Orbis is teeming with a wild and monstrous fauna, ready to steal your fire!
Here is one of its most iconic examples.
The Pixie has conquered most of Orbis thanks to a fast reproduction rate and a marked hostility, you will see it often! This little rat demon is repulsive enough by himself, but careful not to get overwhelmed when his buddies are around!
Ignis sends them flying by the tail ecosystem-regulation style, straight into the dark corners of the map. That'll teach them to threaten the Vulpis village (and be a little bit disgusting).
As of v0.6.0 WizardChess is now approximately 150% bigger than what you've previously seen!! There is an entirely NEW Biome to play around in, with it's own enemies, rulesets, and a unique boss battle! This update builds off the recent Ranking System, allowing you to battle Cormag and Hss repeatedly to rank them up, unlock additional content, and raise the overall difficultly of the game in tandem with your own skill and experience.
If you're previously played the game and have maxed out Cormag, you'll have to raise him 1 more Rank, and you'll have full access to the Desert Biome!
WizardChess is currently 25% off to coincide with this new update!
DEVLOG
If you prefer to have the update described with visual accompaniments, and detailed rationales, please do watch Ben's wonderful Devlog! I genuinely love the way he explains game design. His videos are informative and comforting!
FEATURES
Desert Biome
This new Biome is build around maze-like levels, gambling, risks and rewards! It brings with it brand new enemies to learn and overcome, and other unique challenges to overcome.
Maze Encounters - Send in your least fatigued unit and try to escape with loot and your life.
Multi-Offer Trade Rooms - Sacrifice units to enhance the remaining team, and optimize your build
Opponent: Hss - A brand new boss battle!
Deeper Gameplay
New Knoel + Lion enemies - Appear in the Mountain Biome, unlocked by ranking up Cormag
Alternative music in shops - A "supermarket" remix of the main track
Alternative combat music when down to the last enemy - The tempo of the music shifts down to match the decreased intensity in this phase of combat.
Codex browser - Browse all codex entries you've ever been shown. Upon opening the browser, it will suggest relevant entries for the encounter type
Introduction dialogue for bosses
Compass indicator - Makes backseating easier
Changes
Monk cannot swap with Shield Orbs & some other special units
New AI tactics unlocked at higher ranks
Upgrade quality of all in-game music tracks
Shield Orbs move around randomly
Archer rebalanced - Archers shoot in a ring with radius based on their SKL (instead of a filled circle)
Lancer rebalanced - Lancers will always charge as far as they can, indicated by new UI during the targeting process. They can now charge to empty squares increasing their mobility significantly
Bug Fixes
Transition effect sometimes stalled/covered screen
Tweak unit hover hitbox
Disable gameplay input while options menu is open
Thanks for reading to the end <3 Ben & Ricky (TwoPM Studios) Graeme (2 Left Thumbs)
Hey there Brigadiers, another hotfix is dropping with lots of balance changes and bug fixes! In terms of new features, heat is now visible on the timeline before you place an action. Now that's what I call a HOTfix! Missile launchers being super powerful has been another hot topic, and in response we've rebalanced the amount of missile launchers you'll encounter in combat and made dashing much more effective at scrambling missiles, so they should feel less oppressive now. Read on for more details!
Please note - there is a potential issue with players on Epic Games Store experiencing corrupt installs. If you have at any point experienced blank text boxes during gameplay, please uninstall and reinstall your game, delete all local files, and start a new game.
