New ranged projectile weapon mechanics (non area of effect), different ranged weapons now differentiate from each other much more and they do not have infinite range anymore (working on showing this better)
New melee mechanic called windup that will increase the damage for each tile moved until next turn.
Knockback and pull mechanics have been reworked to be more gradual which means that you may or may not push/pull the target (this is will displayed with graphics later on)
CAMPAIGN
Arena has been totally reworked and currently offers two different challenges that rewards gold, there will be more different challenge types in the near future.
Repair card added that will replenish lost units from stack as well
Flip cover added back again with new mechanics (still problem with displaying where it will be placed)
New snow town level variations
Reworked almost all weapons with flavour texts and improved the look and feel of the item stat popup.
Added more rewards for defeating map encounters
Added an objective system so that each fight will display what you need to do to win
Reduced experience gain but added more item rewards that you can sell for gold
0.8.6A crash fix patch
Fixed crash that sometimes occurred when switching scenes, this could have caused lots of other issues as well
Fixed a crash that would occur after entering snow levels for like 100 times.
Fixed AI not performing any actions (started in 0.8.6)
Fixed AI turning around on the spot causing backstabs to not function at all
Fixed a lot of issues with arenas, now you should see overkill and survival up to rank 3
Buffed ballista damage by 50% (the bigger weapons will get updated again in 0.8.7)
Patchnotes 0.8.5
CAMPAIGN
The campaign save format has been rewritten to support multiple acts better, so older saves will no longer work.
This patch also includes new feature which saves all relevant data for a campaign in the actual campaign save file, to prevent patches breaking your progression.
Stats regarding to your progress are now tracked and will be displayed when you leave the campaign and open the campaign menu from the start menu.
Changed how rewards are handled when defeating towns, now you get to pick one item out of a randomly picked set. The first towns have fixed rewards.
Blacksmith or item crafting has been totally remade to be a little mini-game instead where you pull a one armed bandit to then hold or reroll slot modifiers that will then generate items that you can craft. The cost and chance of modifiers spawning will be monitored and tuned.
Units now still display in loadout even after reaching zero stacks and can be replenished by visiting a town.
Added a new set of underground units that does not belong to helian.
Added fog to underground areas.
New underground level called cave.
Continuous improvements to map generation and locations.
Card packs now display what cards are included.
Card selection menu now has improved display of what packs you can open.
Event notifications has been added for all transactions of items and gold.
CAMPAIGN BALANCE
Added a core with all slots available for items, this core is meant for a more support role since it has decreased life and damage.
Added Frozen core that is similar to Molten core but has much more armor.
Added Hook so you can pull friendly and enemy units.
Patchnotes 0.8.3
The boss fights and improved AI will be further pushed back but they will most likely get released in some shape or form with the next patch.
CAMPAIGN
The level up procedure has now been changed to a glowing portrait of Adina that you can click to allocate a new perk, and you can stack multiple levels so you can never miss a perk.
The end battle info is no longer removed by space or ESC so you must click on it to close it.
Obstacle fights no longer have a round timer and this is because windmills now only trigger when they detect movement and not all the time.
Added “Blocking” perk that gives units with shield a starting block charge and increased the speed at which they charge up.
Fixed bug that prevented self detonate card to be found in the card packs, also fixed a crash that occurred when using self detonate.
GENERAL
To make blocking more interesting they now also have a block charge that currently gets charged by getting attacked, getting certain perks or equipping a gyroscope.
When getting 100% charge you will always block and then reset the charge to 0% again, this feature will likely change more in the near future.
Block charge is increasing but how much stronger your unit is compared to what is attacking, this is to incentivize making bigger stack shield units to better shielding.
The freezing effect have been changed to deal no damage and instead just freeze the unit until it is your turn again, it prevents being pushed and pulled or doing any kind of counterattacks for example.
Guard card changed to only 50% increased block chance to balance out the fact that block charge is charging faster based on block chance.
New graphics when hovering over your cards and units in the loadout.
Increased the speed of AI decision making by 500% to make combat feel more fluid.
BUGFIXES
Fixed graphical problems and crashes related to units dying while being frozen or performing actions.
Fixed problem with the campaign not starting if you had an old save file.
Lots of more smaller changes to sounds, effects, ui elements and balance.
Patchnotes 0.8.2
The Quality of Life patch
Patches will now come more often with one each week in best case or at least one every two week.
CAMPAIGN
Added sound effects when you level up and changed the position of the menu to the top of the screen. This is a temporary solution until we can fix a way to display the level up in a more delayed manner after all other events have been triggered.
