With this update, we are closer than ever to the release of the Early Access !
New Features
THE FINAL ZONE : Resurgence
New monsters
New items and weapons
A new zone to explore
New combats
Steam Achievements :
Some skills now require unlocking an achievement to become available.
The Codex :
Displays all the skills of the game, and of your current party.
New gameplay feature :
Combat maps can now contain traps at the beginning of the fight. Characters can also hide in bushes to avoid being targeted from afar.
Improvements
UX/UI upgrades :
Improve skill bar layout in combat
Improve combat log readability
Improve Shade countdown in Exploration
Improve event window, barks, and village sanctuary
Improve combat loot phase
Gameplay :
When multiple monsters of the same type are killed in combat, dropped items are limited to one per monster type.
Balance all narrative bonuses
Improve enemy and ally AI.
Some stats have been renamed. For example, Physical Damage Bonus is now called Strength.
Spirit gameplay feature is now explained during the tutorial
Fixes :
Blocking bugs (crashes and soft-locks) have been fixed
Visual bugs have been fixed
- The Wild Wits Team
V0.3.1 Update - Chapter 6 : The Ferals Plains
Hello dear adventurers of the Wilderness,
Thank you very much for the precious feedback from our backers on the big Christmas update, we have taken them into account and made improvements accordingly !
We also have some new things for you to discover :
/!\ This Update does not ensure compatibility with save files from the previous version. Therefore, you will not be able to run existing savefiles /!\
New features
Chapter 6 : The Ferals Plains
New quests
New monsters
New fights
New items
General improvements
The village vazzards are now active
Addition of the second creatures specific to the Shade
Gameplay changes
Quality of life
Improvement of the information available from the level-up phase
Visual improvement of the pause menu
You can now click anywhere on the event windows to move forward in the story
Added an ally/enemy color code on NPC character sheets
Balancing
General balancing of the skills of the vazzards
Rebalancing of narrative bonuses and maluses
Weapons requiring 4,5 or 6 Action Points are more powerful
The traps are more powerful
The mobs in the first 3 zones have more Life Points
All villagers have 16 additional basic Life Points
Visual Changes
The visuals of the Zone 1 and 2 have been reworked.
New animation to introduce the fights
Accessibility
Added a setting to disable screenshake effects.
Added a confirmation window when resetting settings
Added a confirmation window when the user leaves the settings with unsaved changes
- The Wild Wits Games Team
V0.3.0 Update - Chapter 5 and narrative redesign
Hello dear adventurers of the Wilderness,
After 3 months of waiting, we are back and we have great things for you.
/!\ This Update does not ensure compatibility with save files from the previous version. Therefore, you will not be able to run existing savefiles /!\
New features
Added chapter 5 : new quests, new monsters but also new fights and items.
Addition of creatures specific to the Shade
Added dynamic weather effects according to the events
Added an optional tutorial
Added loading screens illustrating the current chapter
Added the Village: the game now starts in the Village where you have to choose the adventurers who will form the first group and select (or not!) the Spirits who will accompany them
Gameplay changes
Narrative redesign:
Complete rewriting of the scenario
Removal of reinforcement mechanics
When a choice yieldscontains two possible outcomes, these outcomes always represent a success on the one hand and a failure on the other. The actual outcome is determined by a 50/50 random draw between these two possibilities
The sequence of events and battles within a chapter has been changed
Spirits:
The influence system has been removed. You are now free to choose your reactions (or almost...)
Vazzards can now have a Spirit
Spirits provide bonuses and one resurrection but prohibit risky choices (i.e. those with a random outcome)
When a Vazzard dies, it becomes a Spirit that can accompany the next adventurers. The bonuses that the Spirit confers depend on the level and build of the dead character.
The Shade :
Removed the Game Over when the Shade catches up with you. Instead, a tough fight against the Shade's creatures is triggered.
If you win, you regain a 10-day lead over the Shade.
In case of defeat, you return to the village to compose a new group of adventurers.
