now let’s just jump straight into all of it!
Portraits
We have heard your feedback about the portraits! And we will continue hearing your feedback and making adjustments as necessary. Firstly, let’s take a look at the progression of the beloved Aaron.
As you can see, his original portraits were a bit more of the rugged pixel art style that we turned a bit more HD for the original E3 trailer. We then progressed to the concept art we showed off to yall a couple of months ago. We took in all of the feedback that you all gave us and made some adjustments to the HD version and added in some new facial expressions.
Here you can see how the original portrait looks in game versus the new one
Before
After
We also did this sort of process with our community mechanical engineer (and Santa lookalike 👀), Jimbob.
Before
After
Overall, the previous portraits for these characters just weren't exactly doing the job that we needed them to, so they needed a bit of upgrading so we would be able to include more facial expressions as well as general readability. The designs you see above are still in progress and not final designs, so we will definitely still be taking in criticism.
Interior Design
We’ve been working on updating the interiors of the landers! Not quite like our portrait upgrades, so don’t fret! We would still love to hear yalls thoughts though!
We’ve updated the lighting a bit to give it a more cozy feeling inside, as well as adding in some various objects around the space to give a more lived in feel.
In other interior design updates, while we haven’t updated the lighting in Linny's cabin just yet, we have finished up the interior.
Discord AMA
As per our monthly tradition, we did an AMA with our game director, Emmanuel Floret, in our community Discord. This month, we had the special treat of having our art director, Johan Balan, joining us as well. While we had a smaller turn out due to the holidays, we were still able to show off a lot of awesome news stuff for everyone, including a lot of the above work and talking through any questions or thoughts that they had.
Q: While fishing, can you catch trash? A: No, no trash, but you will be able to catch other things.
Q: Is there going to be a vendor to sell mine items? A: You have a merchant dedicated to prospecting to buy upgrades. The vendor also supplies the suit which you need to survive.
Q: Since there’s a drone for fishing, will there be a drone to help me care for the animals? A: Awesome suggestions as we did not think about that. The barn is basically what will take care of animals. For maintenance and petting, we will think about it. Since we already will have drones for crops, it is not that far of a bridge.
Q: Can the drones be named? A: We have not planned for that at the moment. As we grow the universe and worldbuilding, we plan to slowly introduce different world-based brandings/logos so we aren’t sure if we will be able to rename drones. #lorebuilding
We don’t have a date just yet for our next monthly AMA, but definitely join our Discord to keep in the know for when we do schedule it! Thank you all for your continued support and patience as we continue working towards EA next year.
UPDATE: All modals now pause the in-game timer while shown
UPDATE: Improved text readability and positioning in main menu
UPDATE: Localizations (en: tutorials; fr: ui)
FIX: Add map description for Steam Workshop maps had incorrect menu name
FIX: Bottom panels were never shown when editing a Rush Hour map
FIX: Result of map uploading to Workshop was not shown in game + logging for better fault investigation
FIX: Some of the trains visit icons in the timeline were under other icons and not clickable
FIX: Train longer than dead-end platform with auto-reverse turned on instantly reversed out of platform
Hey there, tactics fans! I'm back with another update adding a bit of extra graphical polish, fixing a few bugs, and even including a few presents for people making their own campaigns. (It is that time of year, after all!)
Here is what's new in version 1.0.43:
-- a massively improved water and lava shader. Liquid terrain now undulates!
-- the level-up screen is now animated, with stat changes and new skills appearing sequentially instead of just being there all at once when the screen opens. (Clicking will skip the sequence and display everything all at once.) Each change is accompanied with a new sound effect and some nifty particle effects!
-- fixed: the game camera was cropping out important information when zoomed in to combat exchanges occurring on the bottom row of the battlefield.
-- fixed: rotating a unit while an attack tile for a self-use skill with an asymmetrical AOE pattern (like Hold) would result in the character rotating but the AOE pattern not rotating to match.
