We've just pushed out a new small update that has tweaks to some of the new class special abilities and fixes a bunch of bugs.
Short but sweet!
1.1.0 (Build 8.7) Change List
Changes/Improvements
Increased Ice Wizard’s “Ice Turret” damage by 30%
Increased damage of Fire Lord’s “Fire Trail” and ensured damage is dealt more consistently
Fighter’s “Trash Talk” ability now affects enemies immediately when cast
Fixed Fire Lance ability description - this ability does double damage
Increased damage of Fighter’s “Stomp” ability
Optimised some textures
ACK: Added a delay to the Random Node, enforced to minimum 1 second when the node is connected to another Random/Logic node
Fixes
Fixed fire sword ability not working correctly when using some weapon types
Fixed mousing onto a campaign directly after mousing over a regular adventure not updating the descriptions correctly
Fixed some situations where enemies were not firing death events/key drops
Fixed some overlapping UI when exiting an adventure while in Split-Screen
Fixed dragon ring inventory section not showing information correctly
Fixed Rogue “Bubble Shield” ability visual not matching actual protection range
ACK: Fixed hard lock when moving up/down on music selection screen
ACK: Fixed chests continuing to spawn items after exiting play mode in the ACK
ACK: Fixed incorrect enemies being spawned in edit mode after changing tabs in the pallette
ACK: Fixed Item Name Change UI not working with controller
ACK: Fixed being able to connect an event to the same object multiple times with the event picker
Version 1.1.0, Build 8.7 - Hot Fix or Hot Potato?
We've just pushed out a new small update that has tweaks to some of the new class special abilities and fixes a bunch of bugs.
Short but sweet!
1.1.0 (Build 8.7) Change List
Changes/Improvements
Increased Ice Wizard’s “Ice Turret” damage by 30%
Increased damage of Fire Lord’s “Fire Trail” and ensured damage is dealt more consistently
Fighter’s “Trash Talk” ability now affects enemies immediately when cast
Fixed Fire Lance ability description - this ability does double damage
Increased damage of Fighter’s “Stomp” ability
Optimised some textures
ACK: Added a delay to the Random Node, enforced to minimum 1 second when the node is connected to another Random/Logic node
Fixes
Fixed fire sword ability not working correctly when using some weapon types
Fixed mousing onto a campaign directly after mousing over a regular adventure not updating the descriptions correctly
Fixed some situations where enemies were not firing death events/key drops
Fixed some overlapping UI when exiting an adventure while in Split-Screen
Fixed dragon ring inventory section not showing information correctly
Fixed Rogue “Bubble Shield” ability visual not matching actual protection range
ACK: Fixed hard lock when moving up/down on music selection screen
ACK: Fixed chests continuing to spawn items after exiting play mode in the ACK
ACK: Fixed incorrect enemies being spawned in edit mode after changing tabs in the pallette
ACK: Fixed Item Name Change UI not working with controller
ACK: Fixed being able to connect an event to the same object multiple times with the event picker
Version 1.1.0, Build 8.6 - Biggest Update Ever Update! (BUEU)
Welcome to Version 1.1.0, Build 8.6 - the BUEU!
Hey everyone, it’s been a while! We’ve been hard at work on our latest game PAC-MAN 256, but now that work has wound down on that (for now) we’ve managed to sink a bunch of time into Fight The Dragon development to get some really cool new features for you all to play with!
OSX FTD versions are now only 64bit
Due to a bug in ALL of the latest Unity versions that make OSX 32bit builds insta-crash on launch, we have had to move FTD on OSX over to 64bit only
This change will only affect users running anything older than 10.6.8 (we think) and if that is you, please contact us in the forums and we’ll see what we can do about getting 32bit builds happening again, but that might take some time as we wait for Unity to fix the bug.
If we don’t hear about any players being hindered by the 64bit move, we’ll keep it like this going forward.
Our big new feature this update is our brand new ability loadout system, giving you much more flexibility and a greater degree of customisation for your characters. If you’re level 5 or above, you’ll notice a new book beside your house in the Home screen, this is where you can customise your abilities.
