This week's update contains a ton of small tweaks and features designed on smoothing out some of the main game phases, and fixing a pesky bug Kronlach reported in the forums so thank you for that!
As always, I'm looking for feedback on the game flow, the difficulty, or even if you've got cool ideas! Thanks for reading!
Features:
New 'Wounded Humanoid' event
Attribute scaling significantly increased, all units will now hit harder and have more protection to make battles less lethal
Tweaks:
Can now open and view the equipment the Ensemble's Packmule is carrying, with a warning that they cannot be moved to the Armory until returning to the Capital
Can now open and view the resources the Ensemble's Packmule is carrying, with the above warning.
Reworked Ensemble status rendering to clarify what the Ensemble did last week versus what they are about to do
Added a tooltip for the Ensemble's status that describes what they are going to do that turn (ie Gathering, Patrolling etc)
Included brief description of the current week phase in a few tooltips to clarify when something is going to be done
Rework loot drop messages, for gaining or not finding any.
Tweak tooltip art from a plain black image to something with more texture
Display hiring costs inline on the Pub screen, so you don't need to mouse over everyone to see their costs.
Highlight hiring costs to make it clearer if you can afford them or not
Added resource icons on the Ensemble's Packmule resource panel
Spacing on the Resource and Equipment panels
Added a log note about an Ensemble returning to the capital
Fixes:
Fix Ambushes sometimes happening too often
Fix certain Gathering events not generating resources, or generating the wrong resource
Itinerary Overview no longer floats a message telling you that a step was successfully added, when it hadn't.
Fix battle initiative panel showing the wrong HP (and even hiding unit panels) incorrectly
Fix battle unit panels not showing up if they died at any point during the battle
Fix HP/FAT/MOR bars in unit panels appearing empty when a unit was at full health
Fix duplicate choices during a certain Patrol event
Fix debug event showing up during Patrols
Fix Gathering event reading as 'Gathered' when it should have said 'Gather', leading to confusion as to what is about to happen
Changelog for April 26th 2020 v23
This week's update includes a fancy tutorial and a ton of fixes, but more importantly it includes the long awaited Event System rework, which is to say that from now on, creating new events will take significantly less time, and will one day lead to them being fully moddable. But for now, it's baby steps.
All the events in the game, as of v23, are the same as they used to be, only they're using the new system. Here's a little capture of how they look in the new tool I've been working on:
Nothing crazy to look at, but man does it make life easier! The goal is now to start creating events with a constant regularity that'll make Dominions 5 look like easy mode!
Please continue to use the crash reporter, and make sure to allow it to include the save file and log file. It'll let me reproduce the issues a whole heck of a lot easier, since I can just jump right to where you were when the issue presented itself.
As for the non-event changes, I had some great feedback (and a pair of people recorded their gameplay with thoughts and then even went so far as to document their issues in a spreadsheet, which was amazing. Thank you for doing that!
The game is roughly a year and a half old now and still has a heck of a lot of growing to do, and I'm looking forward to seeing this bad boy grow. There's so much potential here, just imagine what sort of crazy events could happen! Maybe an evil boghag curses your hero with old age, maybe a gentile old bird gives you a trinket leading to your Ensemble finding a huge stash of resources next time they go gathering, the sky is the limit!
Anyway, I gotta get back to work, these Events aren't going to write themselves. Thank you for the support, and remember to reach out to me on Twitter @tankorsmash, or directly via email at tankorsmash@tankorsmash.com if you've got questions or ideas, or even just post them directly on the forums here!
Talk to you soon!