-- fixed: the game was determining facing incorrectly for AI-controlled characters using 0-range skills with asymmetrical AOE patterns (e.g. Hold).
-- fixed: the game would sometimes initiate babble speech for the first branch of tutorial or event text even though no "speaker" character existed.
-- fixed: when reloading a mid-battle save with holds active on the field, the holds would be placed but would not be visible to the player.
-- updated the end credits with additional sound effect credits.
-- new in 1.0.43a: the game now displays new masteries upon level-up in the same progressive fashion as new stats and skills.
-- fixed in 1.0.43a: there was a typo in some of Umber Gnawbone's dialogue in the Coria Dogs Basement fight.
-- fixed in 1.0.43a: the game was displaying new masteries and new stat values in the level-up screen prior to the animation, undermining the effect of the change.
We also have miscellaneous goodies for campaign creators, including a bunch of fixes specifically with respect to proc gen maps:
-- improved the visuals for Twirl: added a character animation, improved the skill timing, and made the swapping occur visually (rather than via an instantaneous teleportation a la Juxtapose).
-- new script action: SwapUnitPositions. This causes two named characters to visually swap positions on the battlefield as described above for Twirl.
-- new parameter added to SpawnFloatingText and SpawnFloatingTextAt script actions: word wrap. Set to false to force pop-up text to remain single-line.
-- improved the backup routines for placing faraway enemy units in proc gen battles so they're less likely to end up being placed completely at random.
-- fixed: there could sometimes be range errors when setting distance values in proc gen maps.
-- fixed: the game would sometimes fail to overwrite the scene display name upon loading a proc gen map, leading to it not generating a random name for the map.
-- fixed: the game wasn't correctly applying phase, particle, and impact sound properties to spaces in proc gen maps.
-- fixed: the game was not saving and reapplying the map seed for proc gen maps to mid-battle saves correctly.
-- fixed: the "random drop" spawn algorithm wasn't playing nice with proc gen maps, resulting in units placed via the GenerateUnit and GenerateUnique script actions with coordinates of -1, -1 sometimes not spawning at all.
-- fixed: the ItemDrop script action wasn't functioning properly on proc gen maps.
-- fixed: the game was keeping the map seed for a proc gen battle in memory after beating that battle, meaning that any subsequent return to that proc gen map would reproduce the same battle from the saved seed.
That's all we've got for this update--all the other work I've been doing this month is secret work on Together in Battle. As always, thanks for your support! And if you haven't left a review yet, please consider dropping one: positive reviews help a lot.
Crash Fixes
Fix for crash when triggering Escapee events
Fix for crash when Hauling
Fix for crash when Robbing
Fix for crash when deselecting a Tannery
Fix for crash when your ruler has too many abilities
Conversations
Fix reaction tooltip not showing up
Raise bar for what's on a member of your kingdom's mind
Makes incompatible relationships less viable
Nudges in the direction of solving Esteem issues in other ways
Wall Decorations
Fix Want Satisfaction
Bandit Art
Ribbons
Sacks
Vines
Wall Flags
Wall Flowers
Wall Skull
Make Crateable
Vines
Wall Flowers
Work
Fix bug that can cause Tasks to be permanently blocked
Serfs/Prisoners
Properly cancel Capture commands after freed
Properly cancel Capture commands after promoted
Disable control of escaping Serf
Report an Issue
Add Report an Issue to the Pause Menu
Saves and uploads with the report so we can investigate
Check Include Pathing to send extra data that helps us diagnose and resolve pathing issues
Crash Reporting
Switch reporting backend so we can handle larger saves
Pathing
Support for saving pathing into save for support
. faster player movement . added some game music and hit marker sounds . started updating the Game UI . small discription at the start to help new players on how to play the game
Hi all, Today I have pushed all of the changes from the beta branch to the default stable branch. If you played on beta than you are probably familiar with most of them, but if not you can learn about what has changed from this post. Please be invited to join Lost Flame's discord server at https://discord.gg/cq4YkS946F
Major changes
Brokbrog, the giant from Hythe
You will finally have a reason to visit him. Brokbrog can eat any kind of item and in some cases he will spit something out afterwards. For example, if you feed him any 2 rings he will probably spit out a new random ring. There are few combinations right now with more to come.