We’ve added four new abilities for each class, each one unlocking every 5 levels (which means if you’re level 35 or greater, you’ll already have all of the abilities unlocked). When customising your loadout, you can see how much mana each ability will cost - you’re no longer limited to an even distribution of mana costs. This means that you can take multiple abilities with the same mana cost into an adventure!
You can still only take 4 abilities into an adventure, but you can now choose which out of the 8 per class you love the most.
Multiplayer difficulty improvements
Since release we’ve had a lot of feedback on our difficulty balancing, particularly in multiplayer games. In Version 1.1 we’ve made significant changes to balancing in multiplayer games that will hopefully make multiplayer adventures more dangerous and exciting!
Many enemies have had their special attacks modified in order to better deal with multiple players, particularly Mini-Bosses. Lightning elementals can now summon more than one lightning attack, Necromancers can summon more than one skeleton at a time, etc, etc.
Some enemies can now also attack more often when multiple players are in a game, and some enemies are faster.
Any enemy that summons other enemies (Spawners, Necromancers, Rock Golems) will now be able to summon more enemies in total when in multiplayer games. So the Necromancer was able to have 12 skeletons active before this patch, now the Necromancer can have 21 skeletons active in a 4 player game.
We’ve also increased the base damage and attack speed of almost all enemies when in a multiplayer game, as well as a slight health increase in 3 and 4 player games.
A particularly exciting new feature in the ACK this update is our new Random Node - this node allows you to create unpredictable scenarios in your adventure! When editing a random node, you’ll have access to 5 outputs - when you fire this Node with an event, it will pick randomly from one of the outputs you’ve hooked up and fire the appropriate events.
You can also customise the rules of the randomisation: want to make sure each outcome is eventually fired? Set the rules to “No Repeats” and the node will only select from outputs it hasn’t fired yet. Want pure randomness? Just set the rule to “Random” and your Adventurers will be at the mercy of the dice...
We’ve seen some creators use destructible walls hidden away from the player to simulate a screen shake, so we wanted to make that process a little easier. You now have access to a Camera Shake node, with a customisable radius and magnitude.
Keep in mind that if a player has CameraShake off in their game options, they won’t see the shake.
Our new SFX Node allows you to play a variety of new sound effects in response to events in your Adventures. Each node has a customisable range and volume, so you can tweak how your players hear the effect.
1.1.0 (Build 8.6) Change List
New
Added 4 new abilities for each class
Added a new menu in the Home Screen to customise your ability loadout
Added a new Lock feature to prevent accidentally dropping/selling loot items
Added an option to disable the “Are you Sure” prompts when donating valuable loot
Added a death effect for the Pyromancer
Added some new character skins
ACK: Added new ladder teleporter types
ACK: Added a new “On 50% HP” event for enemies, fires once when their health drops below 50%
ACK: Added new Random node
ACK: Added new Camera Shake node
ACK: Added new Audio SFX node
Changes/Improvements
Spawners (Static and Necromancer/Rock Golem) now increase their spawned enemies cap by 3 for every extra player that is in the game
Necromancers can now spawn more than one skeleton at a time in multiplayer games
Rebalanced enemy health and attack speeds in multiplayer games
Pyromancers can now summon multiple fire attacks in multiplayer games
Slightly increased base damage output on Rats and Scarabs in multiplayer games
Elemental enemy special attacks can now target multiple players
Removed player-player collisions in multiplayer games
Added particles when a player enters/exits a multiplayer game
Added a screen shake to the Fighter’s “Shield Push” ability
Tomes now fire their effects twice when triggered
Added a small light effect to Tomes
Improved animations/polish on a heap of UI elements in the Menu
Improved enemy pathfinding and state logic, especially when navigating around obstacles
Fixed enemies not being able to navigate around Static Spawners
Necromancers and Pyromancers can now reposition between attacks
Rats and Scarabs now award half XP
Reduced size of enemy ragdoll colliders, should be easier for players/enemies to navigate/walk over
Fixed lots of popping light sources on enemy projectiles/death sequences
Improved the initial camera rotation in the Dragon Arena
Removed the “Notice a Bug?” load screen message (there are no more bugs :P)
Increased "Flash Freeze" freeze duration from 3s to 5s (Ice Wizard’s ability)
Increased damage from "Aimed Ice" (Ice Wizard’s ability)
"Aimed Ice" now freezes enemies for 2 seconds (Ice Wizard’s ability)
Fghtter "Beserk" attack now registers an effect, so a countdown is visible near the health UI
Added new timeout for initial online server pings to prevent game from stalling when blocked by a firewall
ACK: Rearranged menu layout/categories to accommodate new features
ACK: “Fire Once” event checkbox is now only displayed on events that can be fired multiple times (Will no longer display on one-off events like On Enemy Killed or On Chest Opened)
ACK: Hovering over an object with multiple events (Enemies, Gates, etc) will now show pink lines for ALL events, not just the first event - YAY
Fixes
New awesome stuff on the way....