Features:
Reworked how Events are implemented. This shouldn't affect your experience yet, but it was a massive fourth month project to implement, and should eventually lead to easily creating your own events once the game is 1.0
Brief tutorial that goes over the UI once the Hero is created. This includes the main overview screen, the Itinerary screen, the Equipment screen, the Armory and Packmule screens
Tutorial saves/loads progress so if you exit the game halfway through, you're able to pick up where you left off
Tweaks:
Add option for tooltip delay so they can show up earlier or later
Add visual effect to the 'view battle' button to better inform you when there's something to watch
Reposition log buttons on the main screen to be off to the side
Add borders to unit portraits in the Chapel
Tweaked wording on failing to capture a prisoner to make it more clear what happened
Each game phase now has a custom tooltip over the 'advance time' button, rather than just one big blog of text
Can now inspect the starting heroes in the Hero Creator by right clicking, like you could any other unit
The building cost labels now include building names
Floating label when trying to build a new building in the capital has text highlighting for easier reading
Add whitespace for text box when removing a unit from the Ensemble
Animate the building info when mousing over an unbuilt building in the capital, and include the building's icon
Game window position persists across sessions, meaning if you move the screen to the right, it'll be on the right the next time it is launched
Add ultra-hidden/inaccessible match3 minigame I made during quarantine for fun
In the savefile, the unit's name is now at the top, for easier identification
Optimize some core battle logic so battles should resolve nearly instantly for anyone who it wasn't before.
Fixes:
Fix inspecting a unit during battle showing their final state (ie dead, if they died during the battle), rather than their state at the given instance in the battle replay.
Fix pressing ESC during the Hero Creator starting the game with bogus data
Fix clicking the 'loop' button sometimes not looping the Ensemble's orders
Fix Hero/Ensemble leader dying during a battle, and not being able to see battle results because they were instantly moved back to the Capital
Reduce texture size for slightly faster loading
Remove leading '+' character when inspecting armor
Fix Hero Creator's descriptions and stats not matching their names
Fix certain Itinerary steps not having a decision made
Fix reading name file from the disk too often
Fix crash on loading the game where your first Ensemble wasn't loading correctly
Changelog For January 3th 2020 v22
This is the first post-Early Access release! It's got a ton of crash fixes and a lot of integrated feedback from you guys! Don't forget that there's a free demo live that you can try out, which is actually the entire game.
You can now cast a magical ritual named Dark Promotion at the Mages Tower to revive a dead minion (non-Hero) unit and have them become the leader of their own Ensemble. There isn't currently a cost to doing so, so I recommend making a handful to really get your exploration going!
I'm still working on writing the new event system so hopefully that'll come out sooner than later now that the holidays are over. Hope you folks are enjoying the game, it's been a lot of fun working on it!
Highlights: Creating new Ensembles, quality of life improvements and a crash reporter!
Features:
Add a new ritual that lets you revive dead minions and promote them to Hero, allowing you to create new Ensembles
Add a crash reporter, so you can submit instant bug reports
Can now see a unit's limb health. The fewer healthy limbs, the worse they'll do in combat
Can now remove units from an Ensemble. (Note this is temporarily not limited to only while not on excursion)
Tweaks
Add a glimmer effect to 'Embark' button to make it more obvious the Ensemble is resting
Added the Itinerary Index (ie '#3' if its the third entry) to the world screen
Replace 'On Excursion' with the actual entry name for clarity
Reword 'UnsetCondition' to 'Alive' to better reflect that the Tactic applies to any target
Add a button to clear the currently planned-to-cast Ritual
Shrink and rephrase the empty Barracks description
Use the same color for HP/FAT/MOR in the equipment screen and the world screen
Change 'Send' to 'Bury in Chapel' in the Memorial so it's more clear what's happening
Reword some entries in the credits
Use a mono SFX effect for opening menus, rather than slightly off-center
Add a visual divider between weeks in the world log
Remove extraneous spaces on stat explanations when inspecting a unit
Fixes:
Fix crash when viewing an ensemble without valid members
Fix crash when hiring a new unit from the Pub and immediately reopening the page
Fix crash on inspecting certain Itinerary Entries (travelling, returning to base etc)
Fix showing the dead minion's widget at the top of the world screen
Fix crash for when you hover over a second ensemble
Fix surviving battle members to always having at least 1HP
Fix units not always healing when resting in the Capital
Add logging in several places for dealing with multiple ensembles
Minor optimization of sprite backgrounds
Don't show unexplored locations when you inspect an Itinerary Entry
Early Access Release!
