We are excited to announce a new update to our application, which brings a range of improvements and functional changes. Now you can create sub-collections of cursors within one pack, allowing you to group cursors of different colors or themes into one set. We have also addressed several bugs and laid the groundwork for future updates to make AniCursor even more convenient and valuable for you.
One of the key new features is the automatic addition of all cursor components to the Workshop, giving you the ability to preview the contents of a set before downloading it. We plan to implement this feature directly on the Workshop page in future updates.
We want to express our immense gratitude to all of you who support our project and actively participate in its development. Your feedback, suggestions, and bug reports play a crucial role in improving AniCursor. We truly value your support and strive to make the application better for each and every one of you.
If you have any more ideas or proposals, please don't hesitate to share them with us. Your contributions to AniCursor are highly valuable, and we are always eager to hear new ideas from our wonderful community.
Thank you for your support and trust in our project!
If you come across any translation errors or bugs, please don't hesitate to contact us at anicursor@gmail.com or through the Steam discussion.
Added 4 range series skills for Yulia. Increased upgrade speed. After the battle, all injured crew members will be healed without consuming reserve crew members. Players now have half a second of invincibility when taking damage, no longer need to fear whirlwinds. Buffed the mobility of T-35 and reduced the aftermath effect of German short 75mm gun. Adjusted mission difficulty, overall making it easier. The battle pause interface now displays all attributes in real-time. Updated garage interface display effects.
-Added new music tracks to the aquarium and on the road. Improvements: -Modified the collisions of the dresser after the transition from low poly. -Players can now skip the end cinematic.
Bug Fixes:
-Fixed the "Freefall" achievement, and players can now unlock it properly by fulfilling the required conditions. -Corrected the explosion effects of missiles. -Addressed sound reset issues in training mode, ensuring proper audio functionality. -Catfish and airplane animations now play correctly in training mode.
Mainly, because the action card is now displayed when the enemy ally acts I hope it's easier to understand what you're doing.
We added a side menu to the UI for the armor shop, but we also left the footer for the time being because we needed a place to display the shop name and money.
🎯 [Continuum Transmuter] The Continuum Transmuter has been revised. In particular, it now includes the storage. The auto-match-recipes also takes the items in the storage into consideration. 🎯 [UI] The default inventory slot frame for Mythical-grade items has been revised to make it stand out more from Artifact-grade items. 🎯 [Misc] Added a few special keys to the on-screen keyboard. 🎯 [Misc] Player interaction apart from movement has been disabled when in menus (movement is allowed to enable dodging incoming bullets while, for example, browsing the inventory). Additionally, player interaction is completely disabled when using gamepad and a radial menu is active. 🎯 [Misc] The Continuum Transmuter now returns identified modded/unmodded items. 🎯 [Misc] The Continuum Transmuter auto-matching feature now better considers item grades when evaluating what to upgrade. Mythic- and Uber-grade items are also no longer automatically selected. The latter was done to ensure that no important end-game items could be transmuted through the auto-matching feature by mistake. 🎯 [Balance] The resistance debuff weapon has been removed from non-elite scouts in Act 3. 🎯 [Balance] The damage reduction condition no longer reduces outgoing healing. 🎯 [Balance] Enemy damage has been slightly reduced in Act 1 if playing on the standard campaign. 🎯 [Balance] All individual weapon damage buffs from augments now affect the on-board ship turret that the weapon is equipped on. 🎯 [Balance] Continuum Event resistance reduction modifiers now affect player-summoned drones 50% less. 🎯 [Bug fix] The text popups that are displayed for new items that previously have not dropped for a character are no longer shown for items that are locked by other players due to loot instancing rules. 🎯 [Bug fix] Fixed an issue that caused incorrect linebreaks in some popups. 🎯 [Bug fix] Fixed a few incorrectly translated texts. 🎯 [Bug fix] Fixed an issue with the mod-type fragments that could cause erroneous transmutes given some combinations.
Hello everybody, welcome to Dreamweaver’s Journal, where we give you a quick update regarding all the progress we have made on Dream Tactics in the last month. The past few months have been incredibly exciting for us, especially since we have teamed up with our publishing partner, Freedom Games. We are thrilled to be working with them and are confident that this relationship will lead to great things for Dream Tactics.
With that said, here is what we have been working on!
1. New and Powerful Equipment:
Create unique and powerful characters with the introduction of new build-enabling equipment!
