Acaratus cover
Acaratus screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Acaratus

Patchnotes 1.0.2

CAMPAIGN

  • Veteran units will now spawn when there would be multiples of the same unit, then a veteran status will appear on one of them that will make it stronger, faster and more sturdy.

  • Subtitles added for all cinematics.

  • 5 new items.

  • 3 new unique items.

  • 2 new enemies.

  • Some existing enemies and items modified (see further down).

  • New optional tutorial added to Thrillith with a movement tutorial, this will contain more tutorials in the future.


UI

  • Item descriptions display where an item attaches.

  • All items owned will be shown in the build menu (greyed out if they cannot be attached to the mech you’re editing).

  • Added a “Camera shake” option to the Options menu, to turn of camera shaking during critical strikes and bombards


BALANCE & OTHER

  • Town Defense III now shoots fiery projectiles which cause burning ground

  • Now showing “empty AP” on each mech in battle

  • All mechs with “repair other” traits now face to repair target, then face back.

  • All items are visible in the build menu, non-equippable items are greyed out

  • Core descriptions now show number of action points on that core

  • Added ranged counterattack trait to 2 existing units in campaign

  • Unique “stealing” sword has reworked particle effect.

  • Added Isolator cores, there is now isolators T1 to T3, 30% lower trade value than other cores, with more emphasis on melee.

  • Broadsider damage decreased by 20%.

  • Canisters nerfed (projectile damage penalty on all tiers)

  • Thruster “Pierce” also gives increased range.

  • Modified T3 Knight Shield, added T4 Knight Shield (more armor)

  • Added windup to cpm_blast_cannon_skill, removed Repeating Shot from blast cannons.

  • Removed Repeating Strike from T2 Squire Shield.

  • Added Repeating Shot to Valerian Cores (T3 & T4) and Vitruvian Legs.

  • Units with the “Giant” trait take half bombard damage, added giant to Tarrakhans Dominus.

  • Valerian core has smoke effect from chimneys.

  • Guard has new particle effect (blue rings going down, small particles).

  • Shift-up has particle effect.

  • Backstabs now have a particle effect.

  • Shift-up no longer repairs, cost reduced to 3 CP.

  • All debuffing cards (suppress weakness etc) now have a particle effect (blood rain)

  • Added T4 Molten Core and T3 Gearbox (+1 AP to mech)

  • All cores rebalanced

  • Leaper buffed, leaper always jumps, jumps do not deal damage.

  • repeating shot doesnt work with bombard attacks (no more repeating catapults)

  • new underground T3 unit, Roach.

  • new underground compositions, as well as modified previous ones.

  • Catapult skill now costs 2 AP, damage changed from 20 to 17.

  • Town Defense II unit now has same AI as all other siege defense units.

  • Increased Armour bonus of Armoured Haste (150 to 250)

  • Skills now display AP cost on the item.


BUG FIXES

  • Fixed a bug where health and damage buttons in unit info panel would not be clickable if the user had clicked between units.

  • Saves now support full unicode.

  • Particle effects will no longer sometimes spawn with bad texture artifacts.


We know about the stability issues with regards to memory abd they will now have full priority and hopefully we can release a second bug fix patch in a couple of days.

Patchnotes 1.0.1

Any campaign progress before this patch will be gone because we found an issue in the campaign state saving system, should not happen again since it is fixed now.

CAMPAIGN

  • We have tuned the numbers of troops that you will meet across all acts and normal should behave similar to before but should be slightly harder towards the end.

  • The last two difficulties should now be much harder than before since troop reinforcements did not really work across acts as it should.

  • Arena challenges have been made harder on the higher levels.

  • Added five new enemy units across all acts, but mostly act 2 and 3.

  • Added two new town levels in act 2 along with modifications to the dungeon levels.

  • All hover movements have been adjusted for a square movement pattern.

  • All towns in act 2 now give rewards upon killing the enemies there.

  • Items of tier 5 has been more than doubled in value so you can sell them for more as well, cores and legs/bases have been decreased slightly in value.


GENERAL

  • Engage and Escape cards are now always making an action and Engage does not consider your current movement range anymore.

  • Items that cannot be equipped on your current core will be displayed as disabled instead of not showing at all.

  • AI should now use cards better and make less stupid decisions.

  • Repair cards have had their effect increased and cost decreased on higher levels.

  • The hook skill now has a limited range like all the other ranged weapons.

  • We now release more unused assets than before and this could fix some problems with white textures.


