Hey folks! This update is primarily an art update that updates most of the portraits for the units in the game. Not many functional changes, but this was a big art undertaking, so hope you enjoy the facelifts!
New Features
New Portraits for almost all unit classes (player units and NPCs)
Some unit sprites have been adjusted to account for the change in their portraits.
Quality of Life Changes
When flipping a switch, the camera pans only to the entities affected by the switch instead of including the switch itself, so the camera zooms more towards the relevant changes.
Bugfixes
Fixed a visual bug where units on the map would play their active animation after they started combat and got stuck that way until they moved.
Hey folks! Another big update today (several-version bump!) with a lot of cool new features for the demo! Check out the deets below:
New Features
Combat phase has been rewritten.
Units that fight in melee range share a connected stage.
Units that fight at range each stand on separate platforms.
Units that are within combat range walk onto the stage, while units out of range appear standing in place.
Units take a step forward to attack at range, and two steps in melee, then return to their original position.
New star and dust particle effects.
Pushed unit stats to the corners.
The stage beneath each unit samples the average colour of the tile they are standing on.
Health bar windows and damage windows enter the screen independently instead of as a whole unit.
Rewrote the whole combat logic under the hood to use sequenced events instead of hacky frame-tracking flag nonsense.
Added new rotary menu for the action menu and some former carousel menus.
Unit Skills submenu has been removed and all unit skills promoted to the primary level of the action menu. This may be reassessed in the future.
New Map Added: Crypt of the Sun King (NOVICE).
When hovering over various tiles containing an entity during the Unit Select or Map Survey phases, a help window will appear at the bottom of the screen describing that entity.
Randomized name generation during Drafting now pulls from distinct lists for each unit class instead of a shared pool to be more thematic.
Added ability to skip to next BGM song during a match in the Pause menu.
Added prompt to try the tutorial when a player tries to start a New Game for the first time.
Achievements can now be viewed during a match via the in-game pause menu.
New BGM Ceremony added.
New BGM Eastern Desert added.
Balance Changes
Vampire Slumber command skill removed.
Vampire Shadow Step command skill added. This action acts like Spirit Step, but allows you to jump to enemies as a free action. This means you can jump to an enemy to chain into other actions, such as using Drain after you Donate to an ally.
Sorceress Aeromancy: Headwind skill removed.
Sorceress Aethermancy: Transfer skill added. This allows a Sorceress to transfer negative status effects applied to allies and move them to herself instead. This adds another source of counter-play to status effects and gives Sorceress better team utility at range.
Necromancer LCK reduced to 0 from 1.
Overall balancing of Skulls From the Skull Throne adjusted to be more beginner-friendly. Recommended experience level reduced to NOVICE from INTERMEDIATE.
Necromancer RET buffed back to 3. Reducing both RET and LCK was overkill.
Villager now has the Shove skill.
Quality of Life Changes
Cavalier and Bard units are now available to play in the demo from the start to give new players slightly more variety at the jump.
Achievement requirements for Vampire and Sorceress have been changed.
AI should stand in place less often when roaming, chasing and fleeing.
Bugfixes
Fixed bug where Fencer’s second action after Exert + Fade Strike showed the attack preview based on where he started instead of where he is.
Action tiles are no longer highlighted for Gate doors that can’t be interacted with.
Made map filter names more consistent with descriptive names and fixed map unlocks accordingly where affected.
Fixed sequence break/softlock in Vital intelligence map involving coordinating a Mage and Lancer to make a door impossible to open by the Sol army.
A crash involving opening the Unit Skills submenu with a VIP unit can no longer occur since that submenu no longer exists.
Fixed a bug in Rendezvous objectives where an army concedes and the game does not end.
Misc
Updated lilypad sprites and added frog sprite to Vital Intelligence map. Shuffled some tiles and added disarmable traps to Vital Intelligence map.
Hey everybody, Talberon here. Thanks to all of you who tried out the new v0.15.0 demo! I have some new updates after receiving some feedback from players. Check out the changes below!
New Features
Added a new option in the main menu options to toggle the game’s fonts to a non-pixel font for users that have difficulty reading the pixel fonts.
Balance Changes
Escape Relics objective has been reworked into Deliver Relics objective. Units no longer leave the map when dropping off relics to the objective. In the demo, this only affects the Skulls from the Skull Throne map. Functionally, aside from a minor visual difference, this particular mission plays exactly the same.
Quality of Life Changes
Added a new “Autoplay Combat Steps” option in the main menu to allow auto-progression of confirmation prompts during combat on a player’s turn.
Added markup colours and icons to Objective descriptions and cutscenes.
