・I have addressed the issue where you couldn't repeatedly press the Fusion button when Fusion fails.
・I have resolved the problem where clicking the right mouse button while the Emil's Logiart puzzle dialog is displayed caused the back button to respond.
・I have fixed the problem where the screen was not displaying correctly in widescreen environments such as 21:9 monitors.
This time an exciting update introducting stone castles and extended sieging mechanics to the game. The update adds 2 new castle type and revamps the wooden castle by adding raised dirt mounds like the test version had.
Siege changes Siege battles have been revamped and now feature 3 different types of castles. Each castle features 3 damage levels that occur when being sieged with a trebuchet during the camapign, this is also selectable from the quick battle menu, destruction levels will never fully breach the walls and only do visual damage.
Sapping is now a really strong option to bring down the front wall of the castle and charge in directly. This can be combined with ladders for an assault from all directions.
Campaign Castles now have a central role in the campaign and will take time to besiege, forming an actual challenge to overcome. You first have to lay siege to a settlement which will take one season and costs 10 wood. This will take the settlement hostage and deplete their food storage every season. When the food storage is depleted attrition will kick in and units inside the settlement will slowly start to die. Choosing when and how to attack will have a big impact on how you charge into battle and if you will charge at all or just wait for them to starve enough to surrender.
Misc This update also contains a lot of other changes like being able to rename officers and settlements and officers aging every year. The look of the campaign map has also improved and the map feels a lot larger now. You can find all the changes in the patch notes!
Full Changelog:
Add fortification: Square castle
Add fortification: Round castle
Improve design of wooden castle
Limit number of formations in castles to 4
Show siege camp on campaign map when settlement is under siege
Starting a siege costs 10 wood
If attacking player has no borders with sieged settlement the siege will be broken
Campaign damage propagates to castle building: level 1 75% health, level 2 50% health
Constructing a trebuchet will damage a castle each season
Add attrition icon to settlement flag when food is depleted
If food is depleted settlement garrison will start losing units
A settlement loses 1 food in storage per turn when under siege
When starting a siege the settlement food storage gets locked to the amount of food a player has
Can lay siege to castle settlements taking them hostage
Player builds siege engines on campaign map
Change Ten Bosche to swamp area
Units from attached formation replacedead units on siege engine
Change settlement info commander icon depending on ruler or not
Add missing control info about formation shape changing to formation UI
Add support for different water height levels during siege battles
Change ladder units to cheap militia
Add formation events for siege engines
Allow player to send units to ladders specifically
Allow player to select type of castle in quick battle menu
Allow palyer to attach formations to siege engines during battle
Add formation icons to siege engines
Add options for wall sapped to quick battles
Imrpove smoothness of a couple of campaign UI animations
Check if position is free before doing a finisher move
Add icon to sector flag if wall is sapped
Add info tooltip to realism mode buttons
Remove redundant formation orders from game
Improve foliage removal algorithm for siege battles
Add options to have permanent damage to player from arrow hits, default enabled with realism mode
Improve campaign watchtower icon
Improve burning unit particle effect
Adjust unit siege engine follow speed
Add more ambient sounds to forest areas
Change battle text to 'siege of' when castle is built in battle dialog
Add disable fire arrows menu options
Some units drop weapons before fleeing
Prefix settlement name with 'kasteel' when a castle is built
Improve on fire animation to die transition
Improve archer sidearm behavior
Add only use trebuchet during siege battles menu option
Add particle effect for fireless burn
Add option to toggle unit outlines
Add building types for new castles
Add snowy dust to buildings in winter
Add sharpening slider to options menu
Add random flag wear system
Add menu options to disable random flag wear
Add boiling water defense option: pour boiling water on attackers passing the gate
Add new campaign icons for castles
Add clouds of mist to forest and swamp areas on campaign map
Add new data structure for castle building types
Make sure units do pathfinding towards navigation areas during siege battles
We have implemented a new tutorial to streamline understanding of the game for all players. Additionally, we have addressed several bugs and issues, such as sound errors, UI elements, and various other tweaks. As we continue to find and eradicate more issues, we are committed to incorporating additional elements. We are grateful for any user feedback that allows us to identify issues in our product.
