- Fixed the Assist Mode prompt showing only xbox inputs - Fixed the in-game button remap menu not respecting Switch controls - Fixed an issue with Enemy and Boss multiplier reverting to 0.5x in the custom menu - Added barry to the abandonment ending if you have him equipped - Fixed an issue with modifying a explorer save will put custom values to 0... - Updated some prompts
Other: Fixed a bug where renamed items were not correcting to their new name when loading from save Fixed a bug where the crafting workstation for orbs was defined wrong
V 0.6.10
Other: Fixed a bug where placing a roaster would crash the game
This video shows the game built and packaged running in windows. The player can start a server executable, and it will show up on the master server list if they have port 7777 forwarded. Any player can run a dedicated server.
Players can then run the client and connect to that server.
I am still working on a bug where it is displaying the default steam development project "spacewar", and you can see other people's development servers that have also used the "spacewar" project.
That's just a matter of renaming a few lines in a script, and totally rebuilding the project from visual studio. Easy fix.
Otherwise have been working on fixing a few more bugs in game that are essential to fix before playing. It is a lengthy process sometimes so please bear with me during these last development steps.
Excited to launch a major new feature: Map Player Achievements!
New: Per-Map Player Achievements Replay the Prequel Campaign and try to obtain all the Stars in the 10 original Prequel campaign maps! Each official campaign map now has up to four map performance metrics that players are evaluated on: Pace: How many rounds it takes to win. Power: The ratio between destroyed and lost units. A 10:1 ratio is best. Style: An adaptive goal that might be different depending on the map, like for example capturing a certain amount of buildings, how many units a player can lose or how many "one shots" a player did, ie. defeating a unit with full health in one attack Bonus: Whether an optional objective was achieved or not. New: View Stars on your Profile You can view the stars you received on each map on your profile page. New: Map Editor Map Player Achievement Settings: The Map Editor Settings panel received a new card to define the expected metrics for a map, including an analysis of past games that can give you an idea of which values to use for each metric. It currently proposes metrics close to the 20th percentile of players. However, it's always best to identify the best strategy and define metrics that you think are obtainable in your campaigns. Note that this feature is only available for maps that are part of a campaign. Fixed:
Counter attack previews are no longer shown when attacking a neutral unit.
Portrait selector no longer cuts off one portrait when the editor drawer is positioned to the left.
Various other small things were polished/fixed.
Fog games with more than two players are no longer shown in the feed on the main menu.
Stars will receive more meaning in the future, and we might dial in the goals for the Prequel Campaign a bit more. We are excited to iterate on this feature and are looking forward to hearing your feedback!
Gameplay Updates: -Increased Magnet Cabinet Grab Range
Pixelito Updates: -Pupperfighter Line's Ability Text Updated to More Accurately Reflect Ability Effect -Abilities That Check for Adjacent Pixelitos Now Check Diagonally Adjacent Spaces
UI Updates: -Added Description Text for Normal Yaku's Effect -In Glossary Types Page, Hover-Over Indicators for Each Type's Name Added -Battle Tutorial Text Updated (Further Clarification on Speed Mechanics)
Fixed Bugs: -Forfeiting on Round 1 is Not Possible -Shop-Wide Effect Items Obtained from Magnet Cabinet Don't Work as Expected -Some "Next" Buttons in Battle Tutorial Not Easily Clickable -Shop "Proceed to Battle" Button Not Working in Versus -Shop "Proceed to Battle" Override Button When Gold Remaining Not Working -Versus Overlay for "Proceed to Battle" Not Visible
- Item icon on shelf slot A picture is placed on the shelf that represents the existing item, and the picture remains if the shelf becomes empty, so that the player can remember what item was here before.
1. Fixed the white lines that sometimes appeared underneath terrain foliage
2. Reduced the brightness of the tree foliage so it no longer looks too bright.
3. Adjusted the sun brightness in Central Libya. The idea is that midday sun should be extremely bright and the sand should reflect this light making everything terrain look more washed out.
This may look too bright, but it does work well with the cloud shadows which is something only I can see at the moment as the weather is always clear.
I will be exposing some image settings such as Gamma, brightness, contrast etc so you will be able to tune the image to your monitor / own preference in the future.