BUG FIXES

  • All issues in the Paradus gate, Paradus prison and the Helios boss encounter should be fixed now.

  • Flip cover no longer leaves a hidden wall when it dies.

  • Knockback and multi-targeting no longer causes units to fall out of sync and stall the game forever when trying to move.

  • The save and load system for the campaign now properly saves the entire state of campaign at the moment you start a new campaign, this allows us to patch without disturbing any current campaign progression in the future.

Patchnotes 1.0.0

After another heavy development sprint we land on 1.0.0

CAMPAIGN

  • Reiterated almost all enemy units and added some new ones.

  • Almost all special levels have been looked over and polished.

  • The gambling vendor got a big update and is now easier and more intuitive to use, while blacksmith now only handles your slot upgrades.

  • You can no longer see any edges of the map.

  • Map generation has been made slightly more random with branches that can connect to other branches.

  • Helios battle in act 3 is now functional and includes the end cinematic for a total of four cinematics.

  • Added some more items to the campaign and made changes to existing ones, among the added ones are a new core that you can get early on.

  • Lots of smaller graphical improvements and quality of life changes.


GENERAL

  • Optimized a lot of textures to increase performance and lower end systems.


BUG FIXES

  • Finally fixed a bug that allowed you to skip encounters by moving after picking attack from the fight dialog.

  • Dialogs now properly works when using space and right clicking without selecting a dialog option during multiple choices.

Patchnotes 1.0.0 preview

I do not know where to start on this since there have been so many major changes compared to 0.9.3

I can start by saying that the end boss is not included and multiplayer is still disabled but a lot of new content has been added to the campaign.

CAMPAIGN

  • Act 3 added together with changes for all acts.

  • Enemy encounters now have fixed values and only the harder difficulties have slight increases of enemy spawns each week.

  • A complete re balance of all enemy encounters.

  • Added a composition system with a set of fixed units that we randomly add to the world for each encounter, this makes the encounters less random but we can have some interesting combinations of units.

  • Almost all the maps have been edited in some way or another and a lot of new ones added.

  • A lot of new story nodes added with improved dialogues and more special fights.

  • New unique items added a long with some new traits.


GENERAL

  • More items rewarded to commanders in skirmish mode, create a new one to get them.

  • Tons of issues have been fixed, but there are still some more that needs to be fixed.


More news and updates will come shortly.

Patchnotes 0.9.3

CAMPAIGN

  • Tutorial has returned and is now working as intended, check the box when creating a new campaign to give it a test.

  • New perks added and old boring ones removed, these new perks will get tuned again in the next patch.

  • You can now get temporary cards that will only last the current battle so you better be using them. The temporary cards will be blue and can be obtained by perks.

  • Some of the new temporary cards include being able to face the nearest enemy with a single unit, escape to a safer location or engage a nearby enemy.

  • Act 2 has been added and includes a desert themed battlefield where you meet new enemy units and gain access to tier 3-5 items, there will also be a new set of new unique items.

  • More special encounters have been added, these encounters can grant special rewards like a new unit for example.

  • Added more map effects like snow/rain and sand.

  • Map randomness has been increased slightly with more added random branches.


SKIRMISH

  • To get access to new commander perks you must create a new commander.


GENERAL

  • Improved action camera handling when attacking or moving.

Going out of Early Access

We are now after 4 years in development and 1 year in Early Access finally releasing the game!

Thank you all for supporting us during this period and we will still keep up wi th updates and patches after release to keep the game running smoothly.

Please consider giving us a review or have a chat with us on the forums.

Regards/
The Nodbrim Team

Patchnotes 0.9.0a

CAMPAIGN

  • Added a new unique item with extra critical damage.


GENERAL

  • The stat system has been enhanced to allow linked stats and stats on condition, so expect more interesting stats on unique items in the near future.


FIXES

  • Removed a problem when hovering over empty item slots.

  • Space no longer causes any window to close when editing a text field.

  • Decorations now show up on higher tiered items.

  • Units in the armory now faces the camera when coming up and you can edit by just double click the center.

Patchnotes 0.9.0

The biggest one month patch so far

CAMPAIGN

  • Content of map sections are now much more predictable and will always have chests and windmills for example, this also removed a lot more of the issues that occurred from the random map generation.

  • Existing dungeons have been removed and replaced with a specialized dungeon that will contain big chest with cards and a unique item that requires a key too get to.

  • A bigger chest has been added that contains much more gold but is also guarded by stronger enemies.

  • Forges now exists randomly across the maps and requires a key.