The launchpad sprite has been slightly updated to be less arrow-like that implies they only go up.
Changed the Nobody Wins banner to say Game Over.
Added slight pause between attacker and defender damage resolution to audibly separate them a bit.
Added ability to view unlocked achievements in the in-game pause menu.
Bugfixes
Updated game to reset the cached state of achievements and other settings instead of just deleting the save file when using the “Delete All Progress Data” option.
Added separate “Reset All Inputs” option to controls menu.
Fixed “No Casualties” achievement to count escaped units from Escape maps when determining whether to unlock.
Fixed minor layering issue of sprites on one map.
Fixed some post-combat events occurring underneath the combat UI.
Additional Notes
Updated Credits
Added some cheat codes for unlocking stuff. If you want to know what the cheat codes are, join the Talberon Games Discord Server today!
Super Sol Standard Demo v0.15.0 - Major Update Now Available
Patch Notes - Second Demo Launch
Hey everybody; Talberon here, sharing the BIGGEST update I’ve ever made to any of my games at once! After nearly a WHOLE YEAR, I’ve got a massive update for Super Sol Standard. I’m releasing a new demo!
There’s so much to cover, so if you’re overwhelmed, just give it a shot and play it now! Otherwise, check out the new trailer I put together!
How YOU can help me out!
I really want this game to be a fun experience for as many tactics fans and others as possible. I would be eternally grateful if you could help me do this.
Wishlist the game on Steam. Wishlisting helps the game in the algorithms so that more people can learn about it. It’s really THE most impactful thing you could do to help spread the word. Do it even if you’ve already downloaded the demo.
Follow me on Twitter. I post about game features and development updates there! If you’re sharing any thoughts or clips of your gameplay, or if you have any questions, I want to hear from you!
Join the Talberon Games Discord. I am always paying attention to Discord, so it’s a great way to get in contact with me and other players.
Tell your friends and play with your friends! If you don’t have friends that you can sit on the couch with, play with folks using Steam Remote Play or Parsec!
And with that, I will drop a long, non-exhaustive list of changes in this patch (since v0.0.4, can you believe it?):
Super Sol Standard Demo v0.15.0 Patch Notes
New Features
Combat Estimate Window added that calculates the damage range of units when they select actions that would start the Combat Phase.
Units with signature skills that would usually be used instead of Basic Attack now appear at the top of the Action Menu instead. Basic Attack can still be accessed via the Unit Skills submenu.
New Objectives + Conditions
Defend objective added. Defend all control points before an enemy can seize it!
New Maps
Most maps from the previous demo have been removed. New maps have been added that better reflect the direction of the game. For VS play, maps have been split into Scenario and Arena maps. Scenario maps are more objective-oriented maps, while Arena maps are symmetrical, competitively-balanced maps for skill-oriented PVP matches.
Most unit actions now have effects that play, and many include new animations.
The game UI has been refreshed and improved across the board, with text formatting, in-line icons and more succinct, accurate information.
Unit skills that have modifiers that scale based on attributes or calculations now appear in brackets after skill names and in skill descriptions.
Combat screen reworked to focus details in the center of the screen
Dice rolls have less ear-piercing SFX and animate as they roll.
Blocked attacks now show a shield covering a cancelled-out attack icon.
Defending units in combat now show the RET icon instead of swords for their primary damage.
Unit Voice Volume option added that allows you to adjust the bark and dialogue volume separate from the rest of the SFX. Percentage is relative to the SFX volume option.
How to Play menu renamed to Tutorials & Help
New Tutorial implemented (”The Academy”)
New quick multiplayer tutorial implemented (”Just the Basics”)
Unit Codex updated
Added short unit descriptions
Adjusted display of skills
Added control hints
AI Personality menu describing AI behaviour added
Updated the Manual with new descriptions and helpful animations and pictures
New level select UI
New turn clock counts down during gameplay instead of being paused unless in the Select Unit phase of a turn. If a unit is not selected when the timer runs out, a random unit is exhausted. If a unit is selected while the clock is counting down, that unit is exhausted.
Updated Super Sol Standard logo on Title Screen.
Added option to open save folder in Options menu
Added links to Steam patch notes in Community menu
Added loading screens. The game should no longer freeze while opening the level select menu or after selecting a map.
Added crash bug detection and prompt at game launch with bug reporting info.
Objective cutscenes can be replayed mid-match via the pause menu
Pressing the Preview Unit button on an AI unit now shows details about that unit instead of a list of AI personality behaviours.
Some AI units now have abilities they can use instead of just Basic Attack.
