Update! UI Tweaks for improving your life! Changelog for Apr 2nd 2019 v13
This is an update that's focused on smoothing some edges across the game. Not polish so much as making sure things are as readable as they can be. Lots of reports of the text being tough to read in general, which makes sense, so I'm hoping that that can be addressed in an upcoming change
Highlights: UI Tweaks for most screens
Tweaks:
Remove Capital button from ItineraryOverview
Change wording in the ItineraryOverview to present tense. ie 'Patrol at location' instead of 'Patrolling at location'
Add 'week XYZ' prefix to the Excursion Itinerary
Remove 'Finally, return to base' since it was made redundant
All Itinerary Entries lines are sized the same, rather than only certain interactive steps being highlighted
Reword 'move 10' Resources to 'pack 10' and 'store 10' on the Packmule modal for bringing Resources on the excursion
Change 'Abort?' and 'Continue?' to 'Resting' and 'Continuing' to clarify their current state
Add space between Packmule and Marketplace to clarify that you're moving equipment to and from the Armory
Add floating label when you create a new sell listing at the Marketplace
Added image of the leader of the ensemble to the AllEnsemblesOverview to better distinguish which Ensemble is which
Tooltips fade in, instead of instantly become visible
Fix inconsistent casing for certain buttons
Fixes:
Fix crash that could occur when viewing multiple battles within a single session
Fix mouse dragging anywhere on the AllEnsembleOverview and ItineraryOverview always moving the map. Mousewheel still scrolls anywhere though.
What's Up Next:
adding saving/loading
more unique encounters
Update! Huge World Map, Constructing Outposts, Quests and more! v12
New update this week, and it's a huge one! Make sure to jump into the Discord and get to know what other people think, and join the free beta to help grow the game!
This update is focused on clarifying more of the many systems in the game. Magnolia is not nearly finished but already there's so much to do that it's all too easy to get overwhelmed right out of the gate, so adding the Quests log helps orient you towards what you're supposed to be doing next.
Next up, it seems like I'll be working on saving and loading, so you don't lose all your current progress when you shut the game down which will be a lot of fun. Might even have music and some art too! Here's a preview of some of the character portraits we're going to have
Be sure to join the Discord for all the latest news on Magnolia, and to let me know what you think!
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Changelog for Mar 28th 2019 v12
Highlights: World Map, Outposts, Quests and more!
World Map and Outposts:
Over a dozen Locations in the world now.
Construct an Outpost on three Locations and you'll expand your Domain
Outposts cost Resources that your Ensembles must be carrying in their packmule. Careful not to die on the way!
Move resources from the Storage into the packmule while your Ensembles are in the city via ItineraryOverview
We're planning for more enemy variety as you explore new locations too!
Features:
New Itinerary Entry type, Construct Outpost
New World Map that reveals as you conquer and construct Outposts
Drag mouse or scroll mousewheel to move map
Many new Locations to discover
All Locations have proper non-final names instead of 'The Forest'
New Quest system to help guide you to your next goal
New Resource screen to move resources to and from your Ensemble's packmule
New tooltips to explain some of the subleties of the game
Tooltips for AllEnsembleOverview, ItineraryOverview, InBattle, PreBattle and CityOverview screens
New Tactic Action, Do Nothing, to allow your units to skip a turn
Ensemble images on World Map are clickable to jump directly to their overview
Fixes:
Fix needing to travel if you spend two consective entries at the same Location
Fix crash if you embark on an Excursion without any entries planned
Fix hovering over invisble widgets
Can no longer embark if you have no entries planned for that Ensemble's Excursion
Tweaks:
New description of the Capital city, Jorvik
Clearer explanation of why you can't equip a unit in the PreBattle screen
Fade in the overlay when opening a modal
Better logging for crashes
Use 'Packmule' instead of 'PackMule'
Changelog cuts off after 5000 character instead of showing all 15000+ characters. Can always view full changelog in Magnolia root directory
Beta update! New Building: The Marketplace
This week's update adds a new mechanic to your capital: you're now able to sell your weapons and armor for coins! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference!