The Lost Legends of Redwall™: The Scout Act 3 - Invisible Bob
Hi, everybody! We’ve got some news to share. But first, thanks for waiting for this update—this one includes a lot of requested fixes and we really feel the gameplay has been improved by this overhaul of bugs. A special thanks to our game testers for their contributions!
This is very likely the final update to our Acts 1-3 of The Lost Legends of Redwall: The Scout. As you may know, we’re thrilled to be releasing The Scout Anthology in the coming months, and in lieu of this updated edition, these separate acts of The Scout will be retiring from Steam.
We’re so grateful to everyone who purchased these individual acts; and as part of that thank you, our programmers, artists, and testers worked on getting this massive final batch of bug fixes out to you. We appreciate you, and we hope we’ll see you again for The Scout Anthology this holiday season!
General
Improved the centering and resolution of the pause screen.
Ensured journal scrolling works with all intended methods.
Winsome Wraith
Corrected certain interactions to only be available before collecting valerian.
Stopped items from disappearing.
Prevented character from floating on lift posts.
Prevented character from prematurely accessing later level sections.
Stopped character interact button from flickering.
Portman’s Slough
Adjusted heard dialogue and written words to match.
Added missing jam collection sound.
Moved plants so that they aren’t floating.
Pushed back bushes that were interfering with character interaction areas.
Fixed broken rock texture.
Made sure Mila wasn’t the only character to follow player-character to the raft.
Lowered floating leaves.
Made floor buttons easier to walk onto.
Grating Gulley
Adjusted ground foliage so it’s more natural.
Corrected written dialogue to match audio.
Reoriented cairn wayglass direction.
Fixed Jeb’s dialogue animation cycle so it doesn’t jitter.
Prevented player from leaving the intended play area.
Improved terrain aesthetics.
Prevented camera angles from halting level progression.
Moved character for clarity in button prompts.
Corrected cairn wayglass from zooming in too far.
Ensured that sounds continue but music stops after completing the level’s final puzzle.
Fool Of A Stoat
Improved camera angles.
Prevented Sophia from being present as both a specter and a spectator.
Improved lighting.
Adjusted terrain to prevent player from leaving the intended play area.
Trimmed extraneous audio.
Covered and improved broken or floating terrain.
Made floor buttons easier to walk onto.
Otters’ Den
Made statue at the end of the level more solid, so that players can’t walk through its tail.
Prevented back button from appearing when it wasn’t needed in dialogue.
Removed irrelevant dialogue line.
Prevented player from leaving the intended play area.
Corrected Scumsnout sounds to adhere to the player’s audio settings.
Improved lighting.
Cavernhole
Fixed continuity errors between the voiceover and the written text.
Prevented character dialogue options from freezing up.
Repaired audio and grammar errors in various dialogues.
Repositioned Albert on his chair so he wasn’t inside of it.
The Lost Legends of Redwall™: The Scout Act 2 - Invisible Bob
Hi, everybody! We’ve got some news to share. But first, thanks for waiting for this update—this one includes a lot of requested fixes and we really feel the gameplay has been improved by this overhaul of bugs. A special thanks to our game testers for their contributions!
This is very likely the final update to our Acts 1-3 of The Lost Legends of Redwall: The Scout. As you may know, we’re thrilled to be releasing The Scout Anthology in the coming months, and in lieu of this updated edition, these separate acts of The Scout will be retiring from Steam.
We’re so grateful to everyone who purchased these individual acts; and as part of that thank you, our programmers, artists, and testers worked on getting this massive final batch of bug fixes out to you. We appreciate you, and we hope we’ll see you again for The Scout Anthology this holiday season!
General
Improved the centering and resolution of the pause screen.
Smoothed scent-mode vignettes.
Fixed the “Meet and Greet” achievement to fire again.
Ensured journal scrolling works with all intended methods.
Improved lighting.
Covered and repaired visible seams.