When not hovering over a unit while in-game, the Preview Unit button can be pressed to view what spaces can be moved on and which cannot.
Movable spaces are in blue
Collision spaces are in red
Destructible terrain, drawbridges and doors are in purple
While a unit is selected, you can press the Preview Unit button to Survey the Map, which allows you to check enemy threat ranges and terrain features without unselecting the current unit.
Moved Wait action out of the Action Menu, into a macro that can be activated with the Preview Item button. Most units will want to use Guard the vast majority of the time instead of Wait.
Balance Changes
Unit Adjustments
Champion
AMR reduced to 7 from 8
HP increased to 8 from 7
RET reduced to 2 from 3
Challenge skill replaced with Drag skill
Marauder
RET reduced to 2 from 3
Brace reworked to act as a reversed Enrage that ends the unit’s turn but also makes them immovable.
Paladin
ATK reduced to 3 from 4
Angelic Strike command skill removed
Consecrate skill added. Consecrate allows a Paladin to place a +1 BLK buff tile on the battlefield to benefit anyone who stands in it.
Lancer
AMR increased to 6 from 5
HP reduced to 9 from 10
RET reduced to 2 from 3
Pierce skill now bases damage off of RET and includes LCK, instead of dividing ATK and ignoring LCK.
Coup de Grace renamed to Execute. ATK buff reduced to +1 from +2. Damage now scales off of RET instead of dividing ATK.
Pugilist
RET reduced to 2 from 3
Cool Off skill added which allows spending a stack of Heat to reset the status duration.
Fencer
AMR increased to 5 from 4
HP reduced to 9 from 10
RET reduced to 2 from 3
Perfect Focus can no longer be stacked with Exert for a triple action in a single turn.
Cavalier
Max CP reduced to 4 from 5
RET reduced to 2 from 3
Gallop command skill replaced with Hind Kick skill. Hind Kick costs 2CP and behaves similar to Shove, but deals 1 DMG and can be used just for the damage if the target is up against an obstacle.
Rogue
ATK reduced to 4 from 5
Mug now deals full damage before checking if stealing is possible, instead of half damage.
Pierce skill now scales based on RET instead of half ATK. LCK is now included in the attack.
Rend Skill is removed.
Disarm Trap skill added. This skill allows the Rogue to remove traps placed by Archers and Mages (and some traps part of the initial map) without activating them.
Archer
Hunter’s Mark now affects Rapid Fire damage.
Nock now also increases ATK and RET by 1 instead of ATK by 2. Status duration increased to 2 turns.
Poison Arrow skill is removed.
Rapid Fire skill is added. Target up to [RET] enemies and deal 1 DMG per target. Targets can be selected multiple times.
Trap entity generated by Lay Trap skill now disappears from the map if not triggered within 5 rounds of it spawning.
Trap entities can now be placed on spaces with other non-trap entities so long as they are tiles that can be moved through, or contain a unit.
Mage
AMR reduced to 4 from 6
HP increased to 10 from 8
RET reduced to 1 from 2
Jetstream, Inferno, and Frostbite entities can now be placed on tiles that contain other entities so long as they are not other player-generated entities, traps, or immovable.
Jetstream booster now allows units to move at full boost range instead of a fixed distance of 3
Inferno traps now apply a burning status effect that deals 3 damage for 2 rounds. Inferno traps no longer trigger multiple times and will disappear after activating once. Trap will disappear if not activated within 3 battle rounds.
Frostbite traps will disappear if not activated within 3 battle rounds.
Sorceress
RET reduced to 2 from 3
MV reduced to 4 from 5
ATK reduced to 4 from 5
Arcane Potential command skill removed
Chronomancy: Time Out command skill added. This skill allows you to exhaust an enemy unit and skip their turn.
Cryomancy: Blizzard now deals full ATK damage instead of half damage rounded down.
Biomancy: Blight renamed to Necromancy: Blight and now applies a -1 RET aura to a target enemy instead of enabling a -1 RET aura to herself.
Vampire
ATK reduced to 4 from 5
RET reduced to 2 from 3
Donate skill now opens a menu after targeting an ally that shows how much health is being transferred instead of selecting the value before targeting an ally.
Cleric
LCK reduced to 3 from 4
Bard
RET reduced to 1 from 2
Double Time moved from Command Skill to regular skill
Verse: Accelerando skill removed
Play: Symphony Command Skill added. This allows Bard to apply a Concerto-distance aura with Solo-level potency for 2 battle rounds. After expiring, bard play Concerto.
