Patch Notes: Invasion of the Nether Queen - Features in Detail pt.2
New and Improved (cont.):
- Quest, roster, and tavern summary (currently labeled "Report") UI panels are now displayed via callback rather than direct reference
- Redesigned tavern register header for reduced profile
- The roster list item level-up indicator is now purely cosmetic
- The character sheet level-up indicator is now a button that calls character interaction for the adventurer in focus
- Skill point allocation is improved with more clarity on what's been spent and now with buttons to subtract points rather than relying on a full point reset
- All points must be allocated to proceed (no more lingering bonus point pools)
- Upon completing level-up, patron displays relevant floating speech blurb
- Questecution UI Updated
- Bevelized New Quest interaction button, added quest title under button
- Cosmetic improvements to generic tooltip to increase legibility and separation from background
- Data update to unlock conditions to cursed items quest chain.
- Roll All Button is functional
- Added toasts to Menu/Stock tab for when there's a warning or alert in the goods report
- Relocated Roster nav button level-up toast
- Reduced size of Manage Goods button on Menu/Stock tab
- Tweaked color of quests button avatar helmet
- Added system expansion to support modable "Transitional" events
- Cosmetic pass on main menu, save slot items, and news feed summary
- Cosmetic upgrade to list items in expanded news feed (darker background for easier reading)
- Cosmetic improvements to new tavern pop-up
- Good Old Games api integrated into main build
- Updated the look of the save slot delete button
- Cosmetic pass on: GVPopup, Tutorial pop-up: Welcome, Tutorial pop-up: Equipment, Tutorial pop-up: Hire, Tutorial generic text box
- Recalibrated all damages in prologue to take advantage of new damage controls and get Rav4 closer to death by the final stage
- Map roster: Updated with visual motif from full roster list, Eliminated facilities button (obsolete with new facilities UX), Cosmetic update to mini-roster header
- Map roster character details: Updated with visual motif from character sheet, Skill/trait lists have been updated, Join Party button has been updated, Back to Roster button updated to "x button" for clarity and consistency with other UI
- Map: Redesigned Next Day and Go Forth buttons
- Questecution: Added drop shadows to main quest log panel and quest details area to help visually separate the UI from the map
- A roster skill totals widget has been added to the level-up UI
Next to skill totals, added a display of the current character's roster rank for each skill type
- Improved visuals on mgmt hub goods tab low goods/out of stock toasts
- Save Converter added for updating old GV paradigm to new
- Dynamic difficulty tags for quests across the vast majority of our quests
- New Addition pop-up cosmetic upgrade
- Added Expansions hub tab toast for new items available for purchase
- Event Collapse/Expand operational
- Go Forth Fade Screen Updated to Use TextMechPro
- Added Pulse to Roll Button Bevels
- UX flow for purchasing epxansions and upgrades
- Moderate redesign on facilities and expansion mgmt panels: 1) Screen real estate for the mangement screens has been consolidated and made uniform so they can both offer a smooth transition from hub to management 2) Mgmt panels (expansion and facilities) now recognize unpurchased items, treating them as "level 1" upgrades 3) Side list has been removed in favor of a bottom list 4) A bottom list has been added, identical to the hub list corresponding to the management category (expansions vs facilities)
- A Confirm Purchase pop-up has been added, displayed upon attempt to purchase an expansion or upgrade from either the hub list items or respective mgmt panels
- Expansions list items in "can purchase" state, when clicked, call forth the management screen with a focus on clicked item, accompanied by the Confirm Purchase pop-up
- Purchasing from within the mgmt panel calls forth the confirm purchase pop-up
- Integrated confirm purchase pop-up into pop-up spawner
- Hub expansion items: Manage button is now clickable before purchase, displaying the management panel with item in focus as an unpurchased item
- Upgrade path display now handles level 0 (unpurchased) properly
- Converted more stuff to TextMeshPro
- Updated tutorial facilities arrow target accordingly
- Deactivated vertical scrollability on upgrade path scroll views
- Action String Adjusted to better message roll vs Power
- Added Event Results printout to UnifiedQuestLog object
- Added tooltips to dropdown list items for event and adventure actions
- Success Percentage added below roll buttons
- New VFX added to Rolls
- Updates to Roll VFX integrated
- Questecution transition screen: tweaked text formatting/colors, improved top banner, bevelized Okay button
- Quest List Items have had the Quest Level added to the information visible in the collapsed form
- Repositioned Choose your path text to give better proximity to player selections in Exclusive Quest PopUp
- Set Menu now supports removing an item without needing to replace it
- New Level Up Summons Icon implemented
- Hire summons now displays the roster profile widget
- Questecution panel: cosmetic tweaks to party slots chance indicator
- Cosmetic improvements to quest list item
- Cosmetic improvements to quest type item
- Quick polish pass on new quest popup
- Added bevel pulse to GoForth button as a feeble attempt to draw attention to it
- Minor cosmetic tweaks to quest list menu
- Join us on Discord option added to Main Menu under the Contact Us button
Bug fixes in pt.3!