The next update is planned to have more locations and tackle the idea of capturing locations and building outposts, and maybe even adding a boss to the game, so that you can grow your forces to be able to tackle the boss. We'll see how it goes. If you give it a shot, please let me know!
Changelog for Mar 12th 2019 v11
Marketplace:
Place up to five Weapons or Armors into the marketplace. Each week,
there's a chance one of them will be sold for coins.
You have control over the price variance, whether its default, priced
low for a higher chance to sell, or a high price with a lower chance to
sell. No guarantee any items will be sold each week, max of one item sold
per week for now.
If you sell a sword, all weapons will be less likely to be sold the next
week, likewise for armors
Each week an item is not sold, the higher the chance it will be sold the
next week
Eventually, we'll have upgrades to increase the amount of items sold,
and manage the marketplace's demands, but this is a start
Can right click on the marketplace listings to inspect the items' stats
Tweaks:
In order to clarify how packmules work, you can no longer open the
weapon or armor windows if the ensemble's packmules are empty
The 'empty packmule' warning now persists even after you open a list of
weapons/armors on the PreBattle screen
Fixes:
fixes a few crashes relating to watching battle replays
fixes a crash relating to ending an excursion without any units left
Reworked Excursions and time travelling battle replays
Hey, this is a huge changelog! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference! A lot of what has changed is thanks to valuable feedback!
Changelog For Mar 5th 2019 v10
Highlights: Reworked Excursions, Battle Replays
Reworked Excursions:
Turns are now split into three phases: World Phase, Decision Phase, Results Phase
World Phase is where all the world events happen (time advances,
visitors enter the pub).
Decision Phase is where you choose to embark on, or abort the excursion.
Then, if your Ensembles encounter something that turn, they get to choose
an action (whether its engage the encounter, or try to hide, etc)
Results Phase is where you get to see what happened after the decisions
you made were resolved. Maybe you get a battle replay, or you gathered
resources
Can now opt to stay in the Capital, instead of always going out on an
excursion
Can now see where an Ensemble is on the AEO world map
Patrolling now works so that you seek out enemies and can choose to
engage
Gathering now works that you gather resources and may get ambushed. If
you are ambushed you cannot avoid the battle
The UI on AllEnsemblesOverview has been reworked to only show you the
buttons you need when you've got a decision to make, or a result to view.
No longer have the OnEvent screen, instead modals are used on the AEO
screen
On the ItineraryOverview, you can now see exactly all the steps on the
Itinerary
Can see what step you're on as well.
Battle Replays:
Since battles are all resolved between phases, you can now rewind and
replay battles while you're watching them.
This means you can rewind to the start, or hit the arrow keys to skip
around turn by turn, and really get a sense of went wrong that turn
It's a little wonky for now, so let me know if something breaks
Added 'return to start' of battle replay speed control
Fixes:
ESC should now always return you to the AllEnsemblesOverview (instead of
quitting)
Fix typo in PreBattle 'no equipment' warning message
Fixes misc crashes when watching a battle and when an Ensemble returns
to base
Tweaks:
Text uses shadows instead of outlines, making things a little easier on
the eyes. (UI is still very much placeholder though!)
All decisions and results should be logged in the world log
Game phases now float a message helping identify what's going on
Advance turn button updates content as game time advances
Tidied up button positions in turn controls InBattle
Use better randomized names for units that join the Pub
Tweaked text on 'clear output' button for InBattle screen
Changelog for Feb 5th 2019 v9: Minion permadeath, better minions recruiting, World Log
This week, I wanted to get Magnolia closer to the vision I had of the game, where every unit you have is precious, and what better way to represent that with permadeath.
Now when a minion dies in battle, it has a 50% chance of being revived by an ally, or being lost forever. To offset the constant unit loss, you are able to recruit vagrant units that come join your pub every few weeks.
Next week, I'm reworking how the Itinerary planning works and its user interface!
If you want to try the game out as it's being developed, join the discord and I'll send you a beta Steam key for free. It'll help me out, I'm always looking for more feedback!
Minion permadeath:
Minions (everyone but the one unit the ensemble is named after) can now permanently die.