Removed the end battle scene and added a non blocking information window that shows in the right side of the screen after each battle and can be removed by clicking on it.
Use space to skip dialogs, quickly start combat and end combat after victory or defeat, space can now also be used to only close dialogs without triggering the quit menu and even retrigger the location where you currently are standing.
Increased the difficulty slightly on all encounters after Brath in act 1.
Added a 20% increased experience gained when completing a battle without losing any units, this is experimental but should work towards making killing better and doing more damage more rewarding instead of only picking perks that would improve chests or crafting.
Added a zoom effect when standing in towns and encountering enemies.
Lots of smaller graphical improvements and sound effects added.
GENERAL
Fixed a very serious crash issue that made the game crash when leaving/entering scenes with units in them, could also cause crashes in a battle.
Replaced the standard boring windows cursor with our own cursor graphics and added a separate cursor for when you are waiting on another player/ai.
Patchnotes 0.8.1
Level up Adina and fight a new set of Helian troops.
CAMPAIGN
A brand new leveling system where you get to pick a perk every time you level up, among a set of randomly selected ones depending on your level and earlier picks. This system is not finished yet and expect a lot of new and updated perks in the next update.
Instead of selecting from a bunch of random enemy units, the campaign now has different sets of units depending on where the encounter is on the map, this allows for more varied encounters the further you progress.
Added lots of new enemy units to fight but also reworked the entire economy a bit so it might be quite hard this time around, but balance is something we are starting to work more and more with now since the core game systems are falling in place.
You get experience instead of gold when defeating normal encounters, chests will now be the main source of income and then you have to do arena fights and sell unused items.
Reduced the cost of upgrading slots slightly.
Increased the cost of crafting items slightly.
Reduced the number of times that you needed to craft to upgrade a craft slot, it is now every fifth purchase.
Instead of popups for so many actions an event log has been added instead, currently located in the top left corner it will display information about what is happening and if you performed some action.
GRAPHICS
Added corners to the grid shading and reduced the contrast of the separate squares, also made the outline of where you can go more clearer.
Added particle effects for the world map, for example when opening a chest or visiting a watchtower.
You can now paint certain parts when you build your units, the process of selecting color will most likely be changed later but we wanted to share the current state of it.
Added a tiny amount of fake reflection to the metallic areas of a lot of items.
A new start menu scene with animated units. I am well aware that some parts are getting quite performance heavy so expect some more optimizations as well in the coming month or two.
GAMEPLAY
Added Q and E to tilt camera left and right, this will also skip any cinematic camera action if held.
Use SPACE to skip the camera motion at the start of a round.
Support for using support skills on friendly units, currently only the hook.
MULTIPLAYER
Multiplayer should now display and work exactly the same as skirmish games, which means that the have all the new improvements that normal games have gotten from the previous patches. There are still some issues to be fixed but we are working constantly with multiplayer stability and future patches will add the missing game modes and better end match/round information.
BUG FIXES
When opening the card menu you no longer reset your troop count in the campaign.
New week does not prevent new weeks happening anymore after unlocking the side-quest around Bryn.
Lots of smaller glitches fixed as well, but if you find something you can add it to our discussion forum on steam.
2x2 units got pushed back a bit further but updates should be happen a bit more frequently during the december/january month so expect a lot of new content and fixes shortly.
Patchnotes 0.8.0
One of the largest content update for the campaign so far.
CAMPAIGN
The world map pathing is now includes the complete act 1 layout but is still missing content that will be put in at a later content patch, this includes the end boss of act 1 which will most likely come with the next patch.
Other enemy heroes can now be located in the world map, each hero has their own troops and behavior.
Added support for randomly generated side quests which will add more path nodes to the world map, there will be more of these types of quests added later.
Working on adding extended behavior to ability cards when applied to units with certain items, currently you can get a unique item if you complete the sidequest to the far west.
Vendor scene has been improved with more transitions and displays information on hover.
Blacksmith had a slight graphical improvement and upgrading items now will not give you the same as you got before when upgrading a similar slot.
The world map now has working locks which stops you from going to places before completing certain towns.
BUG FIXES
Fixed issue with overkill explosion being misaligned and wrong scale.
Fixed issue with deployment slot, always being at slot 1 in the campaign if unlocked.
Fixed scenes taking a long time to exit if tried to switch soon after entering.
Fixed catapult explosion being delayed.
Lots of issues with online play have been fixed.