Patch Notes: Invasion of the Nether Queen - Features in Detail pt.1
Features in Detail:
New & Improved
- Main Menu - Overhauled to allow faster and more nature access to save games
- Questecution - Graphical overhaul
- Narrative Engine - Added full support for HP and SP manipulation
- Narrative Engine - Added full support for Party Supply manipulation and Polling
- Narrative Engine - Added Random String token allowing more variety in character responses
- Narrative Engine - Added Wait Token, allowing some encounters to take longer than others
- Narrative Engine - Added Turn Count Conditional for Narrative Branching based on length of playthrough
- Narrative Engine - Party Size Conditional for Narrative Branching based on non-dead, non-incapacitated party member count
- Narrative Engine - Hero Local Meta Roles
- Narrative Engine - Time Conditional token: allows for Narrative Branching based on how far into the day the party is
- Narrative Engine - Stage Trigger tokens allowing a specific stage, a random stage of a given stage type, or a random stage from a particular stage bucket to be encountered immediately after the current stage
- Facilities - Added confirmation pop-up support for switching from one facility to another
- Facilities 2.0 - New facilities management flow and related UI/UX: facilities are now featured prominently in the new management hub, depicted by facility bed slots with adventurer portraits and recovery progress indicators
- Tavern hub - Graphical and functional overhaul
- Tavern hub - Serve log overhaul to work with the new tavern hub
- Characters - Interaction UI pass
- Characters - Interaction Buttons beveled for cleaner look
- Facilities - Added clickability to occupied facility slots; same as clicking an empty "+" slot
- Facilities - Added button passthrough for facility slot adventurer tooltip
- Added/fixed top-of-turn recovery fill bar animation
- Created button on "checked out" facility state which resets to empty slot once clicked
- Tooltips - Added for effect description
- Tooltips - Added for duration comparison item delta
- Tooltips - Added for duration comparison item projection/result
- Tooltips - added XP, Wealth, and Friendship messaging to Adventurer Tooltip
- Tooltips - Redesigned effects custom tooltip, integrated with new effect list items
- Tooltips - Added a new custom tooltip for the recovery indicator
- Tooltips - Integrated effects/recovery tooltip across all three tavern contexts character interact, roster item, and character sheet
- Tooltips - More verbose tooltips added to effects items and duration comparison indicators
- Facilities - Effects progression and various aspects of facility upgrades have been integrated with data completed design and integration of new
- Expansions UI into management hub and new expansions management pop-up
- Tooltips - Added adventurer and effects/recovery tooltips to roster list item
- Tavern hub - Goods/Menu tab is now functional: contains summary of active menu, goods report message area, and button to access goods management
- Tavern hub - Goods management has been refactored as a pop-up: functionality of goods pop-up: order goods, view goods report, view order queue
- Tavern hub - The menu now has its own management pop-up
- Tavern hub - A static menu now exists in the turn pop-up and tavern hub
- Tavern hub - in the turn pop-up the menu management pop-up is accessed via button near the static menu
- Tavern hub - static menu depicts current price, friendship bonus, rep bonus, and stock
- Tavern hub - dual-rank boost/penalty toasts are displayed next to price/bonus values in accordance with any applied goods pricing tiers
- Level-up - Flow changed to happen exclusively via character interaction
- Level-up -Patrons display a level-up summons in the tavern when they are present and ready to level up
- Level-up -Patrons who are ready to level up and have not had a chance to summon yet: once clicked they will still display a level-up option for their default interaction state
- Level-up - Level-up UI mimics the character interaction panel shape for consistency
- Balance - Tavern AP reduced to 10 (was 15)
- Balance - Tavern level up schedule updated
- Balance - Personal story reward has been increased to 10 Rep (was 3)
- Balance - Updated procedural patron drink thresholds (tipsy, drunk, unconscious), randomized between: (1, 3, 5) (2, 4, 6) (3, 5, 7)
- Balance - Equipment of some characters modified and new characters given their appropriate equipment
- Basic Dying messaging - Heroes' Health Bars will now display DYING if dropped below 1 HP
- Tooltip - Added a descriptor that displays "Min" at -5, "Max" at +5, and "Neutral" at 0 for Mood Effectors
- Balance - Modified skill levels for the help wanted characters, addressed a lot of social quests without access to social characters
- Balance - Stances: Aggressive Refactored to boost Skill Power at the cost of Increased Damage Chance and Amount
- Balance - Stances: Cautious Refactored to Reduce Damage Amount at the cost of Skill Power
- Pop-ups now have dynamic hierarchy placement to keep them on top of other UI upon display
- Facilities - Added/improved effect list items messaging of characters already in facilities and related facility projections
- Facilities - Restored confirmation pop-up for checking in while assigned to a party
- Facilities - Restored confirmation pop-up for assigning to party while residing in facility
- First upgrade list item now hides its connector
- Facilities - UI polish on the facilities "confirm assign" pop-up
- Pop-ups are now spawned into the tavern scene at run time
- Facilities - Cosmetic improvements to "checked out" facility slot state
- Improved visuals on recovery messaging for effect and duration list items
- Tavern hub - now slides off screen with the notification panel during interaction and serve combos
- Hub serve log entries are now created in parallel with combo serve log
- Hub serve log now records single serves
- Characters - added a health/spirit widget to Interaction UI
- Characters - added a skill totals widget (displays all skill class values) to replace the skill focus (only showed the top two skills) to Interaction UI
- Facilities - Added description to facilities management screen
- Roster - Polish pass on roster list items: improved UI/colors/edges, added spirit bar, replaced skill focus with the skill totals widget, bevelized Join Party button, removed friendship indicator (deferred to adventurer tooltip)
- Consolidated tooltip spawners into single script
- Initial state of tavern hub is now the serve log if there are no facilities unlocked. Once there are facilities the hub, it will default to facilities from that point on
- Facilities - Facilities tab is now disabled until the first facility is unlocked for purchase
- When there are no serve log entries, the serve log pane displays a few stats regarding who is in the tavern, as well as the week and day to reinforce the start-of-turn messaging
- Tutorial: Facilities remove message, now points to the populated facilities slot
- Last Call - Cosmetic improvements
- Roster - Cosmetic improvements
- Character Sheet - Cosmetic improvements to skill list items
- Temporal effects now fully supported by system
- Tooltips - added to health/spirit bars in some areas
- Facilities - Facility slot time bar now represents the longest effect if multiple effects are active
- Bevelized the buttons in the turn pop-up
- Redesigned the turn pop-up "okay" button as an "open doors" button with a day/turn indicator
- Refactored code and UI design for landing main menu and related pop-ups
- Cosmetic improvements to top of turn "open doors" button
- Cosmetic improvements to roster list item empty state
- Redesigned summary UI, eliminating obsolete and nonfunctioning elements
- Tavern gold indicator added to goods management panel
- Bevelized/redesigned Order button on goods list item
- Maximized goods report content area in hub, turn pop-up, and goods management pop-up
- Goods report items have smaller font sizes that are more appropriate to their context
- Refactored nav bar design and aesthetics to account for recent migration of management functionality to the tavern management hub
- Navigation buttons are now square and bevelized, closer in appearance to the latest button motif
- Removed Menu/Stock, Expansions, and Equipment buttons from nav bar
- Access to Equipment management has been deferred to the Expansions area of the management hub, via future Equipment Shop expansion
- Quest and roster count displays are now more prominent and clearly labeled with icons and tooltips
- Slightly reduced vertical real estate of nav bar background due to reduced navigation button footprints
- Updated visuals on Last Call button including colors: default state is now blue, turning to orange at end of turn
Continued in pt.2!
Patch Notes: Invasion of the Nether Queen
The chill winds carry warning of a chittering horror to the doorstep of your Tavern. Beor has once again been thrown into chaos, as the Spawn of the Nether Queen pour forth from the depths. To arms, heroes... forget for the moment the warmth of the fire and celebrations of Winter’s Crest. We face an enemy who knows no rest and shows no fear. Fill your bellies and finish your drinks, for this night may be our last!
We proudly present to our Epic Tavern community our latest patch, hundreds of hours of improvements inspired by the feedback from all of you. As you know, we want to create the best Epic Tavern possible, so we listen to what you say and work hard at integrating the results of our conversations into the game. Thank you so much for all of your input, comments, and great conversations. If you’re not already a part of this awesome process, please join us at http://discord.gg/epictavern for amazing discussions and dev voice chats. We also livestream our development at http://twitch.tv/epictavern . We’d love to see you there!