Now that we are wrapping of our PAC-MAN 256 development (for the moment anyway), we have been spending more time back in FTD land, working on cool new stuff, improvements to existing stuff and bug fixes.
We don't have any timelines on when or in what order these will come out as some are very big things to complete, but here is a list of stuff we have done already or are currently working on.
New Special Attack loadout system
We are adding 4 new special attacks per character class, and a new loadout system so you will be able to choose which attacks you take into adventures. These abilities will unlock every 5 levels, the way the original 4 did.
New logic items in ACK
We've moved the logic items into their own new menu (out of entities) to make room for some new exciting additions.
Random node - can have up to 5 outputs and one will randomly fire
Camera Shake node - Allow creator to shake the camera
SFX clip node - Allow creator to play a sound clip from a pre selected list
Enhanced 2-4 player difficulty system
We have re-vamped how difficulty works for 2-4 player games - not just HP and damage adjustments, but certain enemies can now attack more than 1 player at a time, and spawning enemies can spawn more minions etc. Enemies can also attack faster as more players join the game + more...
AI behaviour and pathfinding improvements
We've really improved enemy pathfinding and movement ability, fixing a bunch of areas where enemies used to get stuck, or where they would try to move through props to get to the player on the other side.
Polish Polish Polish
We have been polishing UI, making UI animate in and out instead of popping in and out, fixing lights that pop off, added more effects and other general little things that might not be noticeable, but that will just make the game feel more polished.
Other general cool things
You can now turn off the "are you sure" message in the LootShrine for unequipped high rarity items when donating!
You can now lock items in your inventory to prevent you from accidentally dropping or donating them!
We removed player v player physics/collisions in split-screen and online games - It didn't really add anything to the experience, but at high latency it was annoying.
New "on 50% HP" event on enemies so you can make stuff happen when an enemy loses half it's HP
Rats and Scarabs now award less XP
Lots of bug fixes and other smaller improvements/enhancements
We have a more complete post in this thread...
http://steamcommunity.com/app/250560/discussions/0/541906989407076877/
Version 1.0.9, Build 8.4 - Summer Sale Madness!
Welcome to Version 1.0.9, Build 8.4
First of all, welcome to all of our new players! We were lucky enough to be selected as a featured discount in the Monster Game, so we’ve had a huge influx of new players! For anyone who missed out, Fight The Dragon is still 80% off for the next 12 hours, so be sure to tell all of your friends!
We’re pushing a minor update today to fix a few small issues/bugs that have cropped up, if you come across any more issues in-game be sure to let us know in the Discussions.
Some of you have brought up an issue with XP not being distributed correctly in multiplayer games - we’re still actively investigating this. The Difficulty settings fix detailed in the change list may have been responsible for this, however we haven’t been able to reliably reproduce this internally. If you still believe XP is being distributed incorrectly after this patch, please let us know in the Discussions area.
1.0.9 (Build 8.4) Change List
Fixes
Fixed Fighter class ragdolls not sinking into ground when walked over
Fixed not being able to raise props in the ACK (KB and Controller)
Fixed online games caching a character's loot if a player leaves a game and rejoins with a different character
Fixed several issues with Difficulty Settings not being correctly synced in multiplayer games
Fixed character progress not being reverted correctly when exiting a multiplayer game
Fixed Online Game UI not closing correctly when leaving a multiplayer game
Fixed Keyboard bindings being reverted to default when clicking the X symbol in the top right
Summoned enemies now go into attack mode on spawn, rather than copying their summoners mode.
