Greetings, tactics fans! Today marks the release of version 0.3.0 of Together in Battle, featuring a variety of improvements to Psy Clash, the weather system, and a big content milestone: the arena championship fight is now in-game, with branching cut scenes after.
I won't spoil anything here, but I'm proud of how the championship fight weaves together a tactical challenge with narrative reactivity (the "consequences" bit of "choices and consequences," for any RPG design nerds reading this). Based upon certain choices you made earlier in the game, things in the fight may be different for you!
Anyway, enough of that--here is the list of changes for this month. We'll start with the championship battle:
- created the championship arena battle, complete with conditions that change based on player choices from earlier in the game and--in some cases--optional in-battle dialogue.
- we've got a truly kickass new battle track from Ryan Richko appearing in the championship fight: "Contest of Blood"!
- added new branches to pre-championship dialogue with Ishita Svaamee.
- created a short cut scene intro leading into the arena championship battle.
- created branching cut scenes following the arena championship battle that react to the outcome of the battle (and to certain of your decisions leading up to it).
A second area of focus for this month's update was improving the Psy Clash mini-game, most notably by tweaking balance and buffing the AI a bit:
- Psy Clash AI improvement: when choosing a minion to target with cards (or to directly damage with bowmen or crossbowmen), the AI will now assess the targets available and choose based on an assessment of which minion would be best to target based on the minion's power and how effective the card would be on it. (Previously, the AI would just choose a target randomly.)
- Psy Clash AI improvement: opponents will no longer play Fury on minions who cannot attack.
- buffed a few Psy Clash cards: Smuggler now has 1 power instead of 0, Iron Jaw Trap now costs 0 energy instead of 1, and Focus now gives +1 card draw in addition to +1 energy.
- new sound effect: Card Shuffle. Now plays during Psy Clash when a player's deck is shuffled.
- fixed: in Psy Clash, the game could sometimes choose an empty lane that a minion had moved from when attempting to update that minion's changed health or power, resulting in the minion's health and power display not changing after combat.
In addition to the championship battle, cut scenes, and Psy Clash improvements, we have changes to other parts of the game as well! These include:
- painted a new UI background for the central buttons at the top of the recruitment interface, making them easier to see against certain scene backgrounds:
- toned down the level scaling for team leaders within arena leagues so you aren't regularly facing promoted enemies in the earlier leagues.
- reduced per-battle winnings for league arena fights (especially the later leagues) to help keep resource management a meaningful concern.
- AI improvement: the game no longer values the Move Bonus status effect positively for characters who are Immobilized or tagged as Immobile.
- AI improvement: the game is now much better at choosing targets for skills that apply buffs or debuffs to Strength and Psy.
- new weather types supported: PetalsRed and PetalsGold. These shower the scene in a soft rain of 3D flower petals (red or yellowish orange).
- new weather types supported: LeavesGreen and LeavesBrown. Causes 3D leaves (green or brown) to gradually flutter down from the top of the screen. (Battle-only for now.)
- now supported in battles: the Fireflies weather type! Causes fireflies to randomly appear, flit about the battlefield unpredictably, and disappear a few seconds later.
- added falling leaves to the Treasure Thicket map.
- added fireflies to the Thief Attack map:
- new 2D particle effects supported: FlowerBurstRed and FlowerBurstGold, producing a burst of red or yellowish-orange flower petals.
- new visual effect for spike traps added to the game.
- when characters hit promotion level via the LevelUp and LevelUpArmy script actions, the game will now quietly auto-promote them to an advanced class consistent with their base class (if one exists).
- received three new unique character portraits and integrated them into the game.
- added new dialogue options and possible event outcomes to the Card Swindler random event.
- increased minimum impact damage in combat from 5 to 6.
- when changing between weather conditions in a battle using the same particle type (e.g. Rain to Heavy Rain or Snow to Blizzard), there is no longer a delay before the change takes effect.
- added a system for queuing up a specific evening event in camp based upon events occurring earlier in the day.
- if it doesn't find a loadID match first, the SpawnUnit script action now checks characters from prior scenes by name.
- the game now keeps track of how many seconds it's been running across all play sessions.
And of course, we have bug fixes:
- fixed some scripting in dialogue with Ishita Svaamee.
- fixed: when multiple dialogue trees were queued up at once, the game was not triggering them in succession due to a mistake in the dialogue formatting process assigning all dialogue the same internal convID.
- fixed: the game would sometimes trigger traps for AI units where it calculated a move onto the trap as the best move even as it refused to actually move the character, resulting in the unit mysteriously suffering the trap's effects even as it stood totally still.
- fixed: league 4 battles were all being generated with snow-based names.
- fixed: with particularly long character movement ending in a trap, the AI could outpace itself and queue up an attack before the game was ready to launch it.
- fixed: the game would not allow characters to push or pull item sacks off of other destructible objects due to item sacks always being treated as last for attack priority on a space. When an item sack is on top of another object that is not pushable or pullable, knockback now affects the position of the item sack instead of the object it's resting on.
- fixed: the DamageUnitAt script action had slightly different damage ordering priority rules than a regular attack.