As for the patch, aside from the super awesome and, frankly, at times terrifying Nether Queen storyline, we have so. many. improvements to the game. Where to start? Well, most importantly, we heard you and the groundwork has been laid for making more meaningful choices during questing. You can now select dispositions that make a huge difference in the outcome of each individual hero’s roll.
We’ve also added the concept of ‘spirit’ damage, which allows us to track the party’s level of exhaustion and mental cohesion. This gives us a bunch of cool levers to make questing more interesting and allow you to affect outcomes with interesting choices. We’ll be building heavily on this element in the near future.
As far as stories go, we’ve added some super cool quest types which allow us to tell more interesting, complex stories. We’ve also revised a lot of our old encounters to take care of a bunch of new story technologies which allow for a huge amount of variation and customization of story directly to your particular situation.
We’ve also spent a bunch of time absorbing the UI/UX feedback from our awesome community and have done some pretty great revisions based on comments and our own observations. We’re pretty sure you’re going to love it. Adventurer services in particular (infirmary, etc) are greatly improved, in terms of presentation and usability. We think you’ll enjoy the similar improvements we’ve spread throughout the game. There are still some areas we’d like to get to, and we’ll keep working hard, like always!
All these changes have put us in a great position to deliver some really cool improvements, unparalleled story experiences and new systems as we continue with our work. On the horizon is a really amazing skill system revision that will expand upon the number of powers/stances you can employ during questing. We are also really looking forward to working in some other fun systems into questing, such as the idea of party supplies. All this on top of continued UI/UX improvement and bug fixing. We can’t wait to hear what you think about everything we have planned.
As we swiftly approach the New Year, we reflect on this past year and the amazing time we’ve had developing Epic Tavern alongside you all. We look forward to journeying with you towards the future and continuing the fun! Thank you, friends, for another epic year!
Without further ado, here are the updates:
TL;DR
New Stories!
New Event: “Invasion of the Nether Queen!”
In this epic storyline spanning multiple quest chains and multiple dungeons, you are Beor’s only hope against a massive invasion of overgrown insects infected with Nether energy leaking from the Flaming Gate. The fate of entire cities rests in your hand in a clash that will change the land of Beor forever. This storyline contains our first persistent region, where all random encounters while traveling through the Chittering Coast are super dangerous and part of the invasion. Your heroes will face a threat unlike anything you’ve encountered before, so rest up before heading out… and don’t forget to bring a healer.
New Encounter Type: Compound Encounters!
During your travels, you may notice the first examples of a new type of random stages, compound encounters. Instead of the traditional one-off encounters on the road, these special encounters have multiple stages that branch in very different directions based on your results.
New Quest Chain: “Curses!”
Morbid Curiosities, the antiquities shop run by Ignatius Mordred, is destroyed in a supernatural storm, scattering his collection of cursed artifacts across the city. Race to recover these dangerous relics before they destroy Beor, but be warned, you aren’t the only one after the artifacts and any that slip through your fingers will later be used against you in an epic final battle.
New Random Encounters!
The pool of random encounters has deepened, adding new danger, new loot and a special collection of encounters around the tavern itself, including a town crier who recaps your latest accomplishments.
New Storyline: “The Cellar Door”
Beneath the tavern stairs, the heroes find a small, locked door. You’ll need a skilled locksmith to crack this one and uncover the final legacy of the Ravinger Four in an first stage of an ongoing storyline that will continue in our next patch.
New Narrative Controls!
With a range of new tools at our disposal, you’ll likely notice that new quests are a whole different beast than some of our earlier content. More dangerous, more rewarding and the game remembers everything you’ve done and will regularly reference your previous successes and failures. We’ve also reworked the existing storylines to fine-tune damage and add more complexity and callbacks. Encounters can now heal wounds as well. It has never been more important to bring a healer with you into dangerous territory, as they not only minimize damage as you receive it, but there are sometimes stages before a boss battle in a dungeon where your party stops to heal up. If you don’t have a healer, you waste that chance and have to tackle the boss while banged up.
Improvements to Questing:
More control of parties while questing:
- Each character rolls separately and can choose their action
- UI while questing dramatically reworked for clarity and style
Improvements to the Tavern:
- UI Improvements to improve the experience of managing characters and the tavern.
- Further stock improvements allowing for more control of sale price in the tavern.
Following this post will be the Features in their glorious detail!
From everyone here at the Tavern,
Have a Cozy Winter’s Crest!
Tavern Scrawl #49: Patch Coming Soon!
Hello, fellow adventurers!
Blessed Beor, are we excited for the next Epic Tavern patch!! Alright Tavern, we are still a bit out from being done, but we are gonna fill y’all in on the magic we have planned and what you can look forward to!
Quests and Story:
This patch rolls out our first specialized region, The Chittering Coast, a zone under attack by the monstrous forces of malevolent The Nether Queen. This not only means new quests, dungeons and boss battles, but all random encounters when traveling along the coast will be related to the invasion and are super, super dangerous. We also now have the ability to remember not just the accomplishments of the tavern, but of specific heroes, so there will be a whole lot of new random encounters that take full advantage of this ability and call back on your past successes and failures.
Art:
A new stone floor option for the tavern has been integrated, we removed the Spring/Summer decorations, and added the Fall Decorations.
Character Management:
This patch was primarily focused on fleshing out Epic Tavern's "character loop" and providing more and better ways to manage characters during both the tavern and adventure phases.
Tavern facilities UI has been completely overhauled and given more of a persistent presence at the start of each day and during tavern gameplay. This includes facility slot portraits which are now present in various contexts to give a clear idea of who is in which facility and how far their recovery has progressed.
Character effects messaging has been greatly improved, and the selection process for checking in to a facility now includes the display of projected recovery times for all recovery candidates.
The character interaction panel has been polished and streamlined, and adventurer tooltips have been added, providing easy hover access to adventurer details in various contexts.
Roster list items have been updated with a new, shiny sheen.
Generic tooltips have improved in appearance and formatting. Many buttons have had their appearance and readability improved; this will be an ongoing process throughout the next patch as well.
Adventure Mode:
Each event during adventure mode is now broken into an Event phase and an Adventure phase. During Event phase adventurers roll against "event actions" to deal directly with the situation at hand, whereas during Adventure phase, they roll against "adventure actions" to recoup, reflect, search for supplies, etc.
Each adventurer possesses a set of actions for the purpose of the two event phases mentioned above, and these actions are dictated by their class and skill levels. As characters grow more powerful and level up, they gain access to more powerful actions.