Update to Unity 5.1 - this is an internal change and shouldn’t (hopefully) have any visible differences
Version 1.0.9, Build 8.0 - Overlapping Overlaps!
Welcome to Version 1.0.9, Build 8.0
1.0.9 is a pretty minor update to deal with some issues we’ve seen crop up over the past few weeks, although we’ve also thrown in some cool new stuff we think you’ll all enjoy!
Overlapping triggers in ACK
We’ve removed the restriction on overlapping Triggers and Blockers in the ACK. This means you can now overlap Triggers with Blockers, as well as overlap Triggers with Triggers and Blockers with Blockers.
New TAG - Non-English
You can no now tag any non-english adventures you find with this tag, and use it to exclude non-english adventures.
While we don’t discourage players from creating adventures in their native language, the vast majority of our players have English as their first or second language and we encourage players to use English for text content in their adventures and campaigns.
1.0.9 (Build 8.0) Change List
New
Tag display in gallery now scrolls and has Select All/Clear All buttons
Added a new Non-English tag
ACK: Sliding bookshelves now have Open and Close commands
ACK: Added “On Opened” and “On Closed” events to sliding bookshelves
ACK: Dirt decals can now be toggled on/off via events
Changes/Improvements
Improved resolution/fullscreen switching
Improved rendering performance on Linux
ACK: Triggers/blockers can now overlap!!!!!
Fixes
Fixed UI being misaligned with screen when switching from windowed to full-screen without a resolution change
Fixed buttons on Comment UI not displaying correctly when using a controller
Fixed enemies teleporting to inaccessible places when they have a teleporter mutator
Fixed case where keys could get stuck in ground and unable to be picked up
Fixed some UI elements in adventure info on map screen sometimes misaligning
Fixed some irregularities with enemy pathfinding and bridges
Fixed “Ring of Duplication” not deducting mana correctly for some classes
Fixed second player drop-in message displaying when player 1 was in their World Map
Fixed scaled enemies not reacting to the player correctly
Fixed some OpenGL crashes on OSX and Linux
Fixed broken adventure load process when trying to add an already blocked adventure to your world map
ACK: Fixed a few minor issues on the Campaign dashboard UI
ACK: Fixed issue where changing sculpt increment with controller would cause the selected tile to be raised
ACK: Fixed several irregularities with Logic Block firing in online multiplayer games
ACK: Fixed “Fire Once” events not functioning correctly in online multiplayer games
ACK: Fixed trigger UI not updating correctly when moving between adjacent tiles that have triggers on them
Known Issues
Steam Overlay makes loading graphics disappear on OSX 10.10.x builds :(
Resolution switching on OSX sometimes leaves you with a black window/screen
1.0.9 (Build 8.1) Change List - April 24th, 2015
Fixed Logic Block event firing issue introduced in last update
Fixed controller only input issue on ACK publish warning screen if (B) was pushed
Patches Galore!
Just a heads up for anyone that doesn't visit the Forums much... though we haven't pushed any major updates our for a few weeks, we have been hard at work pushing lots of minor patches out with small features and lots of fixes.
If you don't already know, we run a full change list in the Steam forums right here...
http://steamcommunity.com/app/250560/discussions/0/558751812886943189/
Until next time,
Viva La Dragon!
Version 1.0.8, Build 7.4 - 100% More Bacon!
Welcome to Version 1.0.8, Build 7.4
Version 1.0.8 contains some nice new ACK and World Map features as well as a bunch of other minor changes and fixes that make this update pretty awesome.
New Water Colour options in ACK
After a year of having this on our todo list, we have finally added in 3 more water colour options… A darker blue, a dirty brown and a swampy green.
Another feature that has been asked for by our community for almost a year is the ability to move adventures around on their world map, and we have finally ticked that off our todo list too!
https://www.youtube.com/watch?v=B3Dl5TwOj3M
New props for the ACK
We’ve added a bunch of new exterior props to the ACK…. and finally have our first Bacon in the game :-)
Now anytime in the ACK, during your editing session, you can press CTRL+S to quick save any previously saved adventure. This will also work when using a Controller.
New RECENT PLAYS filter in the Adventure Gallery - World Map Mode
We now track the last 50 adventures you have played offline or as the host when online and we have added a new filter to the Adventure Gallery World Map view called RECENTLY PLAYED that will show you those adventures in order of most recent to oldest.
