Greetings, tactics fans! Lest you think I've been anything less than extremely busy following the launch of Together in Battle to version 1.0 these four days past, allow me to dispel the notion.
With an influx of new players has come an influx of new feedback (and an influx of bug reports), so I've been working quite hard to push out a quick initial update to address those bugs, tweak balance, and make some quick improvements. Let's get to the changes!
First, we have balance tweaks:
gave the Barudit class an additional early proficiency in Health or Dodge.
Blackguards now gain +8 bonus Health instead of +5.
Wyrms now gain +6 bonus Strength instead of +5.
increased the Prophet's Dodge boost from +25 to +30, making them a bit more reliable at dodging attacks.
Protectors now learn Far Shield in addition to their other bonuses, allowing them to fulfill their healer role while staying farther out of harm's way.
the quality of item sacks thrown by fans in the crowd now gets better and better as the player advances up the leagues, making nabbing them a more worthwhile side objective.
Second, we have miscellaneous improvements:
item tooltips for weapons now always list the uses left out of the weapon's maximum uses, making it easier to decide which weapons to use repair kits on.
AI improvement: the game now factors in space damage on all AI levels, not just the highest one, meaning that enemies will wander into damaging spaces less often on all difficulty levels.
AI improvement: the game now considers Disarmed, Slowed, and Sick status effects less valuable when scoring moves.
new loading screen tip: "Buy good armor for your characters; this will more than pay for itself in reduced casualties."
new loading screen tip: "Golems are expensive to buy, but it's a one-time cost: they don't draw an ongoing salary."
Third and most importantly, we have bug fixes:
fixed: novelists and toymakers had a formatting mistake in their camp activities that caused the game to throw a fatal error when choosing them for a one-on-one in camp and giving them orders.
fixed: when playing with gamepad, the recruitment menu was off by 1 when disabling character portraits upon recruitment, causing certain recruits to become unselectable.
AI fix: the AI was not recognizing chasm tiles as potentially damaging units who moved over them (even while temporarily levitating).
AI fix: if a unit moved after attacking, the unit would not rotate defensively to guard its back regardless of the AI handicap level.
AI fix: the AI valued actions applying Disarmed status to targets who were already disarmed.
fixed: in some circumstances in caravan defense missions, it was possible for caravan guards to spawn already submerged in water.
fixed: golems and spirits could react to an ally cooking dinner.
fixed: the dialogue upon destroying training dummies in the Qualifier was no longer firing due to continued use of OnCharDeath triggers instead of OnObjDeath.
fixed: tutorial text on health and resistances in Battle in the Overgrown Garden had begun to exceed the available dialogue box area.
fixed: a text overlay removed via script action could inappropriately reappear after closing a dialogue menu, provided that a text overlay had previously been hidden due to the objectives screen or another UI element temporarily hiding it.
fixed: due to a scripting change, it had become possible to hire out guards or explorers more than once in a day.
fixed: item tooltips could say "1 uses left."
fixed: unique portraits with poseable mouths but no support for skin or hair hue-shifting could get their mouths "stained" in their Actions Bar portrait in battle if the last proc gen unit to be selected before them had a mouth-layer mask.
fixed some graphical errors with hair layering for generic male kineticist, generic female cryokineticist, generic female psy healer, and generic assassin portraits.
fixed a graphical error with the masking for generic female photokineticists.
fixed: Secret line 17 could be generated in a variant too long for the dialogue box.
fixed: unintended species could be generated with Secret line 03.
And last, an improvement for campaign creators:
when using script actions to spawn units within a randomized range of spaces, the game will now check ahead to ensure that an environmental hazard tile is not chosen for the spawn location. If it is, the game will shift to the closest non-hazard space to spawn the unit on.
And that's it! Not too shabby for a few days of work, eh? Now, then, on to a bit of news...
We're past 50 reviews! đ„ł
I want to give a shout-out here to all the lovely people who've left reviews for the game. Thanks to you all, we're now past the 50 review threshold! This means that Steam shows Together in Battle not just as "Positive," but "Very Positive"--which might sound small, but it's quite important to boosting discovery on Steam.
Our next milestone to reach is 500 reviews. If we can hit that, it'll really kick things into high gear and help ensure the game gets shown to a wide audience of players. If you've played Together in Battle and enjoyed yourself, please contribute your review--every little bit makes a big difference! đ
I have some really fun ideas for ways to further expand upon Together in Battle: new skills, new portrait graphics, new random events, even an entirely new game mode...keep an ear to the ground. There's more to come!
Ahoy Mateys! Our greatest thanks for patiently waiting this long for Buccaneer! Open Beta will be available TODAY AND TOMORROW May 10th and 11th between 19:00-22:00 UTC only! Once this time frame has elapsed PVKII 1.0 will revert back to the current release. The next time you'll get to play is for the 1.0 Release!
