The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.
The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.
SAVED GAMES MADE WITH PREVIOUS BUILDS ARE NOT COMPATIBLE. PLAYERS MAY NEED TO REDO CUSTOM KEY BINDINGS.
Core: Added Steam Workshop integration Core: Game is now plumbed for translated text (only English currently available) Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault Player: Implemented Mordrich boss battle Player: Implemented Nara boss battle Player: Added line of sight Player: Added larger hover-over health bar for enemies (shows when a unit is selected) Player: Added game setting for whether unhappy villagers leave Player: Added Spearman unit to Barracks Player: Added Cavalry Player: Added Stables building Player: Arbalists now require crossbow and chainmail armor research to unlock the unit Player: City Watch now require halberd and plate armor research research to unlock the unit Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant Player: Building Dialog: Staggered auto recruit is now supported Player: Optimized sky shader; map is now softened at the edge Player: Willow is now a ranged caster instead of melee Player: Primary Attribute behaviour changed (see Developer Notes below) Player: Minimap terrain appearance significantly improved by darkened non-walkable areas Player: Added footstep sounds and screen shake to ogres Player: Mind now also affects physical resistance bonus Player: Added berries, carrots, thistle and yarrow to marketplace Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass Player: Optimization: Moved some code to be run after rendering is done on the main thread Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo Editor: Inspector: Loot Profiles are now accessed first by category then by item Editor: World Editor: Worlds can now be duplicated in the world editor Editor: Workbench: Added LoopSlow node Editor: Workbench: Added CharacterToggleAI node Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes Editor: Workbench: Added SetCharacterHealthBarMode node Editor: Workbench: Added Difficulty and IfDifficulty nodes Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning) Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem) Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown Assets: Audio: Added Spriggan voice sounds Assets: Audio: Added Toadkin Worker voice sounds Assets: Audio: Added Horse sounds (for cavalry) Assets: Audio: Added werewolf sounds Assets: Characters: Added Skeletal Mage Assets: Characters: Added Centaurs Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons Fix: Mobs were unable to change target or stop chasing an enemy Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle) Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over Fix: Tweaked impact point for ranged attacks (e.g crossbows) Fix: Character rotation speed is no longer affected by animation speed Fix: Mossclaw’s strangle vine was playing a grublin voice file Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain Fix: Minimap: Blips now work when UIScaling is set to anything other than the default Fix: Yeti was visible in fog of war Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception Fix: Resource name plural usage should now be used where appropriate Fix: Character sheet now shows correct primary attribute Fix: Spawn point preview mesh was not always scaled correctly Fix: Non-loot character stats no longer included in loot tables Fix: Abilities for characters that don’t use their primary attribute now scale correctly Fix: Added workaround for occasional error when opening Editor Fix: Bonefinger’s wing flap sounds would continue after death Fix: LootManager was trying to deserialize loot data before inventory items had been loaded Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken Fix: Screen fades now affect the UI Fix: Reduced fade time for audio when skipping a conversation Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds Balancing: Ser Gregory’s health brought up to par with other heroes Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps) Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive Balancing: Innate armor bonuses on heroes have been removed Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above Balancing: Health and power recovery rate is now linked to game difficulty Balancing: All units are now balanced individually instead of as groups Balancing: Halved the rate of firewood and mead consumption
Breaking Changes
The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench
Known Issues
It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
Willow’s range attack isn’t currently pulling monsters
Doors aren’t always blocking line of sight - more configuration required
Developer Comments
Minimap The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.
Steam Workshop Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.
Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.
Primary Attribute Behavior Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.
Monks Now Use Quarterstaffs We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.
The primary changes are a soft-launch of Steam Workshop integration, two new boss battles (Mordrich and Nara), two new military units (Spearmen and Cavalry), a new building (stables), an improved minimap, staggered worker auto recruit, and a setting to prevent villagers abandoning town when unhappy which is now off on normal difficulty.
The campaign might contain breaking changes (this build is definitely experimental!). Please let us know if you come across one and we'll get it fixed in a micro-patch in the next few days.
SAVED GAMES MADE WITH PREVIOUS BUILDS ARE NOT COMPATIBLE. PLAYERS MAY NEED TO REDO CUSTOM KEY BINDINGS.