- fixed: Crush Res. was not being applied to mitigate impact damage from units being smashed into each other (or objects, or the edges of the map).
- fixed: Falling Res. was not being applied to mitigate Falling damage, which resulted in item sacks inappropriately taking damage when falling from heights.
- fixed a visual issue with snow and ash particles being stretched horizontally and looking "squished."
- fixed a typo in a victory bark variant for characters with the "disciplined" personality trait.
- fixed: auto-promotion via LevelUp was causing *every* character to auto-promote if within a campaign whose Classes.xml file didn't use the reqLvl attribute.
- when auto-promoting generic proc gen units, the game could throw a null error trying to update their non-existent character dialogue.
- fixed: if a character's Speed was chosen to increase upon level-up it would increase by 5, not 1.
- fixed: the cut scene editor would remember the last cut scene you loaded and load its data when creating a new cut scene, resulting in the previous cut scene's narration, background, and other data showing up by default.
- fixed: species-based sprite overrides didn't work for classes with only a single species-based sprite override.
- fixed: weather effects were not displaying with the same density in the map editor as in battle due to different emitter shape settings.
- fixed: upon going to the campaign editor and then returning to the title screen without the title music changing, the music would abruptly stop.
- added a fallback for those rare occasions where the actions bar fails to reappear after a round of combat: clicking to select a character who can still move or act now forces the actions bar to show back up.
- fixed an inconsistency with the way that IfValGoTo and IfValRun treated custom integer values that had not yet been set. Both now treat custom values that have not been set as equal to 0. (Previously, only IfValRun did this).
- fixed: a file with crucial scripts for in-game traps and space-swapping skills had accidentally been overwritten, causing traps and space-swapping skills to no longer work correctly for a few days.
- fixed: forgot to revert a change made for testing which was causing characters to say heal barks 100% of the time instead of 25% of the time.
- fixed: forgot to revert a change made for testing which was causing the game to throw null errors upon right-clicking destructible objects.
In addition to the above, I spent time these past few weeks laying groundwork for alternate versions of the game (which I'll avoid further details about for now, but stay tuned...)
That's all for this month. For next month, I'll be focusing on advancing the palace intrigue plot line (including at least one or two new hand-crafted battles), plus new random events. Until then!
Kursk, the fourth DLC for Valor & Victory, is out now.
In an effort to reverse their fortunes in Russia, the Germans committed their best forces to the Battle of Kursk. However, they were met with an unyielding Russian defense. Contrary to expectations, the German troops encountered devastating resistance, despite their unwavering efforts. While their attacks made some headway into the deep Russian defenses, they suffered significant losses. On July 7, the Russians unleashed increasingly heavy tank forces, further challenging the German advance. Despite heavier casualties suffered by the Soviets, the Battle of Kursk marked a significant success for them. Historians attribute a tactical victory to the Soviets at Kursk, as they effectively halted the German advance.
To enhance your tactical arsenal, 10 new maps have been introduced, each designed to reflect the rugged terrain of the Eastern Front. Maneuver your forces wisely and exploit the unique features of each battlefield to gain the upper hand. In addition, 3 new armor units have been deployed to the frontlines, providing you with more strategic options to dominate your adversaries. Furthermore, the new Panzer Grenadier units will bolster your infantry forces, adding versatility and resilience to your ranks.
And that’s not all. Today we also announced the next DLC Valor&Victory: Pacific, which plunges you into this theater of war, where the forces of Japan and China join the fray.
With Valor & Victory: Pacific, a wealth of new content awaits you. Brace yourself for the introduction of two new nations, Japan and China, bringing fresh perspectives and strategic choices to the game. Engage in immersive battles across new maps, each meticulously designed to portray the unique challenges of jungle warfare. Prepare for intense combat encounters amidst dense foliage, where every step counts.
Tune in today on our Slitherine Twitch Channel at 7.30pm BST where Yodgog will show you the new DLC.
After downloading Valor & Victory: Kursk, do not miss the chance to sign-up to the new tournament “Battle of Kursk”. You can sign-up here. The tournament follows Swiss Tournament rules: you can find the full list of rules here. The first round will commence on Tuesday, 19th September 2023 at 8am GMT. No further entries can be accepted after the tournament has begun.
The tournament will last 3 rounds, 26 days each. Games are paired, so each matchup will be played both ways. All you need to do is sign up, then the system will pair you with opponents and create your PBEM games. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.
To celebrate this moment, the DLC will be part of the Home of Wargamers Sale. If you don't own Valor & Victory yet, you can buy the base game and the two DLCs with a discount up to 30% off. If you already own some games from the Valor & Victory franchise, you can buy the games you miss and complete your collection with a 10% discount, taking advantage of our Valor & Victory Complete Bundle.
As we embark on this journey, our primary objective is the early load testing of our servers, ensuring we can provide a stable environment for our players in the future. We are thrilled to announce our Playtest Weekend, taking place from September 29th to October 1st. This is your chance to experience the mysteries, challenges, and wonders that await within the depths of The Bornless universe.