Here's how to access PVKII 1.0 Open Beta! No code is required! Please note: If open-beta doesn't show up, you will have to restart Steam.
Changelog
Pirate Buccaneer This Jamaican giant is the human equivalent of a cannonball. As the crew's jovial chef, he carries every tool he needs to cook up an ass whoopinâ. For his special, he may draw a torch and flame breath.
Assassin Rework
Throw Smoke Pot with Caltrop alt fire to create a smoke screen
Enter the smoke screen to enter stealth
Crossbow Pistol buffed, remodeled, and reanimated
Replaced Special; reveals all players and allows you to execute low HP enemies
Skirmisher Cutlass Gameplay Redesign
Now holds a pistol in his off-hand, you can shoot it while blocking
Bondiâs Flatbow Gameplay Redesign
Now has a bundle of four arrows that can be fired in rapid succession
Reloads one arrow at a time; pick up missed arrows to reload faster
Special tweaked; explosive arrows can be fired at your leisure
Captain Role Update
Increased move speed, lowered armor
Can now target highlighted enemies with the Parrot
Parrot can now be recalled by pressing âRâ with the cutlass equipped
Berserker Axe Sword Rework
Swinging now charges a heavy attack that swings on mouse release.
Additional Changes
Added wall jumping.
Major combo system updates.
Various buffs and changes to specials.
New Voicelines.
Various bug fixes, major and minor.
Rebalance for certain weapons.
Updated class & weapon models, reanimations.
Added Native RTV / Nominate.
Added Facial Flexes and Lip Syncing.
Shield Reworks.
Various content yet to comeâŠ
See you in game! Enjoy the open beta for 1.0 while you can!
[Added] - A new Experimental size sandbox cave map.
[Fixed] - Diamond Mines now can be built in any biome. - Korean Language was missing some characters. - Missing text when building coal and gold mines.
Thanks everyone for playing and enjoying the game! -Knight Owl Games and Goblinz Publishing
Hello! In this update, we made important bug fixes and changed the way speedrun mode works: - Fixed the time count in speedrun mode, which was duplicating the values; - Fixed the reset of the total time in speedrun mode when you exit the game and start the mode again; - Fixed the use of the gamepad, which was causing unexpected bugs in relation to the levels; - Other small fixes; - Visual adjustments to the pause menu and start menu (the start menu now indicates the game version in the upper right corner); - Speedrun mode now has a dedicated button in the start menu and works WITHOUT SAVING, that is, the Speedrun challenge is to complete the levels in a single "run"; - "Play" and "Continue" buttons now refer only to the standard game mode.
For over twenty years, Steam has delivered high-quality entertainment to enthusiasts across America (and the world!)
Itâs like a highly-pressurized party: the spicy love-child of water and fire. In fact, the electricity powering your computer right now is basically made of Steam! Probably. Unless you live near a dam, like a hippie.
Pop quiz: What else is basically made of Steam?
Open Fortress.
Steam release FAQ:
Q: Is Open Fortress coming to Steam?
A: Yes. Cool! But not literally cool, since Steam is very, very hot. Literally, figuratively hot. Thatâs an oxymoron, but it kind of makes sense. Just like ânew age of retroâ, which is what Open Fortress is entering now: the far-flung future of 1979.
Ever since Valve announced the TF2 SDK, weâve been hard at work porting the mod in preparation for the Steam release. You can think of it as âOpen Fortress 1.0â - a stable foundation for the awesome updates ahead. Expect all-original assets, a funky new UI, and a few balance adjustments under the hood to make things play better than ever. Coming to Steam means a refined look and feel for the Open Fortress experience, setting the stage for the Mercenary to really show his stuff.
You can still play the game through our website, but for now, itâs still in âalphaâ. Thatâll make you an alpha gamer - or, rather, it means you were an alpha gamer the whole time. Just keep in mind that, more than ever, the alpha doesnât quite represent whatâs to come.
The point is, you should get psyched! We sure did - so much that weâre Get Psyched Games, now. See how that works? Itâs clever, like a title drop at the end of the announcement.
We're in the final countdown now - less than 72 HOURS REMAIN until Labyrinth Of The Demon King is in everyone's hands. We can't believe we're down to the wire, can you?
Just repeating the info from the last few countdown posts so it's not missed; firstly as a note demo progress will not carry over to the main game. There have been some changes/fixes between the demo and main game and as not to introduce any severe bugs or confusion, we decided to not allow carry-over.
Secondly, as a reminder, the game launches at 11am EST / 8am PST / 15:00 UTC on May 13th. It will be $19.99 with an initial launch discount of 20%. Besides Steam, we're also simultaneously launching on Switch, PS4/5, Xbox, and GoG. See you then!