1.0.8 (Build 7.4) Change List
New
Added ability to reposition Adventures and Campaigns on the World Map
Added a new “Recent Plays” category in the Adventure Gallery - displays recently played adventures
ACK: Added new Dark, Brown and Swamp water options
ACK: Added new props (see above)
ACK: Added quick save option in ACK - press Ctrl-S at any time to save your current adventure
Changes/Improvements
Potions and Keys can now be picked up faster after they drop
Fixes
Fixed enemies spawning from Spawners/Random Markers not setting skin colour correctly
Fixed NPC’s with no Dialogue not showing their name
Fixed minotaurs not charging
Fixed not being able to climb stairs when bottom stair was resting on a quarter height tile
Potentially fixed mouse cursor being disabled incorrectly
Fixed some strange/inconsistent behaviour when rotating props
Fixed loot drops from Dragon not respecting new loot drop quotas
ACK: Fixed “Connected Inputs” not updating correctly on a Logic Block when Connections are hidden
Fixed being able to play blocked adventures from the Adventure Gallery
Fixed controls help not showing in Pause screen in Dragon Arena
Other miscellaneous bug fixes
Known Issues
Steam Overlay makes loading graphics disappear on OSX 10.10.2 builds :(
Version 1.0.7, Build 7.0 - Difficult Decisions
Welcome to Version 1.0.7, Build 7.0
Version 1.0.7 contains some pretty big game changes, including some things that our community have been asking for for a while, so we think you are all going to be super excited with this update!
New Gameplay Difficulty Settings
One of the things we hear a lot from the community is that for some players, adventures are too easy and for others the same adventure is too hard, so we have implemented a difficulty system where players can choose to make the game harder for more XP rewards, or make the game easier for less XP.
You can change your settings on your World Map by pressing SPACE when using Mouse or LB when using Controller.
Settings that can currently be changed are:
Number of starting extra lives per character (0 - 4) default stays at 2 like it is now
Number of lives awarded from a checkpoint (0 - 2) default stays at 1 like now
Amount of HP a checkpoint has to heal you (0 , 150, 300) default stays at 150 like now
The difficulty settings are persistent and you can alter them whenever you want. They also sync over a network game, so all players play the hosts difficulty settings, and they see what they are in the Adventure and Campaign loading screens.
We also turn them off in the ACK for play testing so creators can’t accidentally play an adventure is an easier mode and then mark it as easy.
Playing Reward Adventures stack the rewards on top of the difficulty settings :-)
In order to ensure you feel in control when in combat, we’ve implemented attack cancelling - simply Block or Dodge Roll at any time to cancel your current attack. Cancelling an attack with a block will cost you the same amount of Stamina as a dodge and will work regardless of whether you have a shield equipped.
You cannot use attack cancelling during special attacks.
Re-designed Enemy UI in ACK + New features!
We’ve spent some time making the Enemy UI int the ACK less cluttered by separating out like items into new tabbed panels. We’ve also added a BUNCH of new stuff too like:
Can now mark enemies to NOT have Mutators assigned (up to 5)
You can now adjust the scale of some enemies
Some enemies now have random colour tint selection
You can override these colour tints per enemy - want a purple orc? Go for it!
You can not set the types of items an enemy can drop when killed (Loot & Potions, just Loot, just Potions or nothing).
Loot Drop re-balance & Gold value scaling
We have finally gotten around to to re-implementing loot drops to ensure a much more even distribution of loot for players to ensure we don't get the "I've had 100 loot drops and I only get boots!" scenario ;)
Loot will drop evenly, weighted to the character class, and if it is a split-screen game, then the loot drop will be balanced to the player that opens a chest, or scores the kill on an enemy.
We have also spent some time to make gold rewards scale better as your characters level up.
New SNAKE Enemy
We’ve added a new Snake enemy to the ACK for you all to use in your adventures - it will slither after and bite any adventurers it can. Each attack will do an initial amount of damage, as well as poison the player for two seconds for additional damage.
New Invisible NPC
We’ve seen some pretty cool workarounds to make various inanimate objects have Dialogue, so we thought we’d try and make it a bit easier to add dialogue to whatever object you want - the Invisible NPC!
