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Genre: Strategy, Indie

Tomb of Tyrants

[Beta] 2015.10.21: Localization-ization, Savefile Formatting, and More

It's been a full month since the last update; please accept my apologies for the delayed release, but there have been a lot of low-level changes going on, and they warrant a beta release. As usual, you can opt in to the beta by opening the game's Steam properties, and looking under the "Betas" tab. Doing so will ensure that you are always running the latest version, even when that isn't a beta version at all.

First off, all of the text has been stripped out and placed into separate resource files, to allow for localization (more on that in a moment). Savefiles have seen some formatting changes that are one step toward session saving in the future. These changes alone warrant a beta release, as there could easily by some unforeseen consequences--report anything out of the ordinary! I suspect there may be a prophecy or two that won't make the conversion, but most everything else in the old savefiles ought to be all right.

There's also one major rule change that is likely the first of many, as I attempt to streamline and re-frame some of the gameplay to focus on a smaller scale and more deliberate pace, with more emphasis on floor positioning and encounter building rather than spamming units and traps (see this thread for some other big things that could be coming).

The big change in this build: heroes "fight fair." Heroes will only engage your minions in equal or lesser numbers; the anticipated effect is that I can scale back the number of heroes in each wave and the number of minions provided by each floor, and instead work on giving each character more significance. It also means that a single minion cannot hold off as many heroes, resulting in greater dungeon penetration--in spite of the lower character count. More balancing will be required, but then, most of the changes outlined in the above thread will fall into that same boat, so expect some more beta builds over the next month or two.

If testers can help me to quickly strike a decent comfort zone in this beta, I do hope to drop a standard build sometime around Halloween, so I won't have to leave the less adventurous behind for too long.

Where is controller support? I'm afraid this feature got pushed back yet again, as I am trying to reconcile the current control scheme with all of the anticipated changes. I am still hoping to work this in soon, but I'll want to push it in a beta build, as well, to gather feedback from users with different controller types.

Localization. I have finished the supports for localization, but the actual translation has barely begun. I cannot afford professional translators, but I have registered a Tomb of Tyrants translation project, where anyone from the community can go help out! We are starting with some requested languages that share much of the Latin alphabet: French, German, Italian, Polish, Portuguese, and Spanish.

Finally, there's now an official Facebook page and subreddit, for those who are into those things--I won't judge you =).

As always, thank you so much for your feedback, suggestions, and support; you guys are always amazing :totfedora:!

Changelog


Additions:

  • Dynamic localization support (but no actual translations in-game yet)
  • Windows: ToT.bat added to the game's folder; running this file will execute the game with logging enabled, so players don't have to fiddle with the command prompt any more

Changes:

  • Heroes now "fight fair," only engaging minions in equal or lesser numbers
  • Hero wave sizes diminished
  • Most minion populations reduced by 1
  • Major formatting, encryption, and handling changes to savefiles
  • Much of the more mundane stat-tracking has been dropped (previously, pretty much anything you bought, saw, killed, lost, or gathered was registered somewhere--it was a little excessive)
  • Rituals have been moved to the sides of the Hoard, rather than the Queue, where falling tiles could block them
  • Players start with only two target rituals, and the number grows as you complete more, maxing out at 16 at once
  • All rituals are now worth only +1
  • Increased the number of rituals generated by the game
  • View can be scrolled while scrolling over floor/character buttons, if "end" of button list has been reached
  • "Equal Opportunity Emperor" achievement changed to single-session (official description change hasn't been committed, due to this only affecting the beta build at the moment)
  • Lots of minor changes to various bits of text
  • Several minor UI adjustments
  • Some codex formatting changes
  • Ghouls now have Goblinoid trait
  • Some item effect values have been slightly altered (mostly improved)
  • Match multiplier takes longer to fade after a move

Fixes:

  • Couldn't click "new banner unlocked" message to open to the new banner's Codex page
  • Casual mode didn't restrict legacies on floors and champions
  • Plot/prophecy log entries were slightly wrong length
  • Weird stuff could happen if you repeatedly paused while dragging a move
  • Minor graphical artifacts on a couple of floors

2015.09.21: Copious Coffers/Random Reliquary


I have been working to restore controller support this week, but due to illness and more extensive control changes than I expected (I underestimated just how much the game has changed since its initial release!), things are going more slowly than anticipated. There are still several mechanics to reconcile, but I hope to have this ready for beta testing this weekend, likely alongside a couple other experimental changes.