Questing UI has been completely overhauled and improved.
More control during questing with the addition of the spirit bar showing fatigue, morale, etc.
Set up the groundwork for special abilities being used in encounters like spells, items, etc.
Travel stage appearance is unique from normal stages.
Quest log items are have been completely reworked in appearance, including their content and breakdown of events, with some messaging deferred onto the party portraits.
Oh boy, are we looking forward to getting this patch into your hands, adventurers! We will be working hard every single day until it happens!!
From everyone here at the Tavern,
CHEERS!
Flower Power Sale!
G’day, adventurers!
We are pleased to announce our Flower Power Sale has sprouted! (Seed what I did there?) To celebrate our latest patch and our recent win at Momocon’s Indie Game Showcase Awards, we wanted to prune the price of Epic Tavern from June 6th through June 19th!
Epic Tavern Serves up a Win at Momocon’s Indie Game Awards
ATLANTA – May 31, 2018 – Epic Tavern, the tavern-management roleplaying game by Hyperkinetic Studios, joined SINKR, Door Kickers: Action Squad, The Norwood Suite and Mike Dies as winners at Saturday’s fourth-annual Indie Game Awards at Momocon.
More than 35,000 gamers and pop-culture enthusiasts converged on the Georgia World Congress Center during the four-day convention, where a panel of game makers and journalists selected five winning games from the 20 finalists.
Winning developers took home a cash prize and trophy, along with free exhibit space and a dedicated panel at MomoCon 2019.
“When the winners were announced, we were staggered to be counted amongst them and deeply honored that the judges had found meaningful connection with what we were attempting to create,” said Rich Bisso, Co-Founder, Hyperkinetic Studios, “We returned home with renewed energy, more determined than ever to make Epic Tavern a game that everyone will enjoy.”
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The team is deeply humbled and honored to be a winner amongst winners. Thank you everyone for your continued support! :)
Tavern Scrawl #48: Flower Patch! (3/4)
Patch 0.831
Fixes:
- Animated day/week string now starts out blank instead of with old/placeholder values
- Menu & Stock: Goods descriptions now parse tavern name, global vars, and conditionals
- Changed tavern management subheader "Tavern Summary" to "Tavern Finances"
- ET-1104: Menu slots and goods list items now display number of servings in stock rather than storage units
- Tavern Upkeep list item: Serialized name and rank to facilitate save functionality
- Hardened code around skill buff data: game no longer fails to load if a character has an item that buffs a skill we don't support
- All but two patrons are spawned as seated in order to play better with the new design
- Goods tooltip: fixed unsubscribe null refs that would occur upon closing the app
- Fix for patron activator breaking the intro cinematic
- AP costs for Hire and Greeting reduced from 2 to 1
- Tavern AP reduced from 40 to 20
- Serve acceptance normal chance range has been raised 25% to 55 - 85% was (30 - 60%)
- Serve acceptance chance of extreme result range reduced to 20% (was 50%)
- Chained acceptance chance drops by 10% per chain link
- ET-1160: Chain request duration increased from 8 seconds (was 5)
- ET-1160: Max combo length raised to 5 (was 3)
- Fixed some bugs related to excessive chance recalculations and chance text colors
- Fixed intermittent overscaling issue on char interaction speech bubble
- Fixed bug in code that prevented adventurers from gaining tags/traits
- Fixed blocker bug in code around the way we've separated out available heroes per stage from the whole party. Blocker was evident in "Stinger" quest and is now resolved.
- ET-1161: End of day pop-up now waits to display until the end of a combo
- ET-1161: End of day pop-up now displays on a slight delay to avoid stepping on serve and combo resolution
- Fixed No-AP blocker/dimmer misalignment with recently updated serve button, gold icon is now also fully dimmed when button is blocked
- Fixed bad formatting of negative effector string
- Eliminated positive/negative headers from effector tooltip
- Due to problems interacting with moving patrons, all patrons are now seated at the start of a turn. Walk-in patrons will be restored when myself or anyone can get around to disabling clickability and summons display while patrons are moving
- Restored effector list item font to Underdog
Fixed short combo timers: they're now 8 seconds instead of 2.5.
- Fixed a lingering condition where character interactions would still cost 2AP instead of 1
- Resolved several issues that were causing a disconnect between displayed serve chance vs actual chance
- Fixed bug that was causing combos to sometimes continue through a serve failure
- ET-1185: Combo counter friendship display tally now works properly
- Mouseover of register items now duplicates behavior of hovering over character model (chance and chain highlights displayed)
- Fixed broken accept chance cap/floor modifiers
- Fixed bad run time positions for hidden UI states that were incorrectly based off absolute references
- Improved movement speeds and timings for serve combo UI transitional effects
- Fixed runaway patron happiness that would often result as a consequence of fulfilling service requests or serve combos
- Finally fixed bad placeholder Quest Log UI that should never have been checked in
- Re-applied Fallback button gameplay filters and filtered tooltips that had to be stomped
- Removed a fully active top-of-turn pop-up sitting in the map scene
-Options Menu now closes when transitioning between scenes
- Tavern Register happiness indicator now updates with each transaction
- End Turn pop-up now waits to display until after a combo
- Combo counter number elements now pulse once when changed
- Fixed a case where the last call pop-up could stomp the info-only character interaction state
- Streamlined some code in the last call pop-up
-Prologue encounters now inflict hit point damage
- Patron Effectors are now cleared at the top of each turn so they no longer stack over turns
- Removed 20% possibility of extreme results when calculating serve chance
- AdventurerData: Pending social action and pending requested good are cleared after being served
- Fixed an old bug that where prologue tavern ambience/music would be stomped by the prologue cinematic fader
- Removed random modifier to initial patron happiness
- Chain patron list is now cleared at top of turn
- Broken interaction resolution in some contexts has been fixed (UI and camera state are properly reset)
- Tightened seams in the serve combo process where it was possible to click patrons during serve beats
- OvermindDebugPrefs: Added flag ShowDebugPanel (defaults to true)
- Added null handling for getting and setting pending social actions, required by the recent SocialAction class refactor
- Patron hover-nameplates no longer linger and accumulate throughout the course of a combo
- ET-1184: Fixed tutorial Quest button arrow position
- Removed music from the prologue tavern
- Out of Stock: clicking to display the goods list now gracefully exits character interaction
- ET-1176: A flaw in char interaction resolution has been addressed, which should fix a condition that often broke the Last Call auto-display and nav bar button
- ET-1140: Broken tutorial steps have been fixed
- Tavern summary navbar now shows the tavern summary panel once more instead of the turn pop-up (this is to prevent the need for an alternate non-interactive state for the turn pop-up menu that would be needed to prevent menu changes during the turn).