Core: Added Steam Workshop integration Core: Game is now plumbed for translated text (only English currently available) Core: Json files can now be loaded from a folder in the world folder with the same structure as the ConfigDefault directory e.g. MyWorld/ConfigDefault Player: Implemented Mordrich boss battle Player: Implemented Nara boss battle Player: Added line of sight Player: Added larger hover-over health bar for enemies (shows when a unit is selected) Player: Added game setting for whether unhappy villagers leave Player: Added Spearman unit to Barracks Player: Added Cavalry Player: Added Stables building Player: Arbalists now require crossbow and chainmail armor research to unlock the unit Player: City Watch now require halberd and plate armor research research to unlock the unit Player: Building Production Tab now shows ‘The panel is being redesigned’ as it’s no longer relevant Player: Building Dialog: Staggered auto recruit is now supported Player: Optimized sky shader; map is now softened at the edge Player: Willow is now a ranged caster instead of melee Player: Primary Attribute behaviour changed (see Developer Notes below) Player: Minimap terrain appearance significantly improved by darkened non-walkable areas Player: Added footstep sounds and screen shake to ogres Player: Mind now also affects physical resistance bonus Player: Added berries, carrots, thistle and yarrow to marketplace Player: Optimization: Bloom, vignette and color correction are now all performed in the same shader pass Player: Optimization: Moved some code to be run after rendering is done on the main thread Maps: Campaign: Shirebrook: Beastmen attack waves are now only triggered after talking to Brolo Editor: Inspector: Loot Profiles are now accessed first by category then by item Editor: World Editor: Worlds can now be duplicated in the world editor Editor: Workbench: Added LoopSlow node Editor: Workbench: Added CharacterToggleAI node Editor: Workbench: Added ScaleDifficulty and LockDifficulty nodes Editor: Workbench: Added SetCharacterHealthBarMode node Editor: Workbench: Added Difficulty and IfDifficulty nodes Editor: Workbench: Added LootCreateItem node to create magic items and/or items with custom names Editor: Workbench: Added StoreInventoryItem and, GetInventoryItem nodes Editor: Workbench: Added StoreGlobalInventoryItem and GetGlobalInventoryItem nodes Editor: Workbench: Added StagedEvent node for showing key stage events (e.g. Act I: The Beginning) Editor: Workbench: Loot node now accepts up to 4 optional single item inputs (e.g. from LootCreateItem) Editor: Workbench: AddQuestGiver and WhenQuestGiver now have a checkbox for whether ! or ? is shown Assets: Audio: Added Spriggan voice sounds Assets: Audio: Added Toadkin Worker voice sounds Assets: Audio: Added Horse sounds (for cavalry) Assets: Audio: Added werewolf sounds Assets: Characters: Added Skeletal Mage Assets: Characters: Added Centaurs Assets: Portraits: Added Kiwa, Glacian Suit Of Armor, Grublin Berserker, Order Of The Fang Slinger, Crab, Gladiator Crab, Sabertooth, Magma Minion, Frost Polar Bear, Automaton, Fu Dog and Shadow Warden Assets: Special Abilities: Added Berserker Rage, Howl, Mark Of The Wolf, Shred and Sweeping Strike icons Fix: Mobs were unable to change target or stop chasing an enemy Fix: Editor: Workbench: bug in Notification node causing it to not be able to trigger twice Fix: Stalactite projector was being created on the ground so it wasn't visible (Bonefinger boss battle) Fix: Added 'NonBlocking' sound queue mode to prevent some sound effects from blocking voice over Fix: Tweaked impact point for ranged attacks (e.g crossbows) Fix: Character rotation speed is no longer affected by animation speed Fix: Mossclaw’s strangle vine was playing a grublin voice file Fix: Minimap: Some environment assets e.g. light planes in Bonefinger’s Lair were rendering above the terrain Fix: Minimap: Blips now work when UIScaling is set to anything other than the default Fix: Yeti was visible in fog of war Fix: 3d model wasn’t linked to Tower Shield 21 definition causing an exception Fix: Resource name plural usage should now be used where appropriate Fix: Character sheet now shows correct primary attribute Fix: Spawn point preview mesh was not always scaled correctly Fix: Non-loot character stats no longer included in loot tables Fix: Abilities for characters that don’t use their primary attribute now scale correctly Fix: Added workaround for occasional error when opening Editor Fix: Bonefinger’s wing flap sounds would continue after death Fix: LootManager was trying to deserialize loot data before inventory items had been loaded Fix: Editor: 'Health Multiplier' and 'Damage Multiplier' in wave spawn point settings were broken Fix: Screen fades now affect the UI Fix: Reduced fade time for audio when skipping a conversation Balancing: Reduced invulnerability timer on revive from 8 seconds to 5 seconds Balancing: Ser Gregory’s health brought up to par with other heroes Balancing: Ser Gregory had 8 extra base damage which is now removed (he’s a tank not a dps) Balancing: Ser Gregory’s Iron Skin and Power Slam abilities are now more responsive Balancing: Innate armor bonuses on heroes have been removed Balancing: Bandit raids after Kenny has been confronted now only continue on hard difficulty or above Balancing: Health and power recovery rate is now linked to game difficulty Balancing: All units are now balanced individually instead of as groups Balancing: Halved the rate of firewood and mead consumption
Breaking Changes
The loot table has been simplified. Any entries assigned in loot profiles might need resetting in your map e.g. in chests, or using the SetLoot node in Workbench
Known Issues
It’s possible for Mordrich to blink into an adjacent room that might also have a locked door
Willow’s range attack isn’t currently pulling monsters
Doors aren’t always blocking line of sight - more configuration required
Developer Comments
Minimap The minimap now uses the navmesh to darken areas of the terrain, thereby causing valid paths to ‘pop’ for the player. It is strongly advised that level designers disable the navmesh on tiles and walkable props that aren’t intended for the player to access. Preview the navmesh in the Glade or Bonefinger’s Lair maps in the campaign for examples.