In the meantime, fixes and other adjustments have started to add up, so I'm releasing these alongside a couple of new floors: Copious Coffers (Camp + Dwelling) and Random Reliquary (Camp + Study). These floors increase resource caps for loot and arcana and also produce mimics and animated armor.

Changelog


Additions:

  • Copious Coffers floor (Camp + Dwelling; produces mimics and boosts loot cap)
  • Random Reliquary (Camp + Study: produces animated armor and boosts arcana cap)
  • Floor buttons can now be scrolled with the mouse wheel, same as with character buttons

Changes:

  • Item effects are now applied after a combat round has completed, but before characters are killed off; this means that a health potion dropped on a floor before an attack lands won't heal your minions until after attacks are processed, saving your minion, instead of being wasted!

  • Message log now moves smoothly when scrolling the view
  • Safe Surface and Challenging Checkpoint have been added to the floor glossary (previously, they were viewable only by right-clicking these floors)
  • Adjusted some codex spacing and formatting
  • Genies no longer have lightning immunity

Fixes:

  • Filtering options were not resetting with other options
  • Queued floor button wouldn't fully update when floor list was re-positioned
  • Message log could temporarily disappear when re-sizing the game window
  • Some characters and props had a very slight transparency to them
  • Returning pillagers could congregate on the surface
  • Floor nameplates were technically the wrong size--practically unnoticeable due to the style of most floors
  • Tile drop indicators are no longer displayed for tiles that are falling from the dungeon but have not yet landed in the tile queue
  • Tile drop indicators could appear on the left when DHV was disabled

2015.09.12: Fonts and Filters


As indie games go, Tomb of Tyrants adheres very strictly to the grid; a lot of games will mix and match pixelated images of different resolutions or freely move and rotate sprites to achieve desired effects, but I decided on the challenge of the straight and narrow. Sometimes, most notably with the game's UI, that choice has lead to some mixed results.

Easily one of the most maligned aspects of the game has been the low resolution fonts. While they fit within the parameters I chose for the game, and I won't be changing them beyond the occasional tweak, I have finally created an optional, double-resolution font for those who desire additional clarity.

This was made possible by a lot of underlying changes to rendering and menus. These sort of changes have the potential to be volatile on different hardware setups--if you experience any problems running the game, please contact me (discussion boards, comments, or even just friend me), and I will try to get any issues sorted out as quickly as possible. However, with these changes, I've added a few just-for-fun filtering options.

While Tomb of Tyrants falls on the strict end of the grid spectrum, it also rests on the liberal end of the palette spectrum; due to features like lighting, palette-swapping, and color-blindness support, the game does not stick to an old-school palette. But now, if you feel that the game isn't retro enough, you can enable 256-color modes and dithering options!



There's also a weird "artsy" filter, for people who don't like pixels so much. If you use this with the default font, it is actually much more legible than seen here--the double resolution font does not play super well with the filters, due to having double the sample resolution:



I might add another style or two from time to time, but this feature was just a free-time experiment that I thought would be fun for others to play with =). The default rendering remains untouched.

Other new features: tile drop indicators while making moves, move canceling (right-click while dragging a move), and the ability to queue floors so they will build as soon as room and resources allow.

There are also some bug fixes and other minor things as well (like proper accommodation for Windows DPI scaling). I expect I'll have an opt-in beta update for controller support sometime in the next few days. Thank you for all of the great suggestions and reports this week--most of this list is your doing :totfedora:!