It's been over a year since I started working on the game, first as a simple little app to simulate how the systems might work, to giving it a very rough UI, to adding features and mechanics, and even potential modding support (way down the line!), it's been crazy.
I'm excited and nervous at the same time, the last game I put out was a little brick breaker but Tactics is becoming something several times more complex and is all kinds of challenging to build. I've learned a lot, and I can't wait to see how the next year of development will look with your feedback!
I hope that I can put up a free demo version of the game so that you can give me feedback as easily as possible, but only time will tell. I figure it makes sense to make the game as accessible as possible while it's being built.
There's so much left to do, so I'm going to get back to it! A special thanks to Dopamine, Cablenexus and everyone else for giving me so much constructive feedback over the last betas on Discord, it means a lot!
Oh, here's a changelog for all the latest changes for everyone who's been playing for the last little while:
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Changelog For December 2nd 2019 v21
Highlights: Early Access Release! More art, prettier UI, tons of tweaks
Tweaks:
Can now click on itinerary entries to get a better idea of what they do
Can now click on the construct outpost entry to view its cost, in addition to hovering over its button in the dropdown
Add an confirm modal when aborting to make it clear what you're doing when you abort your active Excursion (similar to looping)
Action button on the main screen now tells you which Ensemble has actions to take
Use new event screen layout with pretty art
Make the quest complete popup prettier
Add padding for 'remove equipped weapon'
Tweak weapon stat layouts when selecting a weapon in the loadout screen
Tweak armor stat layouts when selecting a weapon in the loadout screen
Tweak spell stat layouts when selecting a weapon in the loadout screen
Add portraits to swapping unit positions
Add border to unit images in the loadout screen
Add a background in the left of the loadout screen to hint where you should click to close the menu
Reword ambush choice text to make it clear you can't sneak by
Moved changelog and discord buttons out of the world screen and into the main menu
Changelog no longer pops up on first load of a new build, instead flashes the button
Show building construction costs when you click on it to build without enough resources
Buildings cost more resources as you construct more of them
Fixes:
Optimized startup time
Fix text alignment issue when inspecting an actor
Reword some of the first-load welcome text
Change 'automatically' to 'manually' on chapel corpses
Add missing comma and whitespace in various event texts
Fix location dropdown not being clickable by moving it upwards when it would have been clipped by the border (ie anything on the bottom quarter of the map)
Fix loadout screen not opening when clicking on portraits on the world map screen
Fix events sometimes having buttons without any text
Should be invisible to the player, but started moving events into data files so that they might one day be moddable!
Fix clouds not moving to reveal new unlocked zone
New beta update: V19, October 8th 2019
After a long wait, this beta update has finally arrived! Thanks to everyone who contributed ideas and bug reports!
This marks a year Magnolia has been in development and I believe an Early Access release isn't more than a few months away! So much to do though, more quests, way more events, more unit progression, and much more is in development. Brooke and I have been kicking around some neat ideas for ways the Itinerary can be manipulated, whether it's by enemies confusing you, finding an artifact on an excursion, boosting your units' power, or by adding perks for itineraries with a specific length. A lot of cool stuff to come!
Don't forget to add Magnolia to your wishlist, and to join the discord to get a free beta key to try these updates yourself!
Last but not least, here's the changelist in this update!
Features:
Added The Chapel for burying the dead
Can now move dead units from an ensemble resting in the city to the Chapel grounds
The Mage's Tower will eventually use these bodies as resources to spend when casting rituals
Can cast a 'revive' ritual, which has a chance to revive a buried soldier
The game now skips phases where no actions are taken (ie when all ensembles are travelling, or resting in the capital)
Added basis for 'perks'/'attributes' and weapon affinities. The more you use a weapon, the more the unit will gain an affinity for it.