  • Quests rewards you with a key now when completed.

  • Normal enemy encounters now grant you some additional gold.

  • You need more experience for higher levels now, but town fights reward you more and the next patch will improve the actual fight.

  • Incremental improvements to items and unique items, enemy mobs and progression on the map.

  • Use Q for armory and E for card menu


GENERAL / GAMEPLAY

  • We have added more cards and cards the perform mass functionality, these will be better marked and mechanically different later.

  • Armory now longer has a list of units you built on the top of the screen and instead all build management will occur in your loadout, to display the unit in the middle of the armory you just drag it to the center area.

  • To remove a unit you just drag it away from your loadout. This could lead to a lot of lost units but we will improve on this at a later patch.

  • Removed the actions panel in the loadout and added dummies that you can use to test your attacks as if you were using them in a real battle.

  • Skirmish and multiplayer now behaves similarly to the campaign in that you no longer have infinite amount of parts/cards but instead work with unique units and tiered items.

  • Commander creation has been changed to grant you slots and items based on their price and give you the remaining gold to do whatever you want and to start over you create a new commander. In the current release there is no store you can buy additional items from but there will be in the future.

  • F10 switches seamlessly between borderless fullscreen and your windowed setting.


PERFORMANCE

  • The memory consumption has been drastically reduced all around to perform better on laptops, this also caused multiple crashes earlier and those should have been fixed as well.

  • Switching between armory and other scenes have been sped up drastically and the same for editing units.


MULTIPLAYER

  • Multiplayer has been disabled for now since we did not have the time to fix the existing issues and merge it with the new armory.


All your previous units in skirmish will be removed with this patch because of the new armory.

If you have any feedback please post them on the steam forums.

Patchnotes 0.8.8

CAMPAIGN

  • Map generation is now randomized on each new play-through (there are still some issues so if you are unlucky you can get a broken map, we are working to fix this for next patch) press F1 to see the current seed.

  • Each time you get access to a new town you will see what towns lies next in the map and how you will path to it.

  • Removed shields from early units in the first area.

  • It is now much easier to get item upgrades when playing the blacksmith crafting.

  • Card pack contents changed, added a few cards and made it more clear what you are getting.

  • First iteration of a new infrastructure for unit AI includes changes to ranged units and with this addition we can make more interesting units with special abilities.

  • Added more camps a in between each town.

  • Camps and towns now allow you to edit units without going through the armory.

  • Rebalanced the bigger items like catapult, ballista and broadsider and gave them some new look and feel.


GENERAL

  • Cinematic camera for both actions and movement have been improved, you need to turn on action camera to see the difference.

  • Slow motion has been added and currently works when you critically strike a unit or making a killing blow.

Patchnotes 0.8.7

CAMPAIGN

  • Quests have been added back again with actual rewards in the shape of unique items.

  • six unique items added, and much more to come.

  • Map generation have been improved and soon we can allow fully random seeds to be used for each playthrough.

  • Rebalanced the number of units across the board and the cost to upgrade slots.

  • Continuous improvements and changes to existing items and some new ones.

  • Melee have been buffed by a large amount.

  • Added more units for the all types of enemy troops.

  • Blacksmith now starts at three slots and goes up to five and got a graphical update.

  • Card vendor got updated with new graphics and packs.

  • You can now click on any square with the mouse and your hero will try to travel there.

  • Pressing the Adina portrait now opens a dialog where you can see all your combined stats from perks and the option to pick new perks after each level up.

  • Difficulty levels added and later they will offer more exciting changes. Impossible should be pretty hard...

  • Windmill now also grants experience and some repair cards.

  • New encounter mode called ambush that puts your troops in a disadvantage, this is paired with another new mode that puts your troops in an advantage.

  • Camping spots added that will allow you to restore any lost units without going all the way back to a town.


GENERAL

  • Models have been repackaged in a more optimized format both during runtime and on disc.

  • Textures have been optimized as well and will have a lower memory footprint.


BUG FIXES

  • Several critical issues have been fixed but some still remain and are constantly being worked on.

  • Overkilling units does not prevent the action from completing anymore.

  • Melee counterattack now behaves correctly at all times.


KNOWN ISSUES

  • Still problem with the particlesystem running out of memory, working on a fix.

  • If you have problem with skirmish, starting a campaign or saves that does not work? Make sure you clean the "C:/Users/%account%/AppData/Roaming/Acaratus" folder or if it does not exist then create one.


As always if you have any questions regarding gameplay or game design just post a thread in the forums.