-- fixed: item data for The Vengeance of Emma Strider campaign had somehow been replaced with a version that did not have Fangiss Ka or Lyrio, making Moonless Hunt much harder than intended and producing errors when trying to loot the royal chest in Crypt Diving.
-- due to a subtle formatting mismatch, the game had ceased to correctly detect the current resolution when opening the settings screen with patch 1.0.10. This is now fixed.
-- fixed: returning to the title screen after promoting a character could result in the promotion music ("Awakening Power") playing on top of the title theme.
-- move tiles no longer appear on spaces covered by fog of war.
-- fixed: the DamageCharAt action was damaging non-character units as well, causing the drawbridge in the bandit fortress outer wall battle to sometimes destroy itself upon spawning.
-- fixed: the game was inappropriately applying ModSkill-type tags intended for specific skills to all skills in certain contexts, resulting in certain promoted classes getting bonuses intended for one skill applied to every other skill in their arsenal.
-- fixed: the game was incorrectly parsing multiplayer battle maps as cut scenes.
-- fixed: the game was inappropriately displaying a defeat message for victory over another human player in multiplayer maps.
-- fixed: the game was inappropriately reloading the battle upon victory in multiplayer rather than moving to the next scene.
Patch version 1.0.10
Mostly just bug fixes in this one:
-- fixed: when a character leveled up during an enemy turn, the game would only pause the AI upon popping up the level-up screen. This meant that the AI would sometimes manage to initiate an attack during the window where the experience-bar-filling animation was still playing, before the level-up screen appeared, leading to a freeze.
-- fixed: one could select a new character even with the character screen or level-up screen open using the space bar.
-- fixed: one could click or hit Escape before the level-up screen finished spawning during a level-up sequence to interrupt the level-up process.
-- added in several additional failure states when downloading custom campaigns to avoid the game breaking when Steam doesn't cooperate with querying or downloading workshop items. (Among other things, the game now warns you if you're not connected to Steam instead of failing silently.)
-- increased the maximum time the game will spend trying to download a campaign from 30 seconds to 60 seconds.
-- fixed: the page picker remained visible while downloading a custom campaign.
-- fixed: certain weapons were being created with a "max uses" value of 0, causing their sale value to remain unaffected even as their uses left were worn down toward zero.
-- unit move speed setting 3 now behaves like the highest move speed setting from the original Telepath Tactics: characters jump from space to space on each frame of movement instead of overshooting the mark and juddering back to each space in their path.
-- fixed: unit move speed settings were affecting the speed at which movement and knockback effects from unit skills played, messing up the animation timings.
-- fixed: the game was clearing away move tiles after moving a character on unit move speed setting 4, resulting in the player needing to click the character again to move further.
-- fixed: click-to-move-and-use in exploration mode was broken when on unit move speed setting 4. The game checked for an auto-use target shortly after commencing movement, then proceeded to auto-use if there was such a target after finishing moving. However, because unit speed setting 4 is instantaneous, this would cause the game to finish movement before the game could actually set the auto-use target, resulting in auto-use never occurring.
-- the game now auto-fixes erroneous battle start save data.
-- fixed: loading a cut scene, exiting, and then quick-loading another within the campaign editor would result in the cut scene editor loading the first cut scene in the preview pane instead of the second.
-- fixed: the internal Load Scene function within the cut scene editor had become broken.
-- you can now add a background of None (pure blackness) to a cut scene.
-- a CustomAssetInfo.xml file with instructions for creating the campaign thumbnail is now placed in the campaign's main folder when the game creates a new campaign.
-- fixed: opening up the game settings and changing only the display resolution would result in the game failing to recognize that changes had been made to the settings and that the new settings should be saved.
-- made the refresh rate visible in resolution display options.
-- altered strength values for proc gen knives to better match the default values in The Vengeance of Emma Strider.
-- altered Louise's dialogue in camp to reflect Madeleine's death if she falls.
Patch version 1.0.09
Today's big feature: browsing and downloading of custom campaigns from Steam Workshop are now working in-game!
Aside from this:
-- uploaded "The Vengeance of Emma Strider," the game's primary campaign, to Steam Workshop for players to download and modify (or just study).
-- fixed: status effects tacked onto a skill via the ModSkillSFX tag could end up "stuck" on the skill, resulting in every other unit who used the skill also having a chance to impart that status effect. (E.g. if you used the Crossbow skill with someone carrying a Poisoned Crossbow, suddenly every other crossbowman would be able to poison with their own Crossbow attacks.)
-- fixed: items intended to remove status effects were not working correctly.
-- added negating status effects (like Thawed and Extinguished) to the Guide.
-- added a new negating status effect to the game: Neutralized (removes Poisoned).
-- fixed: the custom menu subeditor within the cut scene editor had ceased to function correctly.