- Converted to TMPro a whole bunch of Text elements in list items and other tavern prefabs
- if toasts display above patrons, they will exist on the register
- if summonses are added after initial summons checks, toasts and register icons will be added to reflect them
- if serve combo fails on the first patron, toasts will still update to reflect their true values
- Introduction, new quest, and hire toast entities above patrons will now display their sprite rather than nothing (bug prevented them from displaying 75% of the time)
- Map: mini-navbar no longer shows up during questecution
- Tutorial: it's no longer possible to break the tutorial by clicking off the equipment list during the equipment selection step
- Last Call button now goes directly to map during Tutorial
- Characters killed by the Death effect correctly die now
- Quest Success Trophy will now only unlock after successfully completing a Full Game state quest
- Added some missing biodata processing that was most certainly contributing to bad personal story behavior
- Hire summons should no longer appear over characters already on the roster
- Clicking on the "wrong" hero during hiring tutorial is now correctly blocked
- Additional heroes slated to spawn following Drink Chain Tutorial now correctly spawn at their seats
- Random candle flare no longer appears and persists over the center tavern table when clicking the Expansions Decor tab
- Added item descriptions to 30ish new pieces of gear that were missing them
- resolved bug that prevented quest party assignment UI from displaying in map scene (race condition between two scripts fighting for control of one UI body object)
- removed visible empty quest log panel from quest log list (superfluous)
- fixed positioning of some tutorial UI arrows
- Propagated proper emission color settings to side windows of the bay window in tavern
- disabled green arrow on roster button in map
- Combo patron zero is now reflected in serve log Mood tracker and in combo resolution Tips tally
- Combo patrons who reject their food/drink now properly pay for it
- Fixed various other issues related to combo tally bugs where encountered
- Removed expansion category Repairs and related UI (made obsolete by Upkeep items)
- When the Tavern levels up during a drink chain, the pop-up now waits until the drink chain is resolved before displaying
- Hire summons are displaying once more (fixed several problems with the patron activator)
- resolved bug that froze drink chain tutorial if combo patron is too quickly clicked
- disabled quest list close button in map scene; created bug where list would be dismissed and user could not bring it back up
- fixed typo in prologue tutorial ("Throgrin" -> "Thorgrin")
- prevent stages from calculating power of in "INCAPACITATED" adventurers
- force quests to retreat if able bodied party member count is under 2 (previously only took dead adventurers into account. Now it also checks for "INCAPACITATED" adventurers)
- integrated ribbons and UI text for "INCAPACITATED" state
- modified "IsRosterEligible" function so that incapacitated roster members don't disappear from the roster when they return to the tavern
- Chain request icon: the "Unhappy" callout no longer wraps the "y" to the next line
- resolved bug with timing of operations and events pertaining to the drink chain calculation during the drink chain tutorial
- Force "OnPointerEnter" function to run if "OnPointerClick" occurs without the "OnPointerEnter" function having run during a valid hover state
- Hire context No-AP blocker is now positioned correctly so it blocks clicks
- Generic OK social context is now hidden by default (was incorrectly displaying if turn's first interaction called the Info context)
- fixed drink chain progression error that prevented final tutorial message from displaying and thus stalling progress
- Character interaction OK button for personal summons is no longer missing
- Fixed a condition that was causing much of the high-priority summons handling to be bypassed
- Reprioritized some of the high-priority summons types to further promote hires and personals
- Fixed bad default personal summons spacer value
- Zombie time widget no longer appears above served patron in between drink consumption and results messaging during serve combo (would happen on MouseExit event during this tiny window)
- Heroes now appropriately gain Hit points when leveling up regardless how/where you level them up
-ET-1188: Extraneous summons effects hanging out near the first patron have been cleaned up
- ET-1228: Player can no longer open menus during the Drink chain tutorial causes overlapping UI
- ET-1236: Heroes can once again be removed from a quest during assignment
fixed scrollbar settings in questicution
- Incapacitated characters may be placed in the Infirmary
- When Paralysis wears off (either from duration expire or infirmary treatment) Incapacitation is removed as well
Happiness tallies correctly, no longer accumulating inaccuracy as a function of serve events
- Upon closing the tavern list during character interaction, the main tavern UI no longer slides back into view
- Quest list no longer depicts an uninitialized state upon first display in the tavern
- Fixed uninitialized active quests tally on the character interaction Quests button
- Char interaction: Quotes have been restored to the speech bubble strings that were missing them
- ET-1085: When an adventurer is dismissed, all other adventurers in roster display as 'Patron'
- ET-1195: Theodore Beck has Left the Party
- Removed legacy Fdecay processing that was still happening each turn
- Removed check for departed adventurers from financial summary UI handler
- View on Map button removed from in Tavern New quest popup
- ET-1178: Tutorial: Floating Happiness Stats
Character Interaction:- Quests button no longer appears during prologue
Character Interaction: - Removed the redundant static character portrait image that was visible behind animated portrait
- ET-1201: Overlapping Tutorial Tavern Level Up
- ET-1183: Broken Roster Limit Windows
- Character Interaction: Speech bubble's mini-Okay button is no longer shown during the prologue
- ET-1220: Inventory Restocking Bug Persists '1 On Order' after Receiving Order
- Game crashing missing 's' has been added
- Recalibrated damages in prologue so they'll scale to fit the random starting hit points of heroes
- ET-1182: Questicution Full Roster & Facilities View Missing Top Menu
- Roster and Tavern Mgmt panels have been tweaked for full screen coverage and now hide the nav bar
- Character Sheet: Fixed broken status handler (Available, Questing, etc)
- Character Sheet/Interaction: Fixed friendship bar flashing at wrong times
- Hire summons are now cleared when declined
- Register item highlights now display when mousing over the corresponding patron
- Refusing service now clears the summons, displays a minor negative floating text comment, and results in a friendship penalty 50% of the time.