Changelog


Additions:

  • Double-resolution font option (replaces the game's three small fonts)
  • "Ghost" tile drop indicators; when a move will result in falling tiles, the resting places will be displayed
  • Moves can be canceled by right-clicking
  • A floor will be queued for construction if you click it while it is unavailable; it will then be automatically built the moment it becomes available
  • Support for Windows DPI scaling (commonly used on displays with very high DPI, like tablets or 4k monitors)
  • Added a tooltip to the top edge of codex, noting that the codex can be dragged and repositioned
  • Option to disable "ghost" floor buttons, if they feel overwhelming
  • Pixel style options--"Soft" (default), "Hard" (scales more harshly than "Soft," but better for dithering), and "Artsy" (lots of blending for similar colors)
  • Dithering options--"None" (default), "Low-Res" (very noticeable dither at game's target resolution), "High-Res" (subtle dithering at native window resolution)
  • Color options--"Full" (default), "256-Warm" (typical 8-bit palette spread; 3-bit red, 3-bit green, and 2-bit blue channels), "256-Cool" (better matches the game's actual color scheme; 2-bit red, 3-bit green, 3-bit blue channels)
  • A couple of new tutorial entries to cover new features

Changes:

  • Revisions and updates to some help topics and tutorial entries
  • Can click and drag meters in the menus (volume, color, margins, etc.)
  • Shady Shop now reduces only equipment cooldowns (this puts it on par with the Alchemist, and another floor will take up relics in the future)
  • Floor names are now drawn over default floor frames (but still under highlights)
  • Altered a few UI colors slightly to improve color contrast on plots and some codex entries
  • Character lighting is determined automatically now, rather than manually configured--it should be more consistent than before
  • Rewrote a lot of underlying menu code (to prep support for keyboard and controller navigation)
  • Rewrote a lot of rendering code (to allow for advanced effects and increased resolution on specific elements)

Fixes:

  • Multiplier was erroneously being moved to the DHV when making matches in the actual Hoard
  • Lighting glitch on surface
  • Inventory item destruction did not update floor purchase buttons (noticeable with Rabid Rabbithole and Glorious Grenade)
  • Corrected some wrong colors and parts on a couple of characters
  • "Buy floor [x]" plot was no longer appearing
  • It was possible to load a legacy resource with less than the minimum starting amount

2015.09.03: Jurassic Jungle


ToT's build tree is based on five starter floor choices; there are ten such floors, and each one has an opposite. Generally speaking, when I add something to one branch, I should try to balance things by adding something else to the opposing path, and last week's Mounts update may have tipped one of those starter decisions in the goblins' favor. So here's a little something for the kobolds: raptors!

This update also removes access rule control. There are still access rules that determine whether a minion will enter a given floor, but they have changed slightly, and you can no longer cycle your floors between the various rules. Originally, I wanted players to have all of these foolish minions that wouldn't follow direct orders, but rather obey general rules that the Tyrant laid out. Players felt that was rather frustrating, though, so I gradually moved the game away from it, and by the time I had given players direct drag/drop control over all minions, the rule controls had become a bit unnecessary and confusing.

The "defend" rule is gone outright; minions now do a much better job of staying put when you drop them on a floor, so you can build encounters on any "patrolled" or "avoided" floor. The "avoid" rule now means that minions will never visit on their own--even if heroes are present--, but you may still place them there. The "off-limits" rule is only applied to checkpoint floors and means that you cannot even drop minions there.

There are also a ton of other minor changes and fixes contained in here, courtesy of the many gracious players who made bug reports and suggestions over the last week. Thank you so much, everyone :totcordial:!