Block universal skill now applies a +1 BLK modifier to the user until the end of the current Battle Round in addition to the 3 AMR recovery. As a result, the Block skill is now available to the Marauder and Vampire units. Blocking earlier in the round provides the most defensive opportunity.
Quality of Life Changes
Added additional info to skill descriptions, such as displaying a subwindow describing Free Actions.
Turn priority is now displayed in the Battle Round window and updates as units are exhausted
All skill descriptions updated with colour-coded, consistent language and icons.
Reduced harshness of some SFX.
Added controller disconnection detection and reassigning of controllers mid-game.
Pause menu can be closed by pressing the Cancel button.
Players no longer need to confirm the end of their turn after taking actions.
Achievements required to unlock various units have been adjusted.
Draft Improvements
(SINGLE PLAYER ONLY) During drafting phase, can press the cancel button to undo a draft pick.
Selecting a unit shows a confirmation prompt to mitigate accidentally drafting the wrong unit.
Pressing the “Random Unit” button selects the unit instead of just highlighting it.
When promoting a unit to a commander, the unit’s command skill will be previewed on screen during the confirmation prompt
Pressing Preview Item on a Chest or Residence that obtains items from a randomized pool will show the possible items that could be obtained from them.
Bugfixes
Clouds no longer render outside of the game area
Too many to list. If you find a bug in the game please consider filing a report via the Report a Bug feature in the Tutorials & Help menu.
Misc Changes and Notes
Credits have been updated to reflect the work done by my wonderful testers who submitted feedback during the prerelease testing period. Thank you all for your help!
Many unit portraits and sprites have been tweaked or changed.
New animations for various units as they perform signature skills.
Changed RET icon to a fist icon instead of a sword+shield to make it more distinct from ATK and BLK.
.NET and library updates
Plug Twitter and Discord
Save file changes
Added wishlist link to main menu
Many tiles and icons have been refreshed or changed.
Updated MatchupPro and EquipmentPro fonts to modern Match and Equip fonts with more character support.
Added extra unit barks to dialogue pool when selected.
Removed the Objective Preview button mapping. This functionality has been consolidated with the Pause Menu functionality.
Due to a significant change in the way save files are saved and loaded for security reasons, saves from the earlier version of the demo unfortunately cannot be loaded or converted. This should never happen again, and I sincerely apologize for the inconvenience.
There are so many more changes after almost a year of development, so please check out the new demo!
Dev Log: Cutscene Editor
In this video, I show off how I create cutscenes for Super Sol Standard in preparation for the second demo I’m working on in preparation for this Summer. Check it out!
If you’re interested in seeing other developer logs like this one, let me know in the comments.
Super Sol Standard Demo v0.0.5
Bugfixes
Fixed an issue where running Windows (and possibly other OSes) with a non-English system language with accent characters would cause the app not to launch.
Removed pre-baked SaveData that was included in previous versions. These should not have been included in the build and should be generated when starting the game for the first time.
Misc
Moved the log folder to SaveData along with the other data
Super Sol Standard Demo v0.0.4
Super Sol Standard Demo v0.0.4
Bugfixes
- Fixed issue when conceding during a Seize objective where the turn would not pass and the game would not end. - Fixed an issue where the Mage inferno trap would trigger an additional time compared to its description. - Fixed a bug on Escape objective maps where achievement checks will not notice the player had won those maps. - Fixed a bug where the Pugilist unit would tick each of its status effects whenever it uses Meditate. - Preventing opening the pause menu except during the Unit Select phase to avoid odd scenarios when using certain pause menu options during targeting phases. This may be revisited in the future.
Thanks to Infernal in the Discord community for reporting these bugs!
Super Sol Standard Demo v0.0.3
New Features
- Added a background behind maps to replace the black void. This can be disabled in the options menus in case you prefer the black void or you find the background distracting. - Added ability for Tactical AI Units (single player/co-op only) to destroy player-generated debris (e.g. Mage Terraform entities) if no enemies are in sight to avoid exploitation by “fencing off” units.
Quality of Life Changes
- For new installs, the turn timer has been disabled by default. You can turn it on in the options. This feature is good for PVP games where you want something similar to a chess-clock to keep games progressing without too much delay, but didn’t make sense when most players are likely playing single player or co-op and want to take their time deciding their turns.
Bugfixes
- Fixed an issue where the Sorceress command skill Arcane Potential skill would not spend the CP cost of the skill, allowing players to use it continuously. - Fixed an issue in the Rogue Assassinate command skill where the Rogue unit would not be exhausted and could be reactivated in the same battle round. - Fixed a bug in the Pugilist skill Adrenaline Rush where it would not exceed the stack cap as stated in the skill description.