- resolved bug that caused tavern window wall to go black
- [ET-1205] : Map Camera is now set to "refollow" the party after each stage, ensuring inquisitive players will not lose track of their party
- Party is now centered in the quadrant map view, this means that UI will 'no overlap' the stage and stage-result icons
- fixed bug where roster bio data was drawing data from most recently clicked patron adventurer instead of highlighted roster member
- replaced old global variable parser in CharacterLogAndStory object
- fixed bug where quest was unlocking in tavern roster due to the way we were parsing GVs in bio data (GVs are now superficially parsed in the tavern roster and systemically parsed in the character interaction panel)
- ET-1243: Unable to Serve Patrons with Serve Icons
- Patrons who are refused service no longer record that they were served
- Fixed incorrect tooltip text on character interaction skill list collapse button
- ET-1237: Tutorial Bathhouse blocker
- Fixed Heroall wound token parsing
- Sobriety progression has been restored: patrons get drunk over time with accompanying SFX and VFX
- Last Call pop-up's "Announce Last Call" button has been fixed (both early and late)
- Upkeep effectors are now initialized properly, fixing the broken effectors list on turns 2+
- Misc buttons sounds restored
- Corrected damage for Thatch What I Call Roofing, which was inflicting 35x the victim's starting hp
- fixed bug in GIVEREWARD token parser that would cause an infinite loop
- ET-1243: Unable to Serve Patrons with Serve Icons (fixed for real this time)
- ET-1181: Tavern: Grunson Drink Percentage Weirdness
- fixed bug where goods rewards were not being added to tavern stock at the end of quests
- ET-1265: Bio Data Convos Trigger Broken 'Okay' Patron Interaction Button
- ET-1266: Adventurer on Two Day Quest Roster GUI Text Error
- ET-1257: Tutorial: Menu Pop-Ups Out of Screen Interface Errors
- Key stages correctly trigger the custom success and fail sfx for key stages
- All patron summons are now cleared upon reaching 0 AP
- ET-1255: Tutorial: Menu Pop-Ups Out of Screen Interface Errors
- Corrected data issue causing hang on By Dawn's Early Light
- Negative friendship is now accounted for in the final combo tally
- Repairing an upkeep item now refreshes all patron effector lists, removing the upkeep effector from all patrons
- Fixed blocker null ref that was happening on tavern speech bubbles and New Adventurer pop-up speech bubble
- GVs in Quest Debriefs were getting set before accounting for conditionals
- Disable filter now updates when the filter updates, ensuring things such as the register being inoperative after Drink Chain Tutorial are resolved
- Stock orders now save and persist between loads
Tavern Scrawl #48: Flower Patch! (4/4)
Patch 0.831
Improved:
- New Menu focus behavior: Menu focus updates upon hovering over menu slot, and restores empty state upon exiting the menu slot
- New Menu focus behavior: Menu focus is persistent during selection mode
- New Menu focus behavior: Menu slot hover focus is ignored during selection mode
- New Goods List focus behavior: Goods focus still updates on hover over goods list item
- New Goods List focus behavior: Goods focus is now persistent until another goods item is hovered over or selection mode is entered
- New Goods List focus behavior: Goods focus empty state is unique for selection mode (this is unchanged)
- New Goods List focus behavior: During selection mode, Goods focus "selection empty state" is displayed any time the mouse exits a goods item in order to remind the player to select an item
- New Goods List focus behavior: Goods focus standard empty state is displayed upon first display of the Goods & Stock panel, whenever a selection is cancelled, and whenever a selection is completed
- Parties will now atuo fall back if they drop to fewer than 2 able bodied heroes
- Increased levels of Infirmary Upgrade boosts healing rate by an additional 5% each
- Chance indicator is now shown upon mouseover of patrons with food/drink requests when not in a combo (required some refactoring of patron goods selection and handling)
- Improved visual impact of character interaction speech bubble
- All nonessential UI now slides off screen during interactions
- Increased interaction zoom
- Adjusted the majority of the scroll bar settings
- Chain icons now "embiggen" upon hover while other active chain icons become translucent (the X is gone)
- Increased combo timer to 10 (was 8)
- Increased scale speed of char interaction speech bubble so it doesn't look so gimpy
- Tavern level thresholds have been lowered by about 25%
- Integrated 30 hire declination responses
- Improved crispness of underdog font for legibility at small sizes
- Normalized height of all drink chain server combo floating icons
- Normalized height of all "serve me" floating icons
- Modified scale of AI nav agent on hero prefab and clickable collider on all adventurer prefabs; improved clickability of adventurers in tavern when they sit next to each other and overlap
- Integrated typewriter effect on drink chain info list item that does not display rich text markup
- Fixed float sine bob on serve icons; had floating point accumulation error and misapplication due to rect type mismatch
- Replaced nav bar in map with minimal UI element depicting day/week (no nav buttons)
- Added "Full View" roster button to header bar (all equipment mgmt is done from here)
- Go Forth/Next Day buttons: Reduced size and improved positioning and visuals
- Cosmetic improvements to map roster header and column headers
- Quest List: improved scrollview frame visuals and size to accommodate nav bar replacement
- Roster/Character Sheet: improved scrollview frame visuals and size to accommodate nav bar replacement
- Serve log item: improved formatting and layout
- Minor tweaks to combo counter UI
- Added mouseover frame highlight to Next Day button
- Further UI adjustment s to map to accommodate lack of tavern nav bar
- Map: Modified quest list to make use of area where navbar used to be
- Tavern: Quest list now displays full sized list as well as contribution panel
- All nonessential UI are now hidden during display of Quest list
- Quest list: Replaced various text element values with Error strings
- Quest list: Updated some static legacy text elements with TextMeshPro objects
- Quest list: added slide functionality to display
- Added temporary patches to the upper areas of the character sheet and tavern management screens to account for lack of nav bar on map
- Slightly increased Compare mode offset
- Trait list item: Replaced legacy visuals with simple text format, converted to TMPro
- Skill list items (class, category, skills): Converted text elements to TMPro, improved formatting
- Interaction and Character Sheet: improved contrast and margins for better readability
- Questecution: while deactivated, stance elements are now alpha'd rather than disappeared
- Upkeep list item: changed yellow "New" callout/highlight to red "New Damage" callout/highlight so new upkeeps items no longer look like a good thing
- Improved empty roster slot list item visuals so they're actually visible, among other tweaks
- Updated various UI elements of the roster list item, slight UI redesign, and added a health bar
- Roster: Eliminated roster column headers
- AP meter color is now a yellow that's used by no other fill bars in the game
- Small improvements to the Register's header UI and tavern mood indicator
- Numerous text elements have been converted to TMPro
- Register list item: added serve chance UI element