Every weapon now has a category like 'swords' or 'staves', and you'll get up to three attributes per weapon category
Gain XP for a given weapon category by scoring a hit or dealing damage with it in battle
Added Training Grounds to the capital, where you can leave units in order for them to forget their weapon affinities, allowing them a chance to learn a new variant
Added Opposition Points, special events that inflict a debuff on ensembles on active excursions, until they're defeated
Have a random chance of spawning and can be seen next to the associated location button in the World Overview
Keyboard shortcuts for the main menu (SPACE to skip intro, O for options etc) and World Overview screen (SPACE to advance time, C to view capital)
Locations are now marked as unexplored until they are visited for the first time
Tweaks:
Reword advance time button to 'Confirm Plans' and 'Resolve Choices' instead of 'Commit' and 'Resolve Events'. Let me know if this is any better
Show currently selected ensemble's packmule on the World Overview screen
Last selected ensemble persists across screens
World log is now visible by default
Added right-click to inspect unit in the bar along the top of the World Overview screen
When going Windowed mode, the window now appears at an offset, instead of flush with the corner of the screen
Text highlighting for constructing outposts, to make their costs more obvious
Quest text rewritten, font size tweaked
Quest progress is now saved across play sessions
Added tooltips to units' stat bars on the top of the World Overview
Added tooltips for main menu buttons
Added animation to tooltips
Resources gathered via Gather are now shown in the world log
Hide the opposition buttons when the opposition points are inactive
Replace quest/itinerary/equipment/packmule/resource buttons on the World Overview with text icons
Added a 'move 100' for transferring resources to/from packmule and capital
Completed quests now notify their completion
New Game button has been added to the main menu.
Shrank modal sizes when inspecting a location, and reworked the layout a bit
Quit button in the World Overview now has a confirm modal, instead of immediately quitting
Resize inspect unit modals to fit new attributes
Tweaked the outline for the selected ensemble in the World Overview
Renamed 'Prebattle' screen to 'Equipment' screen
Fixes:
Fixed deleting a savegame without restarting the game causing a crash
Tooltips no longer activate over invisible widgets
Known issues
Tooltips sometimes stack up
Tooltips move too much while animating in
Update! New Capital, Rituals to cast, New Events!
This week's beta update has a ton of crazy stuff to check out. Now your Ensembles remember their fallen, you can take prisoners from battles, and so much more. I'm really happy with the way things are shaping up! I mean just take a look at that art!
Let me know what you think of the changes! Would you be interested in having the beta build available as a demo on the Store page, before the game goes into Early Access, or are you happy keeping it to the folks in the discord?
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Changelog for June 19th 2019 v18
Highlights: Rituals to cast, Prisoners to capture, Reworked Capital art, New choices to make!
Features:
Added 'Rituals', a style of out-of-combat magic that allows you to manipulate the world
Can now attempt to capture defeated enemies, in order to hold them prisoner in the Mage's Tower
In the PostBattle screen for battles you've won, a new 'Capture' button has been added.
Ensembles now have a memorial for permadead units.
Add 'Pond' event, with mutliple outcomes. Will you drink from the pond, or try to walk away?
Added a debug menu bound to KP_PLUS to view some of the data in-game. Will be removed by release
Tweaks:
Added flavour text for attacking a troll (NB: no actual troll to fight yet)
New flavour text for all events in the game
Added new choice for the highwaymen event
Moved the Ensemble icons lower on the world map so that they don't clip
Tweaked Tactic setup widget, ('[X]' to 'x', etc)
Replace placeholder descriptions in Hero Creator
Added tooltips for explaining what Alert Levels are
Removed Storage building and replaced with Mage's Tower
All Modals now animate in, instead of just appearing
Added colors to Marketplace for easier visual identification
Moved date display onto two lines on AllEnsemblesOverview
Don't fade out Ensemble icons on map when they're travelling
Take Action button is no longer red when an action is required
Flash the Ensemble icon instead, to show that there is action required
Fixes:
Fixed not having post-battle event-specific text
Fixed the marketplace being resolved before the week was over
Fixed the take action button always saying 'Action Chosen' on Results Phase
Added another attempt to fix tooltips showing up incorrectly (appears to be unsuccessful :[)
Fix crash when hovering too quickly over too many buttons
Fix floating labels being clipped by the top of the AllEnsemblesOverview screen
Fix text overflowing results modals
Fixed Marketplace panel being too wide, cutting off the close button
Fixed Marketplace not using the icons for the sell listings
Fixed Ensemble icons scaling over the Location button on mouseover
Update! New art, units remember things, and combat animations! May 29th 2019 v17
This weeks patch smooths out a few edges, adds some new polish to the UI and as always, fixes a few crashes. Let me know on discord what you think!
