Live by the Sword: Tactics cover
Live by the Sword: Tactics screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

Live by the Sword: Tactics

Patch Notes for Early Access Version 2358

Fixes



  • Fix for possible soft lock when entering an Adventure Mode battle with an injured character.
  • Fix for board icons not updating when changing game settings for Local Multiplayer and Online Custom Game.

Combat Update


Patch Notes for 2324:

- Targeting changed to remove being able to use melee actions diagonally.
- In-battle information pop-up added whenever a player first has an injury in an adventure campaign.
- Injured health bars added.
- Health increased by 1 for all playable characters that previously had an odd amount of health.
- Minor animation fixes.

As always please use the feedback system with (F8) and let us know what you think.

Long Awaited UI Update Arrives!

It’s officially out, the UI overhaul for Live by the Sword: Tactics. I don’t think it’s an exaggeration to say that this has drastically improved the game, visually and usability wise. Not one bit of the game has been spared from a new coat of paint. Not even our feedback reporting tool (F8) has escaped looking better. Which by the way I ask you use and let us know what you think of the new look please. We are offering a 25% discount for the next two weeks as well.

And please feel free to join our Discord: https://discord.gg/8N4FPVzfRJ


What is in this update
Bug fixes and bug fixes with a side of bug fixes. Thanks in part to a lot of you all reporting bugs.
Floating combat symbols to replace the floating text
Floating damage numbers to replace the floating damage text
New speech bubbles and emotes
New ability selection interface
New character selection interface
New combat UI
Adventure Mode Map made significantly bigger
New pub interface for Adventure Mode
New interface for enshrining in Adventure Mode
New trophy display for Tactician Mode
New options and rebinding controls menu
New main menu and sub-menus
Credits Updated


The next update
First let me talk about a problem that can happen in the game and how we plan to address it. The death clumps. Your enemies and you run at each other and just clump together making for less than strategic gameplay. We’re looking at two ways to address this issue.

Spreading out enemy spawns more. In this update we’ve moved enemies starting positions around to be more spread out. We hope this will help prevent everyone from running straight to a central location.

We’ve also been internally testing a change to how targeting works in combat for a few abilities. This would limit the tiles they can target from 8 directions down to 4 directions. Really making you think about where you want to move your characters and avoid clumping together and just standing on high ground and raining down blows uncontested. This change will be next week. We wanted to delay it so the current combat system is fresh in your minds so you can compare it to the update. If the update isn’t good, we just simply revert to the old combat system.

Patch Notes for Early Access Version 2016

Fixes



  • Fix for game bugs caused by invalid save files, which included lost progress when returning to the main menu or restarting the game and the tutorial failing to start. Invalid save files are now regenerated to avoid this occurring again in the future.
  • NOTE: The above bug was due to save files not properly carrying over from the demo to the full game. As a result of this fix, demo save files from the previous version of the demo will be regenerated, including those carried over to the full game. This will mean that Story, Tactician and Adventure progress and volume/language/controls settings from the demo will be lost. We apologize for the inconvenience this will cause.
  • Fix for not being able to use the Spacebar when setting names in Adventure Mode or using the feedback form if that key was assigned to Submit.
  • Fix for not being able to navigate buffs and debuffs when using keyboard or controller.
  • Fixes for incorrect Japanese text.


These fixes have also been applied to the demo.

A massive Story Mode update is here! Play Act 2 now!

Act 2 available to play as of today!

The middle act of the Live by the Sword: Tactics Story Mode is now available, adding more cutscenes and battles which follow on directly from the dramatic conclusion of Act 1. Having uncovered a sinister plot, more will be revealed about our band of heroes as they face off against multiple challenging encounters on their path to save the kingdom.

This update puts us three quarters of the way through Early Access, plus we have some exciting announcements we're looking forward to sharing with you next year.

Thanks again for sticking with us through development and we hope you enjoy Act 2!

Patch Notes for Early Access Version 1967

Changes & Additions



  • All text previously only available in English (Story, Tactician and Adventure) now fully translated into Chinese, French, German, Japanese and Spanish.
  • "Rest" button now says "End Turn" when the character is at full health.
  • The Poisoned Rest debuff now only has an effect when the character is not at full health.
  • A toggle for displaying the turn transition animation has been added to the pause menu.
  • Tutorial end questions UI updated to match menu/gameplay styling.
  • Intro pop-up no longer displayed at the beginning of the Story Teaser 1 cutscene.


Fixes



  • Fix for story menu navigation not working correctly when using keyboard or controller.
  • Fix for tiles being displayed as targetable when selecting the Rest button.
  • Fix for the feather sometimes staying on the tile during the Phoenix Rise animation.
  • Fix for a soft lock caused by the AI missing a Bear Hug before moving.