Changelog


Additions:

  • Jurassic Jungle floor (Snarling Snare)--produces Raptors
  • Raptor minion--merges with Kobolds to produce Kobold Lancers (replaces Kobold)
  • Kobold Lancer--strong melee unit that pierces armor defense
  • You may now swap minion positions within a battle (swap will occur after current round of actions are completed)
  • Minions kept/lost during a merge are now marked in the Codex
  • Trap information tooltips on purchase buttons (damage and immunities)

Changes:

  • Minions should do a better job of staying where you place them
  • Placing more than four characters on a floor will "relieve" earlier minions, causing them to resume patrolling
  • Minions may be dragged and dropped onto the same floor they are already on
  • Removed access rule control
  • Removed "defend" access rule
  • Trap floors are "avoided" (effectively works as before)
  • Sanctum is "patrolled"
  • Hoard refill button requires reducing Hoard to two rows, to make it less tempting to press it all the time
  • Hoard refill costs only 25% of all resources now
  • Increased sliding velocity when dragging rows/columns, to make things feel more responsive
  • Slow recovery rate made slower (1 point every 25 seconds)
  • Removed a slight fade effect from the tops of many floors; this was dimming tall character features
  • Darkened buzzsaw and spear trap icons, to improve pack number visibility on purchase buttons
  • Genie and Ifrit have been given slower recovery rates
  • Mischievous Monkey now disables traps
  • Kobolds, Lizardmen, and Gorgons now have faster recovery rates outside of combat (due to lizard-like regeneration)
  • Purchase buttons are now sorted by difference from full pack; this will bump smaller packs (some traps and tougher minions) higher up the list, even though you are only buying one unit
  • Full pack purchase buttons are now highlighted in gold
  • Increased hero wave strength based on number of checkpoints in your dungeon
  • Some character appearances and champion varieties have been visually improved
  • The usual assortment of minor UI adjustments

Fixes:

  • New legacy display location would overlap one another with double-digit legacies (quietly corrected in 2015.08.30)
  • Play/pause button graphics were swapped (also in 2015.08.30)
  • Click priority issue with inventory (also in 2015.08.30)
  • Legacied workers could produce resources before the next game was officially started
  • Lavish Lamp is now listed as a requirement on Ifrit's Codex entry
  • Animation glitch on Dark Dwelling
  • Triggered traps weren't updating purchase button order
  • Tooltip background could use wrong width at times
  • Battle display moves more precisely with shuffling floors
  • "+[x] Max [resource]" text now adds up all bonuses made in that move and displays the total, rather than a bunch of overlapping texts
  • Attempting to make another grab while Hoard was in motion could cause Hoard to grab a seemingly random tile once things had settled
  • Poison attacks were not always poisoning for full amount

2015.08.29: Fixes and Sundry

[Edit: Uploaded 2015.08.30 to address a few small UI issues introduced by the layout changes. Notes will be included with the next update. Thanks!]

Yesterday's update was short on fixes and introduced a couple of new issues, so today I did some clean up in various places and tweaked some UI. I didn't have time to play-test new content today, so I'm afraid that that will have to wait, but there is some cool stuff coming!

One noticeable change is that production floors can no longer be toggled. This feature hearkened back to time when players didn't have direct control over their minions, and production didn't drop tiles straight into your resource pool, but rather into the Hoard. Back then, it made sense to allow players to turn off production with the click of a button, but now, it's a bit obsolete. You can simply drag your minions away if you really want them to stop giving you free resources, but there isn't as much reason to stop them as there once was.

I am also considering the removal of access rule control, as that (little understood) feature has been similarly rendered rather unnecessary. Floors would still have access rules that govern patrolling (minions would continue to avoid trap floors, for instance), but there's little need for distinguishing between patrolled and defended floors any longer, and few situations in which a player should really want to change default rules, except on the Sanctum (which will be changed to a patrolled floor).

Let me know what you think, and thank you for all of your recent reports and feedback :totcordial:!

Changelog


Additions:

  • Health, defense, ability, and trait icons are now displayed on character purchase tooltips
  • Blocked floors are now listed in floor button tooltips, so you can better tell that you are making a choice
  • Particle system now supports text
  • Completing a ritual pops a "+x Max [icon]" on the Hoard, so it's more obvious that a resource pool has increased
  • Experimental match effect on Hoard background
  • Hovering over a character will now slow them down a bit, to make them easier to follow

Changes:

  • You can no longer directly disable production in your dungeon
  • Motives are now stronger and more weight is given to more recently added floors in your dungeon
  • Rearranged some UI elements (legacy display, codex, play/pause buttons, etc.) to reduce overlap
  • More tooltip improvements
  • Revisions to some codex general help topics

Fixes:

  • Prophecy glossary had a line running off the page
  • Trusty Steed prophecy was inadvertently rendered unattainable, but should now be in play (requires Lair and Cellar)
  • Champion heroes' motives were mistakenly listed as "adventurous" (the motives were still correct internally)
  • Grabbing the actual Hoard (not the DHV) while scrolled up was no longer dropping the camera down to view the entire Hoard
  • Minions with multiple possible home floors (the Goblin Miner) would only display one home floor in the Codex
  • Undiscovered prophecies could be viewed by clicking related, unknown links in the Codex (these now link to the general topic on prophecies)

2015.08.28: Mounts and Motives



[Edit: Steed prophecy was inadvertently rendered very difficult to trigger; this will be patched in the next update (likely this weekend). Sorry for the inconvenience!]

This update adds support for merging specific units, adding combinations of characters that will transform into a single, better unit. It's simpler to think of it as the mounts update, but other things could be done with this system in the future.

There are only a few examples in this initial release, but there are more in the works, and I'll be dropping in some more over the next week. For now, the heroes gain the Trusty Steed, which can join with Human Fighters or Human Crusaders to become Human Knights or Human Templar, respectively. On your side, the new Predatory Pens floor will produce Wargs, which can combine with standard Goblins to create Goblin Beastmasters.

An important point here is that the Goblin Beastmaster takes the Goblin's "slot" in the Grotto, so you can use the Pens to effectively replace all of your first-tier Goblin units! I expect some other early minions might see similar treatment down the road.

Some of you have noticed that the heroes assembling outside of your dungeons are becoming increasingly mismatched, and it's about time I did something about that. The new motives system should bring a little more cohesion to invading forces; each hero type has a motive (they can be "adventurous," "righteous," "greedy," "inquisitive," "hungry," or "conservative"), and each floor you build will help attract heroes of one of those types.

It is still somewhat random, but selection is now weighted, so building an undead dungeon will bring in more righteous heroes (clerics, monks, crusaders, paladins, etc.), while building the workshop or study would inspire inquisitive heroes (wizards) to come check out your dungeon.

I expect I'll be adding a lot of heroes in the near future, and the motives are one step toward keeping the invaders a little more organized. Thanks again for all of your support :totfedora:!

Changelog


Additions:

  • Motives
  • Character Combinations
  • Trusty Steed--Beast hero; merges with fighters and crusaders
  • Human Knight--Mounted hero with melee damage
  • Human Templar--Mounted hero with holy damage
  • Predatory Pens--4-row floor that produces Wargs (Grotto + Lair)
  • Warg--Beast minion with melee damage
  • Goblin Beastmaster--Mounted minion that increases allied beast damage
  • There are a couple of new general help topics in the Codex
  • "Mounted" trait added--not yet used by any items or abilities

Changes:

  • Character placeholder images (such as those used in the codex or on buttons) are now always the same rather than randomized
  • Extended some tooltip texts
  • Shifted tooltip placement to reduce cursor overlap at some resolutions
  • Adjusted some prophecy pre-reqs to improve the typical unlock order

Fixes:

  • Fixed a couple of trait icons

2015.08.23: Counterbalancing

This is a somewhat impromptu update to address some bugs and balance concerns. Most of this was going to wait a few more days for the next exciting update, but...that genie.

The genie has melee immunity, and there aren't a lot of minions (especially early on) that can combat that, which really pushes players to manually counter them (by dropping appropriate minions and deploying items), but I'm hearing that this is more challenging than I had anticipated. Plus, the problem is potentially piqued per the possibility of plural periwinkle provocateurs.

This patch changes some ability damage types, giving several minions different damage categories for their previously "melee" primaries--where it makes sense, of course. Furthermore, the genie (and potentially other challenging hero archetypes) now have a spawn limit that scales with the size of your dungeon, so you shouldn't see many of them (or any at the beginning of a round).