If they go to 0HP in battle, on their next battle turn, they make a 50/50 roll. If they pass, they survive the battle with 1HP. If not, they are dead forever
Better Pub minions:
Now have names (no longer all called Acme)
May be a strong/common/weak unit, and have a random assignment of stats based on that unit type
May cost anywhere from 15 to 65 resources, randomized based on their unit type
Scaled encounters:
To better support permadeath, alert level now, on top of affecting who you'll encounter, now determines how many enemy units you'll be fighting
At alert level 0, you will likely see only two enemies at once, but at alert level 3 or higher, you're fighting enemy ensembles as large as five.
World Log:
Added weekly log in the AllEnsembleOverview.
Anytime anything notable happens, you'll have record of it. If you'd like for something else to be logged there, let me know.
Currently tracked is: when a unit dies, when travelling/preparing/arriving, when a unit joins the pub, when dropping resources off at home, for advancing time
On booting the game, the world log contains a quick primer on how to play.
Removed suffixes from unit names: no longer says 'Mage/Ranger' after a units name
Added backpanel to the leftside of the PreBattle scene (used to be raw black)
Only show first 12 characters of a unit's name in battle
Sharpen unit names in battle
Widen changelog modal
Add fadeout to preload message
Added floating label for clicking 'advance time'
Fix crash when monsters would try to rout from their party
For all current and future testers, here's the most recent changelog for v8, as of Jan 30th 2019!
tl;dr is now you can recruit units from The Pub, and use The Barracks to add them to your Ensembles. Still rough around the edges (like you can add people to the Ensemble, even if they're at The Forest), but it's a good first step
The Pub and Barracks are now available with the Capital
The Pub lets you recruit wandering minions for a resource cost
Lists their stats and equipped weapons and armor (if any)
Every 4 turns, a new one joins the pub
Costs resources to hire. Cost for now always 50 Grain, and they're always called Acme
Shortterm plan is to make their stats, inventory and cost randomized.
Longterm plan is to bind some rare minion types to world events, and newly added seasons
The Barracks shows you all the recruited minions not in an ensemble
There's an add-to-ensemble button that allows you to add the minion into
an ensemble, given that the ensemble doesn't have the max 5 units into it
No current way to remove minions from an ensemble, but that is in the
pipeline, along with minion permadeath
Added a preload message informing people that there's no saving/loading yet
Replaced Weeks Passed display with the current date, ie Year 12, Early Summer; Year 3 End of Winter
In the future, that will have an impact on the types of monsters you fight, and the sorts of events you will encounter
Reworked AllEnsembleOverview status line into a widget with two buttons, one for viewing an Ensemble, and another for taking action on the event
Can now hit ESC to close most modals/popups
Fix ESC shutting Magnolia down after viewing a battle and returning to the ItineraryOverview
Fix rare crash when a battle was resolving and a unit managed to survive without any available limbs
Fix being able to view an event while you were travelling
Playback speed now defaults to 1x instead of 4x
Remove Storage panel from AllEnsembleOverview, since it's available in Storage now
Tweak text outlines across the board to improve readability (InBattle, ItineraryOverview, AllEnsembleOverview etc)
For all my testers, here's the most recent changelog!