Check it out:
Changelog for May 29th 2019 v17
Highlights: Week recaps, Heroes and Minions track their own stats, and more icons
Features:
At the end of every week, you are now shown a recap of everything that happened
Added a 'disable recaps' option
Units track a dozen stats, from number of battles, to weeks spent on excursion, visible whenever inspecting a unit
Equipment and Resources now has visible icons
Battle replays have simple swipe animations
Tweaks:
Resources in storage are now visible on the AllEnsemblesOverview
Resources in the Ensembles' packmules are now visible on the ItineraryOverview
Minions are rendered on the map, next to their leading Heroes now
show equipped weapon and armor in PostBattle
add a placeholder for eventually story text on startup
fadein/out unit panels in Prebattle
selected Ensemble outline now animates slightly
added starting weapons to each of the three starting archetypes
text size on inspecting units is resized to better fit new icons
removed 'lowercase i' prefix on location buttons, since the Capital button has its own special texture now
reworded most Decision text to use 'they' instead of 'you', since the events have to do with the units and not the player directly
highlight dependant stats when hovering over master stats in the unit inspection modal
Fixes:
fix portrait ratio in the Pub and Barracks modals
fix selected Ensemble outline disappearing between phases
use new vanity discord url (https://discord.gg/theworldoutside)
fix dead units coming back to life after reloading a save (thanks Cablenexus!)
fix Ensembles not being allowed new units after units permadied (thanks Cablenexus!)
fix status icons overlaying over tooltips
speed up startup loading
fix 'wipe save' not working properly
fix crash with loading old saves
disable remembering the last selected unit
fix equipment icons leaving 'ghost' icons
Changelog for May 21st 2019 v16, New UI, New Art, New Mechanics
This is a big change! Adds all kinds of great little pieces of art to the game! Reworking how the Alert Level works, making the UI easier to use and a ton more.
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Changelog for May 22nd 2019 v16
Highlights: Totally reworked main screen layout! New portraits, equipment images and status icons!
NOTE: This wipes your save, and you should use the new Erase Savegame in the Options if not!
Features:
Reworked main map screen
Can still access old UI by hitting TAB (for now!)
Added a main menu
Hitting ESC now moves you back to this, instead of quitting
New unit portraits!
New weapon/armor images!
Can now tell what equipment is without clicking on it
New Ensemble status icons!
Can now see what Ensembles are up to at a glance
New Map image!
New Highwayman event where you may lose resources to ransom
Added the World Log (back in)
Added a 'delete save' button to Options
Tweaks:
Can now right click to un-equip a weapon or armor in PreBattle screen
Fade out 'take action' button when no action is needed
The 'take action' button is now plain red when an action is needed, so that it is impossible to miss
Tweaked animation for the quests button, since its now in a more obvious position
Can now hover over equipment in the Marketplace to see its value
Using new art for clickable and regular cursors
Progress bars for HP/MOR/FAT now have an outline
Swap out WPN and ARM for actual weapon and armor icons in Marketplace/Packmule/PreBattle screens
Add margins for Marketplace and Packmule panels
Removed SFX for when your cursor leaves a UI element (thanks Cablenexus!)
Added 'placeholder' prefix to placeholder text in Hero Creator
Moved the length validation label above the name input and slowed it down
Removed the Workshop from the Capital, as its no longer needed
When you load an invalid save, instead of crashing, it simply wipes your invalid save.