Removal of the "Sacrifice" Passive
Visual Changes
Choices with variable outcomes
Choices with variable outcomes are indicated as risky and are represented by a coin toss animation
Exploration
The Shade threat progress bar is replaced by a chapter progress bar
Critical Strikes
Added animations for critical hits
Added new animations depending on the weapon equipped as well as several animation variations for each weapon.
Campfire
Improved interface to better see and understand the impact of the four possible campfire decisions
Inventory
The inventory interface has been redesigned for a better overall usability
Added comparison between equipped items and those in the inventory
Character sheet
Improved iconography of statistics for a better understanding
Saving
The game is now saved at the end of each event or victory in battle
Quality of life
Added a user setting to speed up the overall game
Added a user setting to speed up the game only when it's the AI's turn in combat
Traps are highlighted when they are on the currently highlighted path.
Ability to change language during the game
AI: NPCs avoid traps set by their allies as much as possible
SOUND DESIGN
Addition of sound effects on :
The campfire and its different actions
The level up interface
The critical hits
- The Wild Wits Games Team
Patch Notes 0.2.7
Additions & changes
Effects now have a matching description accessible in both Character Sheet and NPC Sheet
Vazzards now have different idle animations in accordance with their equipped weapon
New vazzards skins have been added
Various visual effects have been added during level up
Addition of tooltips to explain trigrams in skill cards
Added a frequency setting for bubbles in combat
Introduction text now mentions the vazzards
Little obstacles and holes don't affect line of sight in combat any longer
Added sound effects for the Shade
Added musical theme for the Sentinel
Fixes
Mystical Storm and Ash Heap visual effects are now correctly displayed
The Augur is now correctly animated in exploration
Skills with an Area of effect now affect the Sentinel correctly
Clicking on a character icon during a NPC turn now correctly opens the character sheet
Ice Armor skill now has an associated animation
Using Bestial Leap vertically doesn't cause the game to crash anymore
Marley and Marlax don't cause the game to crash anymore when they jump vertically
Home menu and party creation musics are now affected by the music volume setting
Cocoochrum doesn't block its cell after spawning a Lepracorn any longer
Exploitation skill correctly steals AP even if the character has multiple AP maluses
Balancing
Elevation now heal 1 SP for each member of the group every three turns instead of every turn.
Patch Notes 0.2.6
Additions & changes
Global graphic overhaul of existing zones.
New zone : Ruins , you can now discover what lies beyond the forest. (this new zone is available in French only. The English version will be available upon final release of the game)
New enemy family : Mechas (with their fearsome Sentinel...) and a few monsters emanating from the Shade.
New droppable items (associated to the Ruins zone)
The Shade is now visible during Exploration phase, whenever it becomes too close...
Enemies now feature a dedicated character sheet, allowing you to peek at their stats.
Added a contextual menu on NPCs in combat.
Added a shortcut to show/hide the characters healthbars in combat.
Added a shortcut to show/hide the HUD.
It is now possible to rebind the shortcuts (customize the associated keystroke)
Overhaul of the build system : accessible skills during level-up do not depend on the character's level anymore, but carry a rarity level instead.
Game's language cannot be changed in a given save file (this limitation will be removed once the game's content is fully available in all supported languages)
Reaction bubbles and healthbars now scale according to the zoom level, in order to be legible at all times.
New visual effects for Burning, Electrified and Incurable states.
Combat tiling now show more clearly the zone reachable by the currently selected skill.
Effects now stack nicely under the character healthbar and in their character sheet.
Effects in character sheet now feature a description tooltip.
Fixes
Multiple fixes in the combat tiling system, where some tiles would appear as "holes" but behave as "walls".
Fix potential soft-lock when killing an enemy with Flurry of Blows.
Sprint does not allow to go through existing characters anymore.
Incurable state is now correctly applied as soon as the target receives it (instead of when the target starts its next turn)
It is now possible to cast Energy Transfer on self multiple times in a row without needing to un-select and re-select the skill.
Fix weird animation of the Shade timer when the group gets a bonus or malus of timer in Exploration.
Balancing
Some narrative outcomes have been balanced to be less punitive.