-- changed Poisoned status so that it stacks only in terms of duration, not per-turn damage.
-- fixed: the High Roller achievement was being awarded for winning much lower bets than intended.
-- fixed: getting a character crushed by the drawbridge in the bandit fortress outer wall battle would result in the drawbridge not spawning due to the script being interrupted by a death monologue.
-- fixed: the drawbridge-spawning script was still using script actions from the original game that have since been deprecated, and thus would not despawn other objects that had been created or moved into the drawbridge's path.
-- split the DamageCharAt action off from DamageUnitAt, now used for situations where you want to only damage characters and not destructible objects on the battlefield.
-- the info bar no longer shows Together in Battle-specific information (food, food consumption, and salaries).
-- fixed vertical alignment on the female promoted swordsman Double Strike animation.
Patch version 1.0.08
Today we have a much-awaited update: custom difficulty is now supported in the main campaign! You can now customize weapon durability, death rules, AI level, experience scaling, shop prices, and more. In addition, we have the following changes:
-- the game now supports cut scene menus with more than 6 options! (Page picker buttons will appear to let you navigate between pages of menu options.)
-- added an eighth level of AI handicap: actively avoids backstabbing targets.
-- improved the Guide explanation for AddPortrait.
-- fixed: a nonexistent entry (Psy Res.) was included in the TextSprite section of the Guide.
-- fixed: the deployment screen's formula for determining the number of pages of characters used a ceiling function when it should use a floor function, resulting in it inappropriately displaying the option to flip to a second page when the player's roster was exactly 18 characters (one full page) in size.
-- removed the preapplied Use triggers from the one-use switches in Rescuing Meridian, Coria Dogs - Ground Floor, and Clash at the Mines Entrance.
-- fixed: if an OnTurn dialogue with an EndConvImmediately action triggered, it would cause the game to initiate the turn twice, resulting in double application of damaging status effects like Burning and Poisoned. (If an enemy burned to death in this way, it could potentially cause the game to freeze by making Rebecca level up and then overriding that with further experience from the second application of Burning now telling the game that she isn't leveling up after all.)
The rate of patching is going to slow down going forward; I'll be aiming to update the game once every 1-2 weeks. Priorities going forward include finishing gamepad support, adding support for promoted and custom classes in the character creator, and adding support for custom portrait assets. Until next time!
Patch version 1.0.07
-- fixed: the in-game description of Hidden status was out of date and inaccurate.
-- Hidden status now automatically ends if the affected character hits another character with a non-zero-damage skill.
-- characters with the Clarity status effect can now see Hidden characters.
-- rebalanced Throw Knife: it is once again locked to 2 range, but now does not end the turn after use.
-- fixed: AI-driven characters emerging from fog of war (or disappearing into it) would not actually appear or disappear upon completing their move if character movement speed was set to 4.
-- fixed: in some circumstances, pop-up spawners would fail to remove themselves from the battlefield, thereby causing the game to effectively freeze at the end of a zoomed-in combat exchange while waiting for pop-ups to be removed.
-- fixed: if the player disabled army 0 in the map editor's army subeditor, then opened up the New Character screen in the map editor, the army picker would still default to army 0 anyway.
-- if you place characters on a map in the map editor, remove the armies those characters belong to, and save the map, the map editor will now automatically detect orphaned armies in the character data and reset those characters' armies to the first army number actually represented in the map settings.
-- fixed: sound loops from tested scenes would continue playing upon returning to the campaign editor.
-- fixed: the game would throw a fatal error if a SetStat call setting the Coords stat had misformatted coordinates. Now, it aborts and sends an error message to the log instead.
-- new script action: RemoveTrigger. Removes a trigger from an object at specific coordinates without removing the object itself.
-- fixed: automatic removal of Use Once triggers upon use of the attached object wasn't "sticking."
-- fixed: the AIHandicap action was not working as intended.
-- fixed: the Escape key was not canceling give actions in combat.
-- fixed: canceling a give action by clicking the unit to move them would leave the "Give to whom?" text overlay onscreen.
Patch version 1.0.06c
A small update mostly fixing issues with some recent QOL improvements:
-- fixed: multiples of the same item purchased at the shop were not being assigned different item IDs, leading to dictionary errors in the reserve supplies screen (and to other potential issues with items being mixed up by the game's internal logic down the road).
-- fixed: moving next to a door, switch, or talkable character with the move speed set to 4 resulted in the game not updating the actions bar to highlight the corresponding button.
-- recurve bows are no longer generated with a Recurve Bow mastery requirement.
-- added Cygnus the Prophet and Ravinale to the music tracks available in the campaign editor.
Patch version 1.0.06
-- setting movement speed to 4 now results in units *instantaneously appearing* at their movement destinations.
-- when mousing over equipment in the reserve supplies screen, unit portraits are now grayed out for characters who do not want (or cannot use) the item.