Soul essence
Some of the bosses will drop their essence which will allow you to craft some items at Hythe. Those items are always the same. The goal is to have all bosses give essence and have their respective items that you can craft. The items are quite specific in what they do, so there won't be clear "always need to craft it" candidates.
Bottle Knight update
Now you can give items to bottle knight! He will wield any weapon you give him, and wear any armor (or jewelry) that you give him. He will also use any items that you give to him. This creates an additional layer of item combinations and synergies between yourself and the bottle knight. As a consequence his base armor and resists were slightly reduced. Another change is that the bottle knight will pick up some items by himself if he thinks they are better than what he has - however you can always ask him to give them back.
Other changes
Changes in existing content
Grand Executioner level and fight slight rework
Calven Duning fight slight rework
some enemies will pick up items
all summoned monsters will grant you exp when killing enemies
removed Infested Tunnel level (Hungry Caverns now connect directly to Abysm)
monsters summoned by scrolls of summon monsters will usually be friendly and will fight for you
scroll of teleport is usable when webbed now
QoL changes
added new option in the in-game menu for changing zoom/scale of the display
alt-tab will not force the game to revert to windowed mode
all rings, amulets and wands will have icon in the inventory - similiar to potions and scrolls - so that is easier to recognize them in the inventory
improved the visibility of item counts in inventory for stackable items
you can enable/disable chat sounds in in-game menu
you can enable/disable borderless mode in in-game menu
some clean up in text messages
added status icon and text notification when fighting unarmed
the game will load it's data differently, so launching your first game should no longer take as long
added the possibility to rebind the chat key (via options.config file)
improved the visibility of which item is currently selected in inventory
added the visual indication of items' enchant level when in inventory (let me know if it makes the UI messy/too convoluted)
you can press shift+space to hide/show ui (e.g. if messages cover the area too much)
killing istimid gargoyles will give a notification in chat
changed how the results of the ladder mode are displayed
added status and text notification when fighting unarmed
Balance changes
slightly more drops on easy and normal difficulty on early levels
slightly more drops in early levels and slightly less drops later
bottle knight will last much longer before disappearing and he can also follow you between areas
butchered convicts will now explode also on death
significantly reduced the amount of gold you get from sacks
charred behemoths now deal much more damage with their melee attacks
some other small balance changes that I didn't note down
New content
new special type of potions - grant you permanent buffs, at a cost
~30 new items
added 3 new achievements (crafting an item, getting an item from brokbrog, defeating Arnet, the Honest)
added a little more variety to Dismal Lowlife's den
Bug fixes
bug fix for some messages in tutorial not disappearing
fixed duplicating item glitch when having 2 stacks with the same cursed/uncursed/blessed status
axe attack - swap places will move you even if you kill enemy
added some missing sound effects
fixed a bug when sometimes inventory would open with menu and the player would not be able to close the inventory.
fixed rune of leech crashing the game
blighted Spikeshield now works properly and grants weapons the on-hit bonus
player does no longer move when typing in chat and movement is bound to hjkl
fixed game crashing when using cursed wand of fires
improved error handling in general - even in case of errors the game is more likely to handle it without crashing
fixed some issues with giving/taking cursed items to/from bottle knight
added some missing sounds
fixed Moonsword not increasing the lifesteal strength with enchants
added missing status icons and descriptions
fixed a small bug when displaying to hit bonus for weapons
If you encounter any bugs, or unexpected behaviour don't hesitate to ping me! Cheers, Bartek