Tooltips are now smarter about their position on screen and should not appear offscreen
Changed 'Add to Ens.' to 'Add to Ensemble' in a few places
Add tooltips when moving Resources from Packmule to Armory and vice versa
In the Hero Creator, whenever a new validation label spawns, it removes the old one
In the Hero Creator, the text entry blinks so that you know to click on it
Add special placeholder button for the Capital button to visually distinguish it from the others
When inspecting a Location, you can now hover the 'A0' alert label to get a brief explanation of what its for
Incorportated new Alert Level system in tooltips for Gathering and Patrolling Itinerary entries
New tooltips for labels for phases i through iii
Can now click instead of hovering over the units in the Pub and Barracks to view them.
Fixes:
Fix units not healing at all when returning to base
Reduce savegame filesize by about 30% and increase loading performance by about that much
Fix font sizes throughout Magnolia
Fix text clipping throughout Magnolia
Increase font sizes throughout Magnolia
Fix Marketplace and Packmule panels equipment buttons overflowing
Significant optimization to screens with a number of tooltips
Fix a crash when adding Locations to your Itinerary
Fix a crash when adding someone to an Ensemble from the Pub
Fix a crash when adding someone to an Ensemble from the Barracks
Changelog for May 10th 2019 v15, Hero Creator, SFX, New Tactics and more!
I'm excited to say that this new update has finally released! So much is new, and the game is so much smoother to play. Quality of life fixes like improved tactic management, clearer tooltips, new music and SFX and so much more.
I can't put it any better than just pointing you at the massive list below and taking a look for yourself.
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Changelog for May 10th 2019 v15
Highlights: Hero Creator, Retooled Tactics UI, Music and SFX, Options
Features:
On first load, you can choose an archetype and name your Hero
You choose between a strong, smart or a mystic hero
Your Hero's Ensemble is filled with 4 other randomly generated minions
New songs for the main screen, battle music, and prepping for combat
New SFX for UI some elements
New Options screen for resolution and volume levels
New Feedback button for submitting feedback in Options screen
Clear tactics button
New Confirm Quit dialog, instead of instantly closing game (Alt F4 still works)
Added new custom cursor for mousing around and over buttons and widgets, helping identify what's clickable
New Event system is in the works. This is the start of something cool.
Fixes:
Tooltips should no longer appear if the widget is behind another
If tooltips do appear longer than they should, you can now click to close them.
Fix typo in Ensemble status display
Fix Kobold Archers instantly dying in combat
Fix Kobold Spear Slingers having Acwel's profile picture
Fix map scrolling even if you weren't mouse over it
Fix map scrolling if you were mousing over it, but the changelog was covering it
Fix black background on PostBattle scene
Tweaks:
Main map screen now shows alert level and outposts built, instead of leaving that only displayed in the Itinerary screen
Can now right click on an Ensemble button to jump right to their equipment screen
Can now hit ESC to close equip weapon/armor/tactics submenus in equipment screens
Added counts on Resources in Marketplace/Pub/Armory if there was more than one stacked
Added [X] to close all modals in the game. Can stil hit ESC to close them.
Added tooltips to most widgets in the toplevel equipment screen
Choosing an action for a given decision now closes the modal, instead of requiring a double click
Toggling fullscreen with F4 now persists across sessions
Tooltips fade in more smoothly now
The default battle speed is slower now
The current battle speed button is highlighted
Tooltips animate in on top of fading in
Tooltips now shrink to better fit their contents
Quest button now animates a little bit so that you notice it.
Can click the Quest button once to stop it from animating.
Map in AllEnsemblesOverview once again has clickable location buttons, but they're now prefixed with an Information icon to differentiate between them and the Capital button
Changed Ensemble status buttons' text into actions instead of status (ie 'embark' instead of 'resting')
I made a video to show off some of the systems I've been working on, and ended up getting surprised by a few weird interactions in my game. I had a lot of fun recording it, and I hope you will too!
If you haven't wishlisted the game yet, please do here!
In other news, the save/loading system is almost ready for primetime and I hope to have an update out in a few days!