Just a quick update. I’ve been working on getting new set of models into the game. Doing that I ran into a very common problem – models tend