Hero spawning will change a little in the next big update, but it sounded like the genie was wrecking shop (of the "shady" variety), and these changes should help with that for now.

Also, a lot of early item and hero prophecies have been given additional floor requirements to make them less likely to appear before floor prophecies. This is because floor prophecies are generally more useful to new players than items, and clearly more important than new heroes.

There are even some bug fixes in here, thanks to your excellent feedback and reports :totfedora:!

Changelog


Additions:

  • Codex glossaries now display "x of y Unlocked" for each category

Changes:

  • Early item and hero prophecies now have more floor dependencies, so that they are less likely to appear before new floor prophecies (which are more important to new players looking to expand their dungeons)
  • Codex now displays name and content category for in-progress unlocks, rather than a simple question mark box
  • Legacied items reset cooldown at the end of a game
  • Items can no longer be used before a game begins (this does not apply to deployed items, only in-inventory usables)
  • System for restricting the number of specific types of heroes allowed to appear at a time
  • Giant spiders now deal only poison damage in the primary slot
  • Nightblade abilities have been shuffled and adjusted (shadow primary + ward debuff, three ranged strikes)
  • Assassin abilities have been shuffled and adjusted (poison + agility debuff in first and secondary slots)
  • Necromancer now deals shadow damage with primary attack
  • Spider Priestess abilities have been shuffled and adjusted (shadow primary, ward buff secondary)
  • Paladin has been buffed and given a light healing ability; they were also made less common
  • Crusader primary now deals holy damage
  • Gorgon primary now deals ice damage
  • Dark Elf Matriarch primary now deals shadow damage
  • Deep One primary now deals ice damage
  • Minor cosmetic changes to some character visual effects

Fixes:

  • Some secondary, tertiary, and quaternary abilities would use the wrong damage type in rare situations
  • Banner glossary left/right buttons were broken
  • Newly discovered prophecies wouldn't immediately fill in other glossaries with the names of in-progress unlocks
  • Addressed an obscure crash related to using the Magnum Magnet in specific situations
  • Hitbox for "continue" button on tutorial window was a few pixels off

2015.08.22: Wishful Thinking



Tomb of Tyrants passed three thousand active wishlistings yesterday! (This figure doesn't include the thousand wonderful people who wishlisted and later acquired the game!) I've been working on a more substantial content update this week, but it might be another week before it's ready, so I've whipped up some wish-themed content to release alongside some bug fixes that I'd rather not withhold any longer.

First, there's the Diamonds in the Rough hero pack which contains three Arabian Nights-inspired good guys: Human Street Rat, Mischievous Monkey, and Genie, which definitely aren't reminiscent of anything that's ever been done before. Once you've unlocked this prophecy, a second prophecy will open up, unlocking a new usable Lavish Lamp (which allows you to summon a free Ifrit once every five minutes) and a lamp-themed banner (which wishes away the first three heroes to enter your Sanctum).

As always, thank you for your support and assistance in addressing the bugs below :totbacon:!

Changelog


Additions:

  • Genie--powerful hero with melee, ranged, and lightning immunities
  • Human Street Rat--agility-based hero with higher defense and lower attack than a standard fighter
  • Mischievous Monkey--high agility, low health and damage; this "hero" will actually drop loot and growth when it hits your units
  • Ifrit--floorless demonic genie with melee, ranged, and fire immunities
  • Lavish Lamp--usable relic that summons an Ifrit with a five-minute cooldown
  • Wishful Thinking Banner--Slays first three heroes to enter the Sanctum
  • "Spirit" trait--like other traits, this holds no inherent meaning; it will be used for ability and item effects later

Changes:

  • Legacies won't reset if the Tyrant is somehow killed before a game has properly begun--this should not happen, but I've had one report of a lone hero somehow surviving the dungeon's destruction, so this is a safeguard

Fixes:

  • Repaired another cause of the "staring contest" bug; please let me know if you are still experiencing this!
  • VSync toggle incorrectly required a restart before taking effect--it should kick in immediately now
  • GPU usage would max out if the game were left minimized with full-screen enabled
  • Characters that drop tiles in combat would fail to drop tiles if their attack animation was cut short
  • Some popup icon tooltips would bleed through the opened codex
  • Character "poof" effects could appear in the wrong location in specific situations
  • Could no longer click champion portraits to jump to their place in the dungeon
  • Character-related particle transparency wasn't always handled appropriately

2015.08.08: Charred Charnel and Unethical Unearthing

My family and I are mostly moved into our new home, and I've finally gotten back into a work schedule; to celebrate, here are two new alternative floors: the Charred Charnel (Bonehoard + Portal--produces flaming, demonic, skeletal effigies) and the Unethical Unearthing (Bonehoard + Workshop--produces skeletons wearing combat exoskeletons). Each of their prophecies also unlocks a new banner, which are mostly undead- and construct-oriented.

There's the usual assortment of fixes and tweaks, as well. Thank you for all of your reports and patience this week as I got settled in :totcordial:!

Changelog


Additions:

  • Charred Charnel (Bonehoard + Portal--produces Effigies)
  • Unethical Unearthing (Bonehoard + Workshop--produces Exoskeletons)
  • Flaming Skull banner (Undead gain fire immunity and a bonus point of fire damage)
  • Jolly Wrencher banner (Undead gain construct trait--so construct abilities and items will work on them--, and constructs gain one health)

Changes:

  • Character particles are now drawn in the codex, champion portraits, and even while dragging them (this does not include static images of characters, such as the character buttons or generic codex entries)
  • Several minor icon image and label adjustments
  • Character tooltips are now always as long as the longest trait label, so the box won't resize over and over, as the game cycles through trait labels
  • Character health and armor may be displayed on the same line of the tooltip, if it is wide enough to accommodate both
  • Extended "blink" functionality to support other flickering colors on characters
  • Champion portraits didn't fit with wide UI margins, so they have been made slightly narrower (about two pixels thinner)

Fixes:

  • Champion particle emitter properties were not being fully updated upon promotion
  • With the sound muted, it was possible to hear
  • very* quiet sounds that occurred off-screen, due to some funny math
  • Some banners and artifacts were not properly affecting champion units (Kibble, for instance)
  • Ghost button icons were not properly transparent
  • Some character accessories were not being colored appropriately
  • Several minor particle fixes
  • Clicking a resource legacy lock while it was over the Hoard would jump the view down to the Hoard (as though you had attempted to grab a tile)
  • Fixed a bug where the Tyrant wouldn't appear at all, if you messed with tutorial settings at the wrong moment
  • The "Fire Marshal" failsafe ending (maximum Sanctum capacity breached) would not trigger if the Tyrant didn't exist
  • Minion death didn't prompt an immediate character button re-sort
  • Boost abilities
  • appeared* to affect other boost abilities (they did and do not boost other boosts)

2015.07.30: Scaling Adjustments

This update has a few more adjustments for the recent scaling changes, to increase smoothness and improve UI placement at some resolutions (and with different margin settings). Also, I made always-on character outlines optional and significantly buffed the new Kunai banner.

Sorry it isn't too exciting; I am still packing to move this weekend, but after the move, development should pick back up. Thank you for all of your suggestions and reports!

Changelog


Additions:

  • Always-on character outline option (these are on by default, to help players quickly determine whether a character is friend or foe, but may prove unnecessary to experienced players)

Changes:

  • Improvement to resolution scaling to get slightly crisper pixels at less common resolutions (I think there's still room for improvement, though)
  • UI adjustments so the new scaling plays better with larger UI margins (necessary for title-safe regions)
  • Champion appearances are deterministic by name, now, so a champion who lives across multiple instances of the game should look the same as when you closed the game
  • Mystic Kunai banner now gives all heroes a shadow weakness (unless they have a shadow immunity)
  • Completed Rituals and Plots are now reported below the score
  • Some icon art changes

Fixes:

  • Scaling changes weren't affecting menus consistently
  • Fixed reported white screen