▲ - a buff was applied ▼ - a nerf was applied ⮂ - a tradeoff occurred 🦾 - a change was made based on community feedback
Changes and New Features
🦾 Added heat visuals to the timeline before placing an action
Added minor polishing of combat effects, particle brightness and color adjustments
Balance Changes
▲ Battlesite spawn limit to 1 instead of 2
⮂ Rebalanced the amount of loot gained at convoys
Convoys now give more varied loot on completion
Each type of convoy (Equipment, Reinforced and Repair) now drops different amounts of loot
▲ Increased the Uncommon and Rare component limit to 250
⮂ Rebalanced the damage threshold on all structure destruction scenarios
⮂ Rebalanced how many Missile Launcher units appear in combat
▲ Increased the amount of time missile scramble effect is in place when dashing, from 4sec max to 10sec max
▲ Increased the maximum range in which missile scramble effect is in place when dashing, from 30m to 90m
Fixes
🦾 Fixed a typo in the T9 Thruster effect that caused it to be inverted
🦾 Fixed a typo causing Supercharge 1 perk to have a buff of 70% (it is now reduced to 7% as intended)
🦾 Fixed a scaling issue where DC1 Impact Cannons were giving x27 the amount of supplies they should have
🦾 Fixed an issue where due to Null Ref Exceptions the main menu displayed as black and games could not be loaded
Fixed Overdrive movement button displaying in some circumstances where the movement mode was not actually available
Fixed movement modes being maintained between saves incorrectly
Fixed patrols and convoys from having a chance to spawn directly under the player, interrupting their engagement with other overworld POIs
Fixed an issue with bullet visuals being too thin and choppy, making them hard to see in combat
🦾 Fixed some caches choosing invalid maps, creating cache scenarios that didn't have caches
🦾 Fixed Resupply event preventing events from completing, resulting in a softlock
🦾 Fixed difficulty settings not initializing properly, causing them to appear as resolution sliders when accessed in the tutorial
🦾 Fixed a UI issue where tanks and turrets appeared to be many levels lower than they actually were
Fixed screenshake on pilot cameras causing pilots to eventually drift out of the frame
🦾 Fixed weapon information UI disappearing in combat if any non-weapon part had been viewed in inventory before entering combat
🦾 Fixed legs generating with weapon perks on occasion
🦾 Fixed weapons generating with perks that had no effect on the weapon
Added more safety checks to the main menu to prevent some rare scenarios that prevented loading saves or starting a new game
🦾 Fixed melee weapon workshop projects all being listed under Primary Weapon. There are now two different projects for Primary and Secondary melee weapons.
🦾 Fixed an edgecase where saves could be loaded right before a battle outcome was decided, which would carry the result UI into the loaded scene
🦾 Fixed typing in a text field continuing to move the camera or trigger hotkeys
🦾 Fixed a handful of spawn locations being set to inside hills (visual issue only)
🦾 Fixed hotkeys for the base being accessible in the first province
🦾 Fixed incorrect optimal interval calculation being made incorrectly in unit editing screen
Known Issues
Part UI multiplies ambient heat dissipation of the mech by action duration. This is correct when calculating heat at the end of the action, but incorrect for calculating how long it'd take to drop back to 0 heat after the action
Melee targeting is difficult and sometimes inaccurate
All audio except for cutscene audio will sometimes not play
Mechs will not move the full distance during execution on some lower-end PCs
Destroyed buildings and terrain are not being correctly reloaded when loading the precombat save
Tooltips can flow off the sides of the screen in some circumstances
Occasionally UI can be carried from one context to another by accident
Occasionally destroyed mechs are flung around the map after viewing replay mode
On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game
If hit a specific angle with a melee, sometimes tanks can be pushed underground, preventing completion of the combat scenario
There is a change of the province liberation event being interrupted by other post combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won
Some events do not end correctly - this could be caused by playing with an older save file
Subsystems are frequently not altering equipment stats by the amount listed in their tooltips
Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly
Take It Back achievement is unlocking early for some players
Many maps that contain turrets do not also have generator buildings - turrets must be manually destroyed on these maps
Some spawn locations for starting combat are in locations that make it hard to win the battle (corners, right in front of the enemy etc)
Performance issues are common
Tsubasa workshop project has the same text as Arrow workshop project
Shop buyable Reroll/Rarity Reroll/Banishes now show you current and max owned Reroll/Rarity Reroll/Banishes
Change
Optimization for Pike: Pike now only spawn one projectile per frame for each attack at most multiple attacks can stack if they are fact enough, this should not affect dps of the weapon (as the attack will still happen at the same speed as before)
Thorn Firework change Thorn firework only chain once, it will no longer have an infinite loop of sub-projectile triggering thorn firework. This change aim to improve performance of thorn firework