Changelog for Jan 23rd 2019 v7
AllEnsembleOverview is now a map instead of the town
Added 'The Capital' button to go view the city, where the Storage, Armory etc are now
Added playback controls for battles, can now play at up to 4x speeds
Added Battle Row labels to the PreBattle scene to clarify what is where
'Take Action' button now jumps to PostBattle directly, if battle was already completed
Placeholder hover texts ('hover over a keyword') panels are now hidden unless there's something to hover over
Fixed log displaying incorrect info when being critically hit
Tweaked status lines for ensemble statuses in AllEnsembleOverview
Tweaked how Magnolia logs damage taken to clarify impact of being critically hit
Added more logging on startup to help diagnose some startup issues in a virtual machine
Changelog for Jan 22nd 2019
New equipment system (tl;dr equipment is now a limited resource, and must be taken with you on your excursions)
Magnolia now tracks the amount of equipment you have, instead of allowing one weapon to be carried by everyone in the party
Equipment must be stored within the packmule before being equipped on a unit
Locations now become aware of you and your units the more time you spend in one location. The more time you spend in a location, the more advanced the enemies you'll fight
Every week a location has an ensemble there, the alert level goes up by one
After two weeks of no ensembles, the alert level goes down by one
Be sure to plan excursions so that you don't raise the alert level too soon, or else you'll be overwhelmed
Added Armory to AllEnsembleOverview to track all the Weapons, Armors, and Items stored at your base
can filter by Weapon/Armor/Item or unfiltered
doesn't list the weapons equipped on your units
Added the 'Packmule' button to the ItineraryOverview, that lets you move
equipment to and from an ensemble and the Armory
equipment must be first added to the packmule in order to be equipped on
the units within that ensemble
equipment looted from a combat encounter gets added to the ensemble's
packmule and must be offloaded when the excursion is finished
Added alert level display on...
the ItineraryOverview map, above the location names, if the alert level is non-zoer
the Inspect Location panels that pop up when you right click on a
location in your ensembles queue, or the map itself
Can now unequip weapons and armor from the PreBattle screen
Renamed 'Hunt' to 'Patrol' to better reflect what your ensemble is doing there
Tweaked text on the AllEnsemblesOverview screen
Tweaked position of the Forest button, to make room for the dropdown
Changelog for Jan 15th 2019
Swapped out ItineraryOverview with handrawn map
Victories have a 50% chance of dropping weapons and armors
add clickable panel to PostBattle showing you if you found an item or not
adds looted weapons to the PreBattle screen, allowing you to equip them
note: no rarity yet, everything equipped has the same chance to drop (even claws)
New Tactics
can now script tactics against enemies in a certain row (Front/Mid/Rear)
can now script tactics against enemies' most/least current or max HP. Very useful to ganging up on a single target
Replaced most green text in the Tactics submenu with softer colors
Added ensemble name to the ItineraryOverview
Changed 'Add Location' buttons text to 'The Location'.
Added 'View Location' button in the location submenu to inspect the locations
Changelog for Jan 11th 2019
Added travelling time: it takes one week to move somewhere, then then next
week you arrive. If you schedule two steps at the same location, you avoid the
travel. Plan wisely
Added healing per week: 3HP and 25% fatigue reduction
Added listing items (Totems so far) in the Storage screen, alongside the
resources (grain, stone, wood) you saw
Remove 'todo' label from the Construct button
Updated ensemble status lines to represent the new states
Can no longer add to itinerary while on an excursion; you must be in base. (Previously, you could only not clear the itinerary)
Changelog for Jan 9th 2019
Added Hunt or Gathering action to the itinerary planning, which determines the encounter rate vs gathering rate
Added 'weeks passed' display in the AEO (AllEnsemblesOverview) screen
Added inspecting locations, to view location description and a description of the activity you're planning to do there
Removed the third ensemble from the AEO screen
Changed itinerary from five The Forest visit, to three visits to all locations
Can no longer add to excursion while it's active
Changed "Embark!" to "Take Action!", since it no longer makes sense
Changelog for Jan 8th 2019
Added healthbars to PreBattle screen, to better show general status at a glance
Added changelog popup on first enter. Will not be shown again until next update, or changelog button clicked
Added quit/changelog/toggle fullscreen/discord buttons along the bottom of AllEnsembleOverview
Fixed viewing the next event immediately after failing the entire excursion
Fixed Breastplate not being show in Armor list
Fixed crash on trying to embark when there's no event to load
Fixed crash on changing shortbow weapon
Changelog for Jan 7th 2019
Wood, Grain, and Stones available from the locations from The Forest, The Plains, and The Mountains, respectively (13-17, instead of 15 Grain)
Arcane stat isn't literally twice as high as it should be (means you should be dealing roughly 2-4 less magic damage)
In battle, battle log output for casting spells has been highlighted, and no longer shows 'generic battle log message [project]123[/project]' under it, and shows a more detailed hover text message
minor text tweaks
clarified resource gathering in combat vs non-combat events