Skorticks are less resistant.
Bosses grant more experience.
Patch Notes 0.2.5
Additions & Changes
New mob Family : the Ravencaws.
New mob Family : the Demogorgons
Skorticks can now be encountered in zone 1.
These new mobs bring new droppable items.
Items can now have special effects.
The Combat Log now features a color code for better readability.
When selecting a trait to improve during level-up, a tooltip shows a description of it.
Stat bonuses during level up now have a variable value.
Combat camera can now be moved with keyboard arrows and by moving the mouse to the edges of the screen.
Transitions to combat scenes now feature a special design (depending on the current zone)
Collisions on knockbacks now deal (a few) physical damages.
Max level is upped to 9 : 16 new active skills ans 16 new passive skills have been added.
It is now possible to hover on vazzards during Exploration to show their name and health bar.
Pushing a character agaisnt an obstacle now deals additional damages.
Fixes
Backup vazzards and random vazzards cannot share the same name or skin anymore.
Inventory now reset as intended after a game over.
A glitch allowing to heal HP or SP by re-equipping a specific piece of equipment has been fixed.
Many bugfixes in combat phase.
Volume level is now correctly applied to the cinematic intro (when launching game)
Added missing localization keys.
Fixed a bunch of UI bugs occurring when frenzy-clicking.
Balancing
Global balancing of skills ; Spirituality Points are needed more often. (e.g. Flurry of Blows now requires 2 Spirituality Points instead of 2 Movement Points)
Elioch AI tweaking : he will teleport more often.
Increased difficulty in Arboreal's Forest (zone 3). All mobs (and Pau'Ju) are now stronger. You're gonna love hating those Lepracorns...
Balancing of items dropping in zone 1 ; that Flayed Heart is no longer as repulsive as it used to be...
Patch Notes 0.2.4
Fixes
Camera now correctly anchors to the event window after backup has arrived.
Camera no longer scrolls the whole parallax level when returning from combat
Dropped items are now added into inventory even if there is not enough room for all of them.
Missing tiles in some combat levels
Group is now spawned at the correct location after transitioning to a new zone
Enemies no longer drop multiple items
Exploitation skill now correctly removes Action Points on the target
Music in Forest zone is now the correct one
Skill distance hint preview now correctly disappears when ending turn
Fix visual glitch on used choices in event window
Fix audio volume setting application on game startup
Fix total playing time not reset when loading another save slot
Fix some missing sound effects (Retreat, Cocoochrum, intro scene, etc.)
Fix Minotaur not facing target when casting Ash Heap
Fix recurrent micro-freeze on exploration
Show coherent values between Combat Log and Damage Labels
Additions & Changes
Combat now start with a placement phase (party members can be placed within a pre-defined area)
Leader is now identified more clearly ("crown" marker, separates from the group during event, dedicated reaction bubbles, etc.)
UI improvements : bigger character sheet, character sheet and inventory merged into a unique panel,
UX improvements : inventory overflow message when dropped items cannot fit into inventory (and possibility to manage inventory to make room), Add hint message for Sprint key in Exploration, End Turn no longer requires a long press on Space Bar, skill bar tooltips now show total damages (including bonuses)
Before combat, an enemy shows up on the exploration level
Level-up is now triggered during Exploration (whenever relevant)
Upon a "soft" game over, the party receives a permanent bonus (Spiritual Oath)
New parties now have a few default weapons in the inventory
The reaction wheel no longer shows up if Influence Mode is not activated.
3 new skins available for playable characters
Bonuses are now stackable by default.
Characters now sprint instead of walk during combats, resulting in MUCH faster movements.
Current turn is automatically ended when no skill can be used.
Most UI animations can now be skipped : reaction wheel, combat XP, item drop, level-up, etc.
Balancing
The difficulty of the Arboreal's Forest has been increased to better match the expected level in that area.
IA tweaks on various mobs to make them a little bit smarter (read : less dumb)
Wanderer#2 is (finally) smart. If you've had the chance to encounter him, you know what we're talking about ^^