- Register list item: various UI layout improvements including conversion of text objects to TMPro
- More Sound FX for serve combo events
- Added beats during serve combos as space for audio and visual fx
- Added sounds for serve success and chain timer
- Reduced tavern AP to 15 (was 20)
- Combo resolution panel UI has been updated with more focus on served patron count and a reduced footprint for interruption text elements
- Updated combo resolution panel with improved layout and messaging
- Formatting and cosmetic improvements to tavern level-up panel
- Tavern level-up pop-up text elements have been converted to TMPro objects
- Cleaned up some legacy code related to serving goods requests
- Consolidated heroObjectHandler references throughout the code base into a central HOH in ManagerAdventurers
- Improved UI on goods list items
- Improved UI on menu items
- Various UI improvements to turn popup and goods management screens
- Turn pop-up: Empty menu slots now look like clickable buttons
- Turn pop-up: clicking sub menu options no longer auto-hides the turn pop-up
- Tweaks to the Notification panes
- Minor visual improvements and TMPro treatment for some char interaction UI elements
- Gained a few levels in [Skill] Unity Lore: Animation
- Minor refactoring to the character interaction panel and a whole bunch of random improvements along the way, including standardization of elements
- Story list item UI has been updated to something closer to the current UI style
- Refactored the skill list collapse/expand button, likely to be replicated elsewhere
- TMPro'd various text objects related to all of the above
- Hierarchy cleanup of legacy objects
- Welcome summons is now prioritized over hire and personal summons
- Converted hire summons spacer into a counter (1) for more summons schedule flexibility
- Cosmetic tweaks to personal story list items
- Reduced master patron activation spacer to 0 to reduce bottlenecks for high priority summons
- Increased Active Patron share from 40-50% to 60-70% of patronage (patron activator will attempt to hand out summons until 60-70% of the tavern has one)
- Created special prioritized handling of summons types sensitive to congestion, "forcing" them to show under certain conditions so they're more likely to sneak through earlier on and more consistently - Patron activator continuously monitors summons count for sensitive types - Patron activator is able to set individual caps and floors for sensitive types to be "forced"
- Serve combos are a little snappier
- Character Sheet: Updated Dismiss button visuals and relocated under portrait
- Character Sheet: Removed hearts from Max Friendship indicator
- Max Friendship indicator: Couple other visual tweaks
- Cosmetic improvements to Register item highlight
- Increased Hire summons spacer to 2 (was 1)
- Effectors tooltip (character interaction and patron hover nameplate)
- Changed "Happiness" header to "Mood"
- Last Call Pop-up: minor improvements to colors, borders, fonts, positioning, wording
- Reconciled Out of Stock interaction context with recent changes: - Number of current orders for the depleted good is now displayed - "Refuse" button has been removed from the speech bubble
- Tipsy VFX has improved visibility
- Updated tavern level schedule
Tavern Scrawl #48: Flower Patch! (2/4)
Patch 0.831
New:
- Integration of bio data for procedural characters
- Replaced character interaction panel with a lightweight version that's anchored to focus patron's screen position
- Created Greeting and Hire summons icons for the Register
- Patrons Summons: Summons queues still exist but queue behavior is essentially circumvented as they are limited to single items to avoid conflict between Queue behavior and the Patron Activator's role of manually handing out summons
- Patrons Summons: Upon each completed Summons, the Patron Activator decides who gets which summons next based on the current summons distribution in the tavern
- Patrons Summons: On each AP spent, the Patron Activator seeks to maintain an ideal summons count and mix on the tavern floor
- Four summons currently supported: Quest, Welcome, Hire, Service (the rest will be added soon)
- Most interactions are now one-click events; no follow-up summons
- Each completed summons triggers the creation of a summons on a different patron
- Each completed summons is followed by at least 1AP of "summons pause" where that patron will not summon
- Initial summons are always drinks, eventually followed by Greeting summons
- Hire summons disappear if rejected, but will eventually appear again as per the Patron Activator's random selection scheme
- Camera: During character interaction the camera zooms in to the focus patron. Player zoom and panning is disabled until interaction is complete
- Camera bounds are expanded to allow for centering characters near the tavern periphery (necessary for new UI design)
- Adjusted some text and target objects
- Created floating speech bubble prefab (SpeechBubbleWorldSpace) for use in tavern and eventually party avatar
- Integrated floating speech follow-ups for Served goods, First Interaction, Hire Rejection, Quest Rejection
- Behavior: speech bubble displays animated text reveal and fades after a few seconds. Destroys self after fade out.
- Dying Status
* If a character is reduced to 0 or fewer HP, they are set to "Dying" and given a DeathSentence of CurrentTurn+2
* Dying Character's do not contribute to Stage success
* Dying Characters who take additional damage are insta-killed
* Dying Characters who are placed in an infirmary have their DeathSentence cancelled
* At the Start of a turn, any Characters with a standing DeathSentence which matches the current Turn count are killed
- Explicit Fallback button added post encounter
- Characters heal 10% of their Hit Points each turn
- Wounded Characters have a 15% chance of becoming infected
- Infected Characters do not heal
- Infected Characters have a 15% chance of gaining Sepsis
- Septic Characters do not heal and take 5% HP damage each turn
- Placing Characters in the Infirmary cures Infections and Sepsis
- Characters in the Infirmary get a +5% boost to natural healing rate
- Item reward parsing has been integrated into stage resolution and outcome displays. (Rewards can now be given using string tokens within the data)
- Serve Combo system phase 2, peripheral fixes and improvements
- Tag data element, allows for "invisible" traits, so the writers can track things behind the scene without cluttering up a given character's Traits list
- Effectors UI added to character interaction panel
- Effectors UI added to overhead character info display, appears on a timed delay
- Added acceptance chance to to serve button, with additional cleanup/polish
- Integrated third display context for effector tooltip: info mode only
- Combo counter has been refactored into a unified combo counter/ service log that transitions to a combo resolution state upon combo end
- Serve log items display a setup and result, ready to accept synchronization with the serve reaction beats that will be added soon
- Combo resolution panel displays upon combo completion
- Cause of combo end listed (max reached, serve fail, time expired, out of earshot)
- Recap of gained currencies, with separate tip tally
- Ok button to continue after combo end
- Combo tips are now generated (temp: random 0 - 3g) and indicated in serve log items
- Combo happiness delta has been added to the combo counter
- Combo patron speech bubbles are delayed until after combo resolution display
- Laid UI and code foundation for combo extensions (trait-based future additions, etc.)