Steam Workshop Worlds can now be uploaded from the World Editor to Steam Workshop by clicking on the new steam button to the right of the save button.
Players can download community created worlds by opening the Steam Workshop tab in the community section on Steam and subscribing to the maps.
Primary Attribute Behavior Points spent in a hero’s primary attribute now award double the bonus. Primary attributes no longer affect character damage; points spent in agility for Quixl no longer boost his damage, the same for points for casters. Strength now directly contributes to attack rating (ergo damage), including for casters.
Monks Now Use Quarterstaffs We’ve needed to differentiate between Willow who is a ranged caster who uses staffs, and the melee based Monks. We have introduced a new category called ‘Quarterstaffs’ which are used exclusively by Monks.
We’ve implemented a cool visual effects system to seriously beef up boss battles. Mossclaw and Bonefinger are now formidable opponents. Heroes have been made more responsive to commands.
Hero abilities now have a degree of skill involved, further improving the feel of combat. Targeting is now supported for AOE and forward arc abilities.
As the player party expands, levels up, and equips more loot, we now automatically ramp up the challenge level. It's designed to lag somewhat, so players feel the immediate benefit of a new epic sword, or a new armor set, but without giving them a long term edge over opponents. This keeps battles challenging and interesting throughout for all players.
When it comes to adventuring, world map travel is now available from any portal. Players can either choose to travel directly to where a portal leads, or open the world map to choose an alternative destination, including specific portals that they have discovered. Sandbox maps are now interconnected, with players able to travel between locations and start multiple villages.
Key bindings are now configurable via settings, so if you are left-handed or have a non-English layout keyboard the game should now support your needs better.
Work is wrapping up on Act I, with just the faction leader boss battles left to implement. Work is progressing well on Act II where we meet the unscrupulous Grublins and glorious Toadkin empire in the Bountiful Bog region.
Workbench gains 11 new nodes for level designers, while the editor receives several new kits including the glacian ice palace and a dock front.
Patch Notes
This public build incorporates experimental patches 0.3.23.0 through 0.3.28.0. The patch notes are too long to fit in a Steam announcement. Please visit our website for detailed patch notes.
We’ve implemented a cool visual effects system to seriously beef up boss battles. Mossclaw and Bonefinger are now formidable opponents. Heroes have been made more responsive to commands.
Hero abilities now have a degree of skill involved, further improving the feel of combat. Targeting is now supported for AOE and forward arc abilities.
As the player party expands, levels up, and equips more loot, we now automatically ramp up the challenge level. It's designed to lag somewhat, so players feel the immediate benefit of a new epic sword, or a new armor set, but without giving them a long term edge over opponents. This keeps battles challenging and interesting throughout for all players.
When it comes to adventuring, world map travel is now available from any portal. Players can either choose to travel directly to where a portal leads, or open the world map to choose an alternative destination, including specific portals that they have discovered. Sandbox maps are now interconnected, with players able to travel between locations and start multiple villages.
Key bindings are now configurable via settings, so if you are left-handed or have a non-English layout keyboard the game should now support your needs better.
Work is wrapping up on Act I, with just the faction leader boss battles left to implement. Work is progressing well on Act II where we meet the unscrupulous Grublins and glorious Toadkin empire in the Bountiful Bog region.