Armor-less now only ban card with both defence stat and Moon tag
Portal shard now only loop projectile Once per projectiles
Slighty increased light in cave zone(yet again)
Fixes
Some Post-process thing not being correctly disabled on low
Silph's blade having "-1 tag"
Artificer's Katana, Thunder Staff, Staff of Storms, Explosive vials and Thunder vials missing area weapon tag
character stats staying open upon re opening the pause menu
When automatic level-up is disabled you only level-up once at a time
Event Rewards Menu Selection automatically selects Next Stage instead of Loot
ON SALE THIS WEEK THRU SUNDAY, 12TH OF MARCH 2023 D&D Classics: I6 Ravenloft Publisher: Wizards of the Coast System: D&D Classics - AD&D 1E/2E Type: Adventure https://store.steampowered.com/app/1168180
D&D Classics: Night Below: An Underdark Campaign (2E) Publisher: Wizards of the Coast System: D&D Classics - AD&D 1E/2E Type: Adventure https://store.steampowered.com/app/1452520
Adventures from the Potbellied Kobold: 15 Adventures for 5E Publisher: Indie Publishers System: 5E Compatible Type: Adventure https://store.steampowered.com/app/1669710
Fallout: The Roleplaying Game Ruleset Publisher: Modiphius Entertainment Ltd. System: Fallout: The Roleplaying Game Type: Ruleset https://store.steampowered.com/app/1969690
Fallout RPG - Gamemaster's Toolkit Publisher: Modiphius Entertainment Ltd. System: Fallout: The Roleplaying Game Type: Core Rules https://store.steampowered.com/app/2126530
Fallout RPG - Once Upon a Time in the Wasteland Publisher: Modiphius Entertainment Ltd. System: Fallout: The Roleplaying Game Type: Adventure https://store.steampowered.com/app/2138870
A small but mighty patch with a few challenge mode updates, QoL changes, and bugfixes.
Shoutouts to our current top leaderboard holders.
Patch Notes
Challenge Mode Balance Updates
Some items and abilities that allowed you to earn tons of gold have been changed in Challenge mode so scores on the leaderboards are more reasonable.
STEAL now works differently in Challenge and Story modes. In Story Mode, it can be activated up to 3 times per battle. In Challenge Mode, it only works if your gold is below 20.
Pirate Hook now works differently in Challenge and Story modes. In Story Mode, it can be activated up to 3 times per battle. In Challenge Mode, it only works if your gold is below 20.
Leaderboard entries that are currently out of bounds have been removed.
Other Updates
By popular request, Blacksmith buffs can now be reset.
Multiple fixes implemented for items with "start of turn" effects in Avarum's battle.
Fixed an issue that caused the voracity warning to stay on screen if Avarum is killed with a throwing knife.
Players will no longer fail the "Hero of Julesvale" achievement for simply changing the difficulty in the pause menu. You now need to actually start a fight at a lower difficulty to reset its progress.
Fixed a softlock that could occur when holding the right mouse button and moving to the Inn tile.
Happy March starchasers! I’ve been doing this for so long that I’m starting to run out of jokes and intros, so let’s keep it simple this time around.
You’ll notice again that this month’s devlog is rather short compared to the old ones. This is more the nature of things as we get closer to release. There’s less content or features to implement, and it’ll be more about polishing and finishing up what’s there to get it ready.
As we move closer to release, I’ve created a huge tracking sheet for testers to keep track of and more easily report bugs on all the content in the game.
And of course, that content is being finalized. The player can now fully gamble, and race in starship races (after getting sponsors) or become a gladiator in a combat arena (along with the appropriate questlines for each section. There’s even new UI widgets to help with that.
We’ve also been adding various other improvements, such as the ability to see train travel routes, some basic voice acting in key demo parts, and some improvements to NPC AI along with randomization of their loadouts and abilities.
For that last bit it means by default it’ll do things like give some more random equipment to various NPCs (so expect to see more mines and missiles), but you can also expect to see cases where, for example, doing a quest that accidentally ends with a shipment of ancient weapons being set loose on a galaxy means you’ll start seeing smugglers and pirates carry those weapons sometimes.
Assetwork and Graphical Improvements
Shadows! I talked about this last month but they’re now implemented completely into the game, and will filter in color and intensity based on what nebulas you’re in, if you’re in them.
A lot of older models or things got redone and improved. The normal jumpgate mesh was the first model I ever made, period. It was time for an update, along with updates to its wrecked variants and its active effects.
Furthermore, flickering logic has been separated from ship corpse logic, so now you can get ancient flickering ruins, like the remains of this aeons old whaling ship.
Fauna can also die now. I won’t tell if you won’t.
Finally, we’re redoing a lot of textures here and there to have some space saved in anticipation for all the new space station and space interior models. Finally, no more floating grey cubes in the void.
And that’s all for this month! Check back next month, we’ll be doing station stuff. Lots and lots of station stuff.