-- the game now saves the last save slot you loaded. When opening the Load Game screen, the game goes to that save slot's page by default. (Previously, the game would choose the file that had been saved most recently, not the one you'd loaded most recently.)
-- new script action: GoToNextBranch. The same as GoTo, but it doesn't require a parameter specifying the branch number and it only goes to whatever branch comes after the current branch in the dialogue tree.
-- fixed: restarting a battle more than once in a row would cause the game to load data from the wrong battle start save slot. This caused all kinds of problems, but most noticeably, tended to alter the player's available roster of characters. (Note that any existing save files will continue to suffer from this issue until you advance to a new battle or cut scene in version 1.0.06, at which point they should work correctly.)
-- fixed: the Immobilized effect of a hold could last beyond 1 turn if the AI became held during a move on its own turn.
-- fixed: the AI would not be notified when a character under its control was subjected to a hold midway through its move and would proceed with an attack at the end of the move as though the character had reached its intended destination.
-- fixed: layering issues in army modules in the map editor led to the delete button becoming unclickable and tooltips for the army color selectors inappropriately appearing behind other buttons.
-- fixed: the game would inappropriately display dialogue for Naila Hashmal in Crypt Diving even if she wasn't present, so long as the player deployed Tremolo Phalanges onto the map.
Patch version 1.0.05
-- changed defeat behavior: if the player loses a battle and there is no defeat scene specified, instead of automatically kicking the player to the title screen, the game will now automatically reload the fight from the last save.
-- increased maximum zoom-out in battle a little more.
-- the victory screen now specifies how many sacks were auto-looted if sacks were auto-looted.
-- added tutorial text to Crypt Diving to make it explicit that you must manually grab all loose item sacks to loot their contents.
-- fixed a continuity error in one of the lines of dialogue in Camp.
-- resized the dialogue box UI and calendar UI within the cut scene editor to keep everything visible in spite of the menu bar along the top of the screen.
-- fixed: clicking through dialogue with a Wait action and progressing to the next scene before the wait finished counting down could result in the next scene opening with a weird buggy dialogue box (e.g. in the transition to Moonless Hunt).
-- fixed: Enthralled characters could be made to unequip, drop, or give away their items.
-- fixed: the X and Y coordinate parameters for AddSpeakerPortrait were not having any effect when the action was used within cut scenes.
-- fixed: due to an incorrect setting in one of the images, the campaign creator was failing to save blank placeholder .pngs for use in custom skill, item, and object sprites when creating new campaigns.
-- fixed: the game was returning to the campaign editor after testing a map within the map editor instead of returning directly to the map editor.
Patch version 1.0.04
Short, but these were important ones:
-- fixed: Restart Battle would reflect the state of the battle based on whatever normal save file happened to be present in the save slot, not the state of the battle based on the battle start save file. If a mid-battle save was in that slot, it was getting loaded instead of the associated battle start save file.
-- fixed: choosing Restart Battle would not stop active sound loops for the battle, causing the battle's ambient sound loops to double up upon reloading the scene.
-- fixed: the Coria and Bandit Fortress Escaped scenes did not have a StopLoop action for the rain sound effects used in the preceding battles.
-- fixed: if a roster's reserve supplies had not already been created elsewhere, then the game would not create it for the first time when auto-looting items, resulting in those auto-looted items simply never appearing.
Patch version 1.0.03
Another slew of bug fixes and quality-of-life tweaks:
-- cut the panning speed for WASD/arrow keys dramatically.
-- further increased the speed of manual zoom-level adjustments via the mouse wheel or +/- keys.
-- added an AI handicap when starting a game on Soldier difficulty so the AI doesn't jump from "inept" straight to "merciless" with rising difficulty level.
-- updated the difficulty level descriptions to warn off players of grind-heavy SRPGs from jumping straight into Veteran.
-- the number of turns that have passed in battle is now displayed at the top of the battle menu.
-- fixed: the actions bar did not automatically return onscreen after closing the objectives window; you would have to select a character to make it reappear, and short of using the End Turn hotkey, simply couldn't get it back at all if all of your characters had ended their turns.
-- fixed: the Camp would disappear after being used twice in battle.
-- fixed: characters could not drop items into reserve supplies after using Camp in battle, as the game would end the character's turn upon using the Camp.
-- fixed: some of the characters in the entrance area of the bandit fortress would display the wrong dialogue if you convinced Fera that Gunther had left to round up more slaves.
-- fixed: upon turning off screen-edge panning and returning to battle from the battle menu, if the player then immediately tried to pan the camera using the WASD/arrow keys, the game would (for some reason) think that the player was actually trying to navigate the actions bar and would shift focus between actions bar buttons instead of panning.
-- fixed: the tooltips for the rightmost skills in the character screen could get cut off.
-- fixed a few display glitches for players running in 16:10 resolution.