Workbench gains 11 new nodes for level designers, while the editor receives several new kits including the glacian ice palace and a dock front.
Patch Notes
This public build incorporates experimental patches 0.3.23.0 through 0.3.28.0. The patch notes are too long to fit in a Steam announcement. Please visit our website for detailed patch notes.
Player: Idle voice sounds have been enabled Player: If all heroes die in a non-dungeon map, they now all revive in the center of town Player: Characters are now invulnerable for a few seconds after having revived Player: Added an icon above buildings when a resource they use is not available Audio: Combat impact sounds can now be heard from further away (when zoomed out) Audio: Updated Quixl’s ability sounds Editor: Workbench: Added CharacterExperienceAdd node Fix: Heroes would sometimes freeze when reviving off-screen and become stuck Fix: Buildings weren’t able to receive buffs (causing research not to apply the bonus) Fix: Characters sometimes lost health when being trained as specialists Fix: WaveSpawnPoint could spawn characters below the ground and thus fall off the map Fix: Wandering behaviour no longer immediately triggered on arrival (deer were maniacal) Fix: Some cases where asset preloading didn't work (passive abilities and sometimes when reloading maps) Fix: Defeated player heroes could still take actions Fix: Campaign: Betraying Lilith prevented you from progressing due to not being able to speak with Nara Fix: Campaign: When confronting the protesters, the Spriggans could run towards heroes just before the cutscene Fix: Campaign: Minimap markers are now showing again for ‘The Rotwold Fens’ Fix: Sandbox: Drunken Hog: Cleanup up Quixl’s quest so it can be completed; will be improved in later patches Fix: Sandbox: Cold Peak: Travelling merchant portrait was white Fix: Tutorial: Ser Gregory wouldn’t always level up after the first kobold attack Fix: AIs could sometimes use abilities on dead or defeated characters Fix: Health bars with over 50 divisions that would appear as solid black no longer show divisions Fix: Villagers can now be commanded to repair/construct buildings Balancing: Spider Queens should now present a more reasonable challenge Balancing: Heroes now only lose 25% of xp following death on normal difficulty, 50% on hard, and 100% on very hard
Known Issues
Brom, Lilith and Nara are all too easy
The Butcher protecting the Everbloom Antidote is too easy
Developer Comments
All being well with this patch, Alpha 28 will be the next release.
Player: Idle voice sounds have been enabled Player: If all heroes die in a non-dungeon map, they now all revive in the center of town Player: Characters are now invulnerable for a few seconds after having revived Player: Added an icon above buildings when a resource they use is not available Audio: Combat impact sounds can now be heard from further away (when zoomed out) Audio: Updated Quixl’s ability sounds Editor: Workbench: Added CharacterExperienceAdd node Fix: Heroes would sometimes freeze when reviving off-screen and become stuck Fix: Buildings weren’t able to receive buffs (causing research not to apply the bonus) Fix: Characters sometimes lost health when being trained as specialists Fix: WaveSpawnPoint could spawn characters below the ground and thus fall off the map Fix: Wandering behaviour no longer immediately triggered on arrival (deer were maniacal) Fix: Some cases where asset preloading didn't work (passive abilities and sometimes when reloading maps) Fix: Defeated player heroes could still take actions Fix: Campaign: Betraying Lilith prevented you from progressing due to not being able to speak with Nara Fix: Campaign: When confronting the protesters, the Spriggans could run towards heroes just before the cutscene Fix: Campaign: Minimap markers are now showing again for ‘The Rotwold Fens’ Fix: Sandbox: Drunken Hog: Cleanup up Quixl’s quest so it can be completed; will be improved in later patches Fix: Sandbox: Cold Peak: Travelling merchant portrait was white Fix: Tutorial: Ser Gregory wouldn’t always level up after the first kobold attack Fix: AIs could sometimes use abilities on dead or defeated characters Fix: Health bars with over 50 divisions that would appear as solid black no longer show divisions Fix: Villagers can now be commanded to repair/construct buildings Balancing: Spider Queens should now present a more reasonable challenge Balancing: Heroes now only lose 25% of xp following death on normal difficulty, 50% on hard, and 100% on very hard
Known Issues
Brom, Lilith and Nara are all too easy
The Butcher protecting the Everbloom Antidote is too easy
Developer Comments
All being well with this patch, Alpha 28 will be the next release.
The primary changes in this patch support the roll out of boss battles. During the implementation we’ve focused on Mossclaw and Bonefinger (see videos below). More boss battles will follow in future patches.
Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour Player: Difficulty should now be more appropriate on normal Player: Doubled distance selected units can travel to engage in melee Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time) Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw) Player: Potion consumption action can now be key bound Player: Heroes: Ser Gregory: Added screenshake to some abilities Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too Assets: Audio: Added Bonefinger sounds Assets: Audio: Added Mossclaw sounds Assets: Audio: Added Beastmen sounds Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds Assets: Audio: Added sack and spider den ‘death’ sounds Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin Assets: Characters: Updated Spriggan collapse animation with shorter version Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo Assets: Characters: Quixl: Added basic conversation animation Assets: Characters: Quixl: Added TNT plunger push animation Assets: Characters: Changed crypt beetles to explode when they die Assets: Kits: Added Murp Dentistry Props Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx Assets: Loot: Added House Hraun cloth armor set Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map) Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much Fix: 4 bows weren’t working as intended Fix: Occasional exception caused in WorldText node FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors Fix: Removed last of old advisor sound files to prevent them being picked up by regex match Fix: Removed some minor per-frame memory allocations Fix: Improved Willow’s AI to prevent her healing units with full health Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing
Known Issues
Heroes can sometimes become stuck (might be after revival) - if so, please save and reload
Villagers cannot be commanded to help with construction/repair
Brom, Lilith and Nara are all too easy
The Butcher protecting the Everbloom Antidote is too easy
The minimap markers on The Rotwold Fens quest aren’t showing
Repelling the Gladefolk can be a tough challenge
Developer Comments
This patch adds a powerful mathematical curve animation system to beef up the visual effects system that we use for special abilities. It’s first use can be seen on Mossclaw’s abilities such as stomp, when radial spokes of earth erupt outwards. We’ll be doing a lot more on special abilities in subsequent patches.
The character state machine has been rewritten to better support boss battles. While we aimed to restore many of the behaviors to what they were, players may spot very slight changes in character behavior. Please do let us know if you spot something strange that didn’t happen before that isn’t listed under known issues.
The primary changes in this patch support the roll out of boss battles. During the implementation we’ve focused on Mossclaw and Bonefinger (see videos below). More boss battles will follow in future patches.
Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour Player: Difficulty should now be more appropriate on normal Player: Doubled distance selected units can travel to engage in melee Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time) Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw) Player: Potion consumption action can now be key bound Player: Heroes: Ser Gregory: Added screenshake to some abilities Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too Assets: Audio: Added Bonefinger sounds Assets: Audio: Added Mossclaw sounds Assets: Audio: Added Beastmen sounds Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds Assets: Audio: Added sack and spider den ‘death’ sounds Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin Assets: Characters: Updated Spriggan collapse animation with shorter version Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo Assets: Characters: Quixl: Added basic conversation animation Assets: Characters: Quixl: Added TNT plunger push animation Assets: Characters: Changed crypt beetles to explode when they die Assets: Kits: Added Murp Dentistry Props Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx Assets: Loot: Added House Hraun cloth armor set Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map) Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much Fix: 4 bows weren’t working as intended Fix: Occasional exception caused in WorldText node FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors Fix: Removed last of old advisor sound files to prevent them being picked up by regex match Fix: Removed some minor per-frame memory allocations Fix: Improved Willow’s AI to prevent her healing units with full health Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing
Known Issues
Heroes can sometimes become stuck (might be after revival) - if so, please save and reload
Villagers cannot be commanded to help with construction/repair
Brom, Lilith and Nara are all too easy
The Butcher protecting the Everbloom Antidote is too easy
The minimap markers on The Rotwold Fens quest aren’t showing
Repelling the Gladefolk can be a tough challenge
Developer Comments
This patch adds a powerful mathematical curve animation system to beef up the visual effects system that we use for special abilities. It’s first use can be seen on Mossclaw’s abilities such as stomp, when radial spokes of earth erupt outwards. We’ll be doing a lot more on special abilities in subsequent patches.
The character state machine has been rewritten to better support boss battles. While we aimed to restore many of the behaviors to what they were, players may spot very slight changes in character behavior. Please do let us know if you spot something strange that didn’t happen before that isn’t listed under known issues.
The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.
We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.