In this month’s journal, we would like to showcase some of our favourites that we’ve been working on, such as Echo Hammer:
Echo Hammer is a strength-scaling item that creates a powerful shockwave when your unit moves as a result of a card effect. This item synergizes perfectly with cards like Hop and Slide, which will move your unit to a new tile, triggering the item’s effect. This will allow players to build characters with high mobility without compromising on their damage!
2. Meet the New Heroes:
The art team has been working on the character portraits and designs of two of our unlockable characters:
Amber the Pyromancer: A treasure hunter focused on finding the motherlode. Amber’s playstyle is focused around setting the ground on-fire, dealing burning damage to engulfed enemies.
Willow the Summoner: A master of both the dark arts and science. Willow can summon pillows to assist your party in combat, and wields powerful ice magic.
We plan on going into more detail about these characters and their unique mechanics in future development updates.
3. Smarter Enemies:
Prepare for more challenging encounters! We've improved the enemy AI, making battles more dynamic and rewarding.
4. A Window to Progress:
We’ve added a preview to each area of the Nexus which displays your progress in collecting chests and breakables. This clear sense of achievement and completion will keep you motivated on your quest and allow you to know if you have collected everything.
5. Protecting Your Progress:
Accidental overwriting of save files can be frustrating, but fear not! We've implemented the ability to lock save files. With this feature, you can choose to lock a save file, making it impossible for you to accidentally overwrite it.
6. Saving and Loading Improvements:
We've enhanced the performance of both the saving and loading processes, ensuring that in-combat saves are now faster and more reliable than ever before.
7. Banishing Bugs:
Our team has been on a bug-hunting spree, and we've successfully squashed tons of these pesky critters. The game is now more polished and stable, providing a smoother gameplay experience for all players.
8. Presenting our Identity:
We've added a splash screen that proudly showcases our studio logo alongside the logo of our publishing partner, Freedom Games.
That’s it for now. Stay tuned for future editions of the Journal! If you would like to try Dream Tactics, we encourage you to download the demo. Also, feel free to join our Discord server if you have any questions for us. We are always happy to answer any inquiries and respond to all feedback. Before you go, don't forget to give Dream Tactics a wishlist! Your support will really help make Dream Tactics the best it can be.
0.4.1.2 - Fixed crash after beating campagin ( added new enemy) - added Icon on Fullscreen settings - Updated choose menu back button - Switched uppercase on some screens - added new animation on label in Loading screen - Removed old scene - Added Statistics in database
Reworked the stories. The incomplete "Betrayl" removed and replaced with "Rebuild" - a winter story focussed on resource management and supplying your village with very few attacks.
Added the final sandbox level: Ziegwald
New: Some levels have experimental setup for automatic paths. When you build houses, a path to the nearest road or other path will be added and peasants will generally follow these paths when going somewhere, except when cutting across grass is much shorter. The levels that have this set up now are Kroburg, Refugee Camp and Swinvale.
Added a page about weapons to the manual.
Bugfixes:
Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
Fixed: Several bugs in "Children's Tales" where dialogs would repeat when loading a save game.
Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
Fixed: A few tiny visual errors you probably didn't even notice
Fixed: A bug that caused buildings not being available in some stories after finishing specific quests
Fixed: A bug in the flow of "Children's Tales"
Fixed: Old messages and events in "Founding Kroburg" should no longer repeat after loading a save game
Fixed: Wording error when sending individual peasants (now correctly "a peasant is ..." instead of "a peasant are ..."
Fixed: Rotation of fishing spots on the Antoburg map
Fixed: Some manual pages were outdated, updated them.
Other Changes:
Considerably expanded the german translation
Improved guards animations and logic
Increase peasant character sizes and raised movements speeds accordingly - to make them fit the other models better and make them more visible when zoomed out.
Shaved 700 MB off the install size of the game by optimizing. This should also reduce the RAM requirements and make the game run more smoothly on some low-end machines.
Removed voice-overs and the voices audio setting. Voice-overs were incomplete and had no serious chance to be completed at a quality level that I would be happy with. If the game sells enough copies to hire proper voice actors, I'll be happy to do that and add them back in.
Removed the ballista from the game. It was never finished and in testing just didn't add enough fun for all the complexity it brought with totally new game mechanics.
Updated Unity and a bunch of assets to latest versions. Hoping for performance improvements and fewer small bugs.
Updated the steamworks and Facepunch (the library I use to manage Steam things like leaderboards)