Prologue
Removed line with low volume quality.
Removed incorrect zooms in opening cinematic.
Repaired trees with holes in their textures.
Stopped players from being able to bring out the slingshot during the rowboat scene.
Grounded the floating spouse mouse.
Removed areas where you can float in the air.
Grounded a floating tree stump.
Replaced a non-snowy shrub texture with a snowy texture.
Improved dialogue camera angles.
Added character labels to dialogue in the opening cutscene.
Fixed a variety of punctuation errors.
Improved invisible barrier around barrel trap.
Prevented the player from leaving the intended play area via the waterfall.
Moved spouse-mouse so they’re not standing in a snow drift at the level’s end.
Moved a bush that was colliding with a dialogue camera.
Old Moss Creek
Grounded a floating spouse mouse.
Improved lighting.
Prevented bushes from killing players.
Added barriers so that players couldn’t jump through ice.
Centered button prompt above a cairn.
Grounded some floating puzzle crates.
Made it so you can’t fall through solid parts of the mill wheel.
Prevented a copse of trees from getting more detailed the further away you get.
Created more natural-looking edges for terrain.
Fixed squeezehole camera angles.
Made walls in Daisymace’s area solid so the player-character can’t walk through them.
Made a root by the river solid so you can’t walk through it.
Determined rat volume levels.
Shortened sprinting prompt so it doesn’t show during entire conversations.
Clarified squeezehole aesthetics.
Prevented character progression from seeming unnatural.
Made sure the player-character isn’t prevented from jumping in certain areas.
Removed interact button prompts that didn’t do anything.
Moved cutscene start times so that they couldn’t be interrupted and broken.
Ensured that collected jam stays collected and does not change the level’s total in the journal.
Prevented Liam from continuing his talking animation when he’s not speaking.
Kept Liam from disappearing during certain conversations.
The Captain
Fixed text errors in the opening cinematic.
Improved camera direction to show Tussa.
Centered the cairns’ interact buttons.
Solidified a disappearing bush.
Prevented player from being able to use the slingshot while crawling under bushes.
Fixed punctuation and grammar in the opening cutscene.
Fixed scenting vignette.
Fixed some previously jittering plants.
Changed rat scent trail origin.
Adjusted Captain Snow’s flight angles so as not to reveal tears in his mesh.
Prevented Captain Snow from passing through solid objects during his flight.
Removed “New Text” prompt that would appear at the bottom of the screen.
Improved textures and seams around the level.
Prevented player character from getting stuck with Captain Snow, and he Active Sense mode problems this caused.
Prevented Snow-cinematics from being able to kill the player character.
Silversands
Added back Glimber’s digging animation where it was missing.
Fixed broken camera angle.
Removed areas around a rowboat where the player could float on air.
Stopped players from being able to use the slingshot during Glimber’s cutscenes.
Resolved missing shimmy sounds.
Reset one of the doors so that it closes when you respawn.
Enabled slingshot from another angle for a target.
Fixed Glimber dialogue boxes that cut off prematurely.
Fixed a repeating Glimber line.
Corrected broken textures in terrain.
Added audio for one of Sophia’s cairn lines.
Corrected punctuation and grammar errors in lines.
Fixed balancing mechanic on log.
Added new hang-ledges.
Improved general lighting.
Prevented player-character from crouching to long after minecart ride.
Made sure that Sophia’s smelling animation triggered after the “continue” option and that its animation plays correctly.
Changed a respawn point so that the player-character doesn’t land on a lever.
Ensure cutscene cameras are working as intended.
The Pantry
Fixed dialogue errors.
Removed the necessity to double-shoot a barrel.
Fixed visual errors in the opening cinematic.
Prevented player from leaving the intended play area.
Fixed lighting that appeared purple.
Prevented level from showing briefly before cutscene.
Prevented final choice box from reappearing needlessly.
Pontedaria
Stopped players from being able to walk through a rock by the tunnel entrance.
Calmed the jittery vines.
Removed a rogue ice ledge that caused death loop animation.
Smoothed out some terrain that was getting players stuck.