Here's what you need to know:
Early Access and Development: As we venture into the early stages of development, it's crucial to understand that this build is in its alpha phase. You are likely to encounter critical bugs, matchmaking errors, and performance issues. While we strive to provide a seamless experience, these hiccups are part of the development journey. We appreciate your understanding and patience. If you come across any issues, please report them with as much detail as possible in our Discord. Your diligent feedback is invaluable to us. As a token of our appreciation, participants have the opportunity to receive Enigma boxes and other rewards. Join our bug hunts and see our Discord for full details on how these are awarded.
Access Key Required: To join the Playtest Weekend, you will need an access key. These keys are limited, so be sure to secure yours as soon as possible.
How to Get a Key: You can request access directly on our waitlist on our website for a chance to receive an access key. Don't miss this opportunity to be among the first to explore the dark and treacherous universe.
Limited Player Capacity: Due to server capacity, we can only accommodate a limited number of players for this event. Make sure to sign up early to secure your spot. If you don't get accepted for this playtest, don't be disheartened. More playtests are on the horizon, and if you've registered on our waitlist, you're still in the running for future events.
Game Modes: Be among the first to delve into the Titan game mode, a cornerstone of our Playtest Weekend. While you immerse yourself in its challenges, remember that this is an early alpha iteration, not the final form. As we also conduct networking load tests during this period, your feedback becomes crucial. We're eager to hear your thoughts and rely on your insights to refine and evolve the mode. Please take detailed notes and share your experiences on our Discord.
Matchmaking Schedule: As a multiplayer game, queue times during these limited (player and time limitation) playtests might be longer than usual. However, to enhance your experience, we've identified specific timeslots that maximize your chances of quick matchmaking. For detailed information on these optimal timeslots, please visit our Discord community (will be available from Friday, September 15th).
Events and Fun: Expect a weekend filled with exciting events, surprises, and unforgettable moments. Join us for a journey that will leave you wanting more. Swing by our amazing community on Discord for more information, find teammates, and lots more.
We can't wait to share this incredible experience with you. Your support and enthusiasm have been the driving force behind our journey, and we're excited to take this next step together.
Prepare to embark on an adventure like no other. The world of The Bornless awaits.
Sonic Frontiers: The Final Horizon Update arrives on September 28! Rewrite your story and play as Tails, Knuckles, and Amy in this climactic-free update coming to Sonic Frontiers!
Before the final battle on Ouranos Island, Sage reconsiders an unlikely scenario amongst her millions of simulations. With the assistance of Sage and Dr. Eggman, Sonic sets this new plan into motion and accepts the challenge of converting the Cyber Corruption into a vast, previously untapped power source. Meanwhile, Amy, Knuckles, and Tails seek to do their part and begin searching for the Chaos Emeralds on Sonic’s behalf. Can their courage change their fate… Watch the prelude animation now!
Here's the second critical hotfix which will fix some major issues players experienced.
Fixes
- Fixed server cap to 4 players - Fixed lobby joining bug - Fixed animation multicast bug
Changes
- Doors have been tweaked for better performance - Added credits to main menu - Changed some of the assets so keys and tapes are easier to see - Changed highlight colour of collectables to make them stand out more - The homunculus will no longer attack players as frequently - Spawn location for keys have changed - Keys are now much bigger and easier to see
We'd like to thank the community for the feedback, all feedback wether good or bad is absolutely vital to ensure a great experience for all players!
If you'd like to give any feedback, please head over to our Discord where we will be happy to listen and take on aboard all suggestions, feedback and critique.
This is the 1st update for the mission expansion beta and, unlike the Enemy Helicopters beta, this one actually has updates relating to the missions!
You can access 2 new mission templates by selecting the "New Missions" in the mission type drop down. This way you'll ensure that your Primary Mission will always be one of the new ones.
Strike Mission The first mission is a more standard anti-vehicle strike mission. You will be tasked with engaging an enemy company. This mission uses the new Company system so you will be going up against Armoured, Mechanised and Motorised companies.
Each company will be in various states such as Understrength, Overstrength or Reinforced and can be supported by Anti-Air assets such AAA or SAM Batteries.
Cargo Transportation Mission This is a basic transportation mission to carry spare parts from your current base to another base. You will need to fly one of the Lynx helicopters to complete this mission as it is the only one that can carry the required cargo currently.
Your wingman also cannot complete this mission yet but can of course fly in a supporting role.
You will be able to add the required cargo from the load out screen. There are also the options to load troops etc.
To complete the mission you will need to land within 10m of the centre of the target landing pad and then open your cargo doors. You can do this from the Stores Management MFD page. There currently isn't a dedicated button to do this yet.
When the cargo doors have opened the cargo should be moved next to your helicopter and the mission will be completed.
Note: If you landed with your cargo doors open then you will need to close them and then open them again for the game to detect this. This is something I'll fix shortly ːsteamhappyː
We’re excited to announce that Broken Roads is coming to PC, Xbox One & Series X/S on November 14, 2023! Embark on an unforgettable journey across a post-apocalyptic Australia full of danger and tough decisions.
Stay tuned for release date information on other platforms coming soon!