Player: Added monster auto-levelling and challenge balancing; game is now harder Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party Player: Reduced hero revive time in village maps to 30 seconds Player: Doubled health/power given by potions Player: Added confirm button to the load saved game dialog and world map fast travel dialog Player: Spider waves are now disabled on easiest difficulty setting Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down Player: Added some basic damage/miss/critical text during combat Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score Player: Made villagers a little less squishy by doubling their health Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health Player: Master volume now fades to 0 when the application loses focus Player: All needs are now disabled until the supply wagon has been built Maps: Campaign: All: Added minimap location markers for all quests Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory Assets: Audio: Updated magic weapon impact sounds Assets: Audio: Added fuse and explosion sounds Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP) Assets: Characters: Beastmen: Updated great weapon collapse animation Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set Assets: Characters: Grublins: Added Scruplez Assets: Characters: McDougal: Updated knockdown animation Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt Assets: Characters: Ogres: Updated Ogre Zombie mesh Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador) Assets: Characters: Toadkin: Added Sage Assets: Kits: Props: Added faction crossbows (04-11) Assets: Kits: Fishing: Updated textures and props Assets: Kits: Buildings: Goblin Village: Updated textures Assets: Kits: Buildings: Construction overhauled with more modular pieces Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets Assets: Loot: Added Grublin chainmail armor set Assets: Loot: Added House Hraun chainmail armor set Assets: Loot: Added Withering Dead leather armor set Editor: Workbench: Added StatisticItem node to track how many resources are harvested Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default Editor: Workbench: Removed 'pointInWorld' input from all quest nodes Editor: Workbench: Added IsAsset node Fix: Fixed local rotations on levelup visual effect Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench Fix: FOW stopped working after the world map was loaded Fix: Beastmen were visible in fog of war Fix: Set default faction on some humans to be correct Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible Fix: Rows were being duplicated in marketplace UI when reloading the map Fix: Camera rotation could sometimes be restored incorrectly Fix: Kenny now attacks after the warning conversation dialogs completes and not before Fix: Kenny failed to flee if he was stunned when his accomplices were defeated Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map Fix: Reduced max distance from enemy to defeated hero to block revival of that hero Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in Fix: Destructible doors are now destroyed with one hit as intended Fix: Population wasn’t expanding in sandbox maps other than the starting map Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off Fix: Floating grass can sometimes be left over when portalling to a different map
Known Issues
Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign
Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.
SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.
As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.
The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.
The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.
We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.
Player: Added monster auto-levelling and challenge balancing; game is now harder Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party Player: Reduced hero revive time in village maps to 30 seconds Player: Doubled health/power given by potions Player: Added confirm button to the load saved game dialog and world map fast travel dialog Player: Spider waves are now disabled on easiest difficulty setting Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down Player: Added some basic damage/miss/critical text during combat Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score Player: Made villagers a little less squishy by doubling their health Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health Player: Master volume now fades to 0 when the application loses focus Player: All needs are now disabled until the supply wagon has been built Maps: Campaign: All: Added minimap location markers for all quests Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory Assets: Audio: Updated magic weapon impact sounds Assets: Audio: Added fuse and explosion sounds Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP) Assets: Characters: Beastmen: Updated great weapon collapse animation Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set Assets: Characters: Grublins: Added Scruplez Assets: Characters: McDougal: Updated knockdown animation Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt Assets: Characters: Ogres: Updated Ogre Zombie mesh Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador) Assets: Characters: Toadkin: Added Sage Assets: Kits: Props: Added faction crossbows (04-11) Assets: Kits: Fishing: Updated textures and props Assets: Kits: Buildings: Goblin Village: Updated textures Assets: Kits: Buildings: Construction overhauled with more modular pieces Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets Assets: Loot: Added Grublin chainmail armor set Assets: Loot: Added House Hraun chainmail armor set Assets: Loot: Added Withering Dead leather armor set Editor: Workbench: Added StatisticItem node to track how many resources are harvested Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default Editor: Workbench: Removed 'pointInWorld' input from all quest nodes Editor: Workbench: Added IsAsset node Fix: Fixed local rotations on levelup visual effect Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench Fix: FOW stopped working after the world map was loaded Fix: Beastmen were visible in fog of war Fix: Set default faction on some humans to be correct Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible Fix: Rows were being duplicated in marketplace UI when reloading the map Fix: Camera rotation could sometimes be restored incorrectly Fix: Kenny now attacks after the warning conversation dialogs completes and not before Fix: Kenny failed to flee if he was stunned when his accomplices were defeated Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map Fix: Reduced max distance from enemy to defeated hero to block revival of that hero Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in Fix: Destructible doors are now destroyed with one hit as intended Fix: Population wasn’t expanding in sandbox maps other than the starting map Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off Fix: Floating grass can sometimes be left over when portalling to a different map
Known Issues
Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign
Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.
SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.
As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.
The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.