GRAPHICS
Particle effects should have less artifacts and require less memory now.
Added more transition effects to menus and scenes.
GENERAL
Added cinematic support, this now removes the temporary image before starting the campaign.
Damage and attack information will no longer overlap when two or more effects are displayed at the same time.
Items of interests displays with a blue background in your hangar, this only includes unique items for now and currently only exists in the campaign.
Player portraits ingame can now display text, this will be used later for chatting ingame.
You can use filtering to find items in the hangar.
Incremental additions to all areas of the game.
Patchnotes 0.7.9
This months patch is changing up the game quite a lot and we hope you enjoy the changes that are in. We will of course tweak and improve on this and we urge you to try it out and send us your feedback in the steam forums! This is really helpfull and great way for us to hear if you stumble upon things that need fixing.
Thanks for all the support!
/Nodbrim team
BUG FIXES
Fixed a particle issue that occurred after a unit had fired a projectile weapon that caused a lot of other particle effects to break.
CAMPAIGN
There is currently only one seed available for the campaign which everyone will play one, we will add more seeds later. This decision was made to remove broken maps.
Added story nodes with chapter on them, these points will include dialog and a new type of gamemode (reach the goal) that is only available in the campaign.
Chests have been changed to only reward gold. This was made to prevent too much randomization.
Blacksmith can now craft a selection of items, that will go up in rank after you have crafted a certain number of them.
Slightly increased the cost of upgrading slots.
Reworked the dialog that appears when encountering enemies.
The campaign is still very much work in progress and still has balance issues, missing content and lack of rewards for completing certain tasks.
Reach the goal gamemode, in this level you must reach the goal plate with any of your units to be victorious, and it is also using a timer so you have to be quick here.
Added more locations to the worldmap.
GENERAL
Added a scene intro that plays before entering a battle.
GAMEPLAY
Changed how units are moving, before they teleported from point A to B. Now they instead traverse each square separately which means that effects such as freezing winds can interrupt your unit during movement.
Delayed Release Date
Due to the delay in some parts of the production we will have to push the official release to May 25th 2017 and we are sorry for this.
It's mainly because Martin has had some personal issues to get through and is back in full force now though we have lost a lot of progress in our schedule due to this so we had to move the date.
It will however ensure that Acaratus will become even better and more stable in the long run. Also we are thankful for all the interaction we are getting through the forums. Plan is to communicate even better with our community and we are going to work on that asap! ^_^
Hope you all have an understanding of what has happened and we thank you all for the support!
Kind Regards
Martin Kupski
Patchnotes 0.7.8
Post summer patch coming up. its not large but its something. We will get more stuff coming up towards the new patches.
Due to the delay in some parts of the production we will have to push the official release to late May 2017 (more precise date will be up soon) and we are sorry for this. Its also because Martin has had some personal issues to get through and is back in full force now though we have lost a lot of tracktion due to this so we had to move the date. Hope you all have an understanding of this and we thank you all for the support!
GENERAL
Modified camera to only go down when zooming and turning to a side.
Action camera now only focuses on the shooter and the target and not on the projectiles (causing less unwanted camera movements).
Cleaned up some gui elements.
GAMEPLAY
Added a ground effect system to the engine so we can add more interesting mechanics to units and battles, this has caused the campaign update to be delayed but we will use ground effects in the new encounter types.
Added new item Flamer, that creates burning ground randomly in a cone while also damaging any units.
Burning ground gets weaker every second turn and any unit standing in it will receive the burning debuff that causes units to take 30% more damage and do 30% less damage, burning ground also does damage to any unit that passes through it.
BUG FIXES
Fixed issue with grid graphics disappeared during tutorial encounter and various other times
Patchnotes 0.7.7
So summer is coming up and we are still in full swing because this game is set to be awesome (at least we hope so)
so here comes our summer/summersale patch!
MULTIPLAYER
Removed the temporary online popup for a real server browser
You can now host a server with your own custom name and settings, more settings and game modes will come shortly.
When you escape from the lobby you now get a dialog instead of instantly disconnecting from server.
Using the server browser you can join public, friend and lan games. The old join by IP is available as well.
The existing lobby scene will be updated more but for now we just added the ability for the host to kick people.
The public server list uses steam lobby system to work which means it will not be able to show ping, this may or may not be fixed in the future.
When you create a server you will be hosting it locally on your computer, dedicated servers are something we might look into later.
BALANCE
Increased the damage multiplier on the commander core from 200% to 300% to make them a bit more viable.