You can place and edit an invisible NPC just like any other NPC, although you’ll notice the Invisible NPC has a small pink box suspended in the air - this is the interaction point. When you add dialogue to the NPC, the speech bubble will come from this point. To give you full control, you can also raise and lower the interaction point like any prop, so you can customise where the dialogue sits on your screen.
New In-Game Moderator Tools for our Community Moderators
We’ve finally shipped a version of our in-game moderator tools to make life easier for our awesome community moderators. The main aim here is to make adventure moderation quicker, allowing for reports to be cleared quicker, and blockable adventures to be blocked quicker.
These tools help reduce the burden placed on us (the devs) and put the power in the hands of our awesome community.
1.0.7 (Build 7.0) Change List
New
Added a new DIfficulty System for customising play experience (see above)
Added new Snake enemy
ACK: Can now adjust scale and colour of many enemies
ACK: Can now mark an enemy to not receive a mutator (max of 5 per adventure)
ACK: Can now adjust whether an enemy drops just Loot, just Potions, both, or nothing
ACK: Added a new invisible NPC type (see above)
Changes/Improvements
Can now cancel attacks by blocking or dodge-rolling. Cancelling via a block costs 30 Stamina
Rebalanced loot distribution to be more balanced when selecting what type of item to drop
Gold drops now scale as you level up
Spiders will now stop shooting web once their target has been successfully “webbed”
Improved accuracy of first axe attack
Workshop item package and submit button now changes to “Update Package” when item has already been published before
Improved teleporter physics reliability when large groups of enemies move through teleporters
Small mushrooms no longer have colliders, so players can move through them
ACK: Logic Block delay timers can now go up to 20 minutes
ACK: Redesigned Enemy inspector to accommodate new features and break up controls into a smaller bit of UI
ACK: Saving an adventure now sets that adventure as the “Quick Load” adventure
ACK: Made pressure plates rotatable!
Fixes
Fixed Male and Female Black Rogue intro sound effects being switched
Fixed a physics quirk when standing on top of a book with a bridge on it
Fixed Tomes carrying their charge between adventures
Fixed character snapping towards mouse when attacking with keyboard (Enter by default)
Fixed not being able to delete character in character select panel with second controller
Fixed some lamps using an incorrect shader (they had a slight glow effect)
Fixed potential issue with saving & loading created Workshop items
Fixed on-screen controller help displaying to the left of center when looking at map in split-screen
Potentially fixed a lockup when pausing the game at the exact same time as the game ends
Fixed tutorial prompts in first two adventures not displaying correctly
Fixed loot shrine tier info displaying Bag Slots when a character already has 30 slots
Fixed phantom objects sometimes appearing in the item pickup UI
Improved climbing behaviour around many wall mounted/non-collision props
ACK: Stopped Comments and Reports listings in adventure details from scrolling when content fits the space
ACK: Fixed being able to place a Logic Block inside an Arch
ACK: Fixed a decal variant that was the wrong colour (ground glyph 3 - variant 5)
ACK: Fixed not being able to move wall decals up and down
ACK: Fixed teleporter connection lines not updating when a tile the teleporter is on is raised/lowered
Known Issues
Steam Overlay makes loading graphics disappear on OSX 10.10.2 builds :(
Version 1.0.6, Build 6.9 - United We Stand!
Welcome to Version 1.0.6, Build 6.7
Version 1.0.6 contains some pretty big internal changes for us, as well as some hotly requested features for the ACK. Have fun!
Unity 5
For Version 1.0.6 we‘ve finally updated to Unity 5, the latest version of the Unity game engine. This has been a pretty huge change for us, but now that we’re up-to-date we’ll be able to get the latest bug fixes and performance optimisations as Unity releases them. We’ve also seen some noticeable performance gains in some cases, particularly on lower-end hardware and non Windows machines.
As this version is the first release of FTD using Unity 5, you might see some minor graphical issues that we missed, or other “new” issues pop up that you haven't seen before…. if you see anything, please let us know ASAP and we’ll get them sorted out :-)
Visibility Options in the ACK
We've been blown away by the elaborate adventures you've all been making in the ACK, but editing some of the more dense or intricate levels can be pretty overwhelming. Logic Blocks, Switches and Teleporters can lead to a mess of spaghetti lines, making it hard to edit down the line.