- Added HP bar UI stubs for questecution character portraits
- Nav bar map button has been replaced with a dual state Last Call button
- Last Call button initial state (Close Early):displayed until AP is exhausted
- Clicking displays an End Turn pop-up messaging remaining AP and confirming the intent to "close early" and go to the map
- Last Call ending state (Closing Time): displayed after AP is exhausted
- Clicking displays and End Turn pop-up messaging that AP are exhausted and providing an option to go to the map
- End Turn pop-up has been redesigned for the two aforementioned contexts
- End Turn pop-up always displays a tavern happiness tally with correlating to service ranks and reputation rewards
- End Turn pop-up (Closing Time context) displays automatically when AP are exhausted
- Created centralized display parser for current typewriter effect; should become home for any future display parsers
- Added save pipeline for pending social action and pending requested good
- Compare Mode: Viewing Quest List is now possible during interaction
- Camera activates an offset to the left upon quest list display, keeping the skill list and character visible while viewing quests
- Info-only interaction camera distance has been made equal to normal interaction camera distance
- Added Facilities button to map roster header bar (allows access to all expansions; eventually we'll restrict this to facilities only during quest assignment)
- Laid some groundwork for character interaction serve beats
- Integrated sound fx for serve actions (food/drink)
- Integrated unique prologue ambience that's played in the tavern, during quest assignment, and layered under questecution music
- Added serve beat for results messaging
- Created VFX for consuming, serve accept, and serve reject
- Created text accent to complement serve accept/reject
- Base serve chance is now derived from tavern level, and increases accordingly
- Max combo length is now derived from tavern level, and increases accordingly
- Happiness serve chance mods have been updated to follow a rough curve as per design
- Tavern Level-up pop-up now messages gains to serve chance and max combo length
- Tips: instead of being random, they're now derived from good price, drunkenness, and happiness
- Added a sobriety indicator to the character interaction panel
- More foundations laid for serve chance modifier list
- Standardized character interaction panel close functionality as much as possible across its various contexts (prep for serve chance modifier list)
- Minor refactor and improvements to the Out of Stock UI/UX to accommodate standardized Close
- Added a custom goods tooltip. Integrated with all goods, menu, and order queue list items
- Refactored UX/UI for assigning menu items - A simple goods list pop-up is displayed which includes depiction of the currently "equipped" good for that slot
- Removed "focus" UI panels for goods and menu
- Added Order Queue system - Buying stock from the goods menu now adds an entry to the order queue (displayed in the turn-top and goods management panels) - Goods list items display their delivery time in days, which decrement each turn and culminate in a "delivered" state for the turn they are delivered - Stock does not get added until its corresponding order arrives - Goods list items message when their associated good is in the order queue
- Removed Winter accents from the tavern scene
- Single-service events (non-combo) now display logged results in a simple serve log item in the bottom center of the screen
- Single serve log items display for 1.5 sec, followed by a fade over 3 seconds and then self-destruction
- Added slight darkening to lower screen in between (and parented to) the notification panes, for purpose of serve log item legibility
- Added summons support for personal story reveal (the icon is a generic chat bubble)
- Added character interaction support for personal story reveal (UI integration). - This context has "friendship-blue" accents and also sets speech bubble text to this color
- Added register support for personal story summons
- added new male Orc VO
- A prominent History/Bio button has been added to the Character Interaction panel. - Clicking the button displays a pop-up scroll list of character story items
- VFX for character health bar changes during questecution
- Tutorial: Drink Chain Tutorial operational
- Created intermediate dialog step for Personal summons by way of new generic Okay interaction context
- Personal summons now have a spacer counter of 2 to prevent repeats
- Combo Counter: - Added Reputation bonus tracking and UI messaging on combo resolution panel - Removed redundant currency gain elements from combo resolution panel - Slight redesign and visual improvements to account for the above
- Happiness changes related to service success or failure are now tracked each turn, and if non-zero are displayed as either a positive or negative item in the patron's Effector list. - Integrated save functionality: updated m_characterData with ServiceHappyDelta int
- Achievement 'Journeyman Adventurer - Raise a Hero to Level 5' has been implemented
- Achievement 'Veteran Adventurer - Raise a Hero to Level 10' has been implemented
- added superficial parsing to the global variable parser
- added debug ability: add variable amount of friendship to currently selected roster member
- integrated "INCAPACITATED" state for adventurers
Tavern Scrawl #48: Flower Patch! (1/4)
G’day, adventurers!
Fresh off our win at Momocon 2018's Indie Game Awards (yay!), we are proud to announce this huge update, which includes tons of new quests, an improved Tavern Experience, UI updates, Questing and Hero management improvements, and just heaps of fixes and fun newness. Read on for more details! Before we put the petal to the metal, here are some of the highlights:
TL;DR:
New Quest Content:
Refactored starting quests, adding more player choices, more playable characters and more drink options, as well as unlocking the finale to the Flaming Gate storyline from the prologue.
New Quest Chain: “The Frozen Games”
Gather up your strongest crew of heroes to take on Beor's best at a huge multi-day competition featuring seven events, dozens of prizes, four new unlockable characters and a chance to earn the title Grand Heroes of Beor. It's kinda like the Winter Olympics, but with ogres and vampires, and everyone cheats.
New Quest Chain: “The Good, The Bad and Your Tavern”
An assassin on the run ducks into the tavern begging for sanctuary from the pursuing agents from the Fantastical Crimes Unit. Will you help her or hand her over to the authorities? Your choice will set you on a path as an ally of either the FCU or the Undermarket... and an enemy of the other.
New Quest Chain: “Help Wanted”
In this new early-game quest, you'll choose between four powerful heroes to pursue as an anchor on your new crew. An exceptionally gifted young mage, a squire bailing on the Knight Academy to pursue a life of adventure, a break-in specialist just sprung from jail, or a famous hero just arrived in town await your pitch. But act fast or they'll get snatched up by a rival tavern.
New Quest Chain: “What's On Tap?”
This new quest allows you more control over your starting menu by allowing you to pursue one of three new drinks: Scorpion Shots, Netherberry Moonshine or a mixed drink called The Ravinger.
New Quest Chains: The Flaming Gate. In the prologue, you led The Ravinger Four to seal the Flaming Gate in the Battle of Mountain Fall. Now 10 years later, a dwarven mining expedition threatens to uncover the gate and undo the sacrifice of your parents, Merrick and Lycacia. This sprawling storyline spans several quest chains and concludes with a dungeon that is a special kind of crazy.
Tavern Experience:
Drink/Food Combo System and Menu rework: There is now a new way of serving patrons in the tavern. When serving patrons, you will receive additional requests from nearby patrons. Long combos will result in more tavern XP and additional gold obtained (Not to mention happier patrons!).
Character Mood: Know at a glance everything that is affecting a tavern patron’s mood. This awesome feature lets you see what you're doing right and what you're doing wrong while managing your Tavern. Happy heroes == successful adventures == profit!
Character Interaction Adjustments: Interacting with patrons not only looks better, but feels more deliberate. You have more choice on who you interact with and who you spend your AP points on.
Questing and Managing:
New stage effects: Added buffs, debuffs, injuries, or skill gains to many, many random encounters.
Hit Points: We moved from a wound-progression to using a hit point system. Placing an adventurer in the infirmary will heal HP now.
All of these are also paired with a pile of bug fixes and stabilization. Want to get in the weeds with the gritty details? Keep reading the list of Fixes, Improvements, and New additions in the following posts!