To help, we've added a new visibility menu that contains some helpful toggle options to customise how you view the ACK. The options are:
Pathfinding accessibility On/Off (the same visual that was triggered before with the eye icon)
Fire lights On/Off to reduce performance cost in the ACK from all of the lights
Entity names On/Off for use on the new Entity names in the ACK feature ;)
Connection lines On/Off to help remove clutter in the ACK, when they are not needed
By popular demand, we've added a new Entity naming system to the ACK. This system allows you to name entities with a unique name, making complex logic setups much more understandable.
You can access the naming functionality from the Context Menu (RMB or Back on the Controller) - just choose the rename option and enter a name! You'll see a label with that name appear above the entity, that name will also be used in the event UI, instead of the entities normal name (Teleporter could become tp_forest_01).
We've also extended the functionality to Entities you could already name, so named NPCs and Enemies will display the new labels in the ACK, but you'll still set the names from their dedicated inspector, not the Context Menu.
Entity naming currently supports Triggers, Blockers, Logic Switches, Logic Blocks, Notifications, Teleporters, NPCs and Enemies. Let us know if there are any other things you'd like to name and we’ll look into it!
We now show you EVERY adventure in any "non online" category in the gallery list, rather than always just the first 36. So those of you with lots of deleted adventures you want to sift through, you now can :-)
We now have pagination support for all online categories, so you can page through all of the results, 36 adventures at a time. Pagination is supported on Mouse & KB and Controller!
We now have a Search By Tag option to allow you to search online for adventures that HAVE a specific tag.
We now reload results of each category each time you click on a category, rather than just cache the previous results until the gallery is closed again
We have added a "LEAST PLAYED" online search filter than will present the oldest, least played adventures we have online.
We have added a "RECENT UPDATE" online search filter than will present the most recently updated adventures we have online.
We now show you a notification at the start of each play session if any of your friends or creators you follow have published a new adventure since the last time you booted the game.
You can't interact with the notification, but it stays on screen for around 8 seconds, and gives you a total count of new adventures, with counts for friends and followed creators.
The changes to the Adventure Gallery and the new adventure notifications have been implemented to help with the adventure discovery process and give players more a great chance of seeing and playing new adventures.
1.0.6 (Build 6.7) Change List
New
Can now move between pages of results in the Adventure Gallery in ONLINE searches
Added gallery searching via Tags
Added new friend and follower adventure notification in Menu
Added “Least Played” and “Recently Updated” search options to the Gallery
ACK: New Entity naming system
ACK: New visibility options panel
ACK: Added ability to hide hidden adventures in dashboard (Check Settings in the ACK)
ACK: Added ability to hide Demo adventures in the the Load Adventure panel (Check Settings in the ACK)
Changes/Improvements
Moved to Unity 5
Many more performance optimisations
Adventure gallery can now show an unlimited number of results when browsing local adventures and adventures on your world map
Fixes
Fixed some decals using incorrect lighting values (they were too intense)
Fixed not being able to climb up onto a tile with a pressure plate on it
Fixed ability 3 for Fire Lords and Ice Wizards not following mouse in MKB mode
FIxed a potential issue that could clear character save data!
ACK: Fixed a server side bug that would cause Likes/Neutral/Dislikes to go negative, causing other stat displays to fail
ACK: Fixed issue where entering ACK multiple times per session would duplicate campaign adventures in dashboard
1.0.6 (Build 6.8) Change List
Fixed black screen on second player in a split-screen game while in an adventure
Fixed new filters in Adventure Gallery not working with Campaigns
Fixed rendering issue on Ghost NPC
Fixed multiplayer UI arrows staying on and not updating when the player they are pointing to is dead
Fixed not being able to use the “Are you sure” prompt when attempting to finish an Adventure if player 1 is dead in a split-screen game
Fixed Respawn prompt displaying incorrect controller icon for player 2 in splitscreen
1.0.6 (Build 6.9) Change List
Fixed bridges glowing white after returning from being transparent
Fixed rare case where failing to connect to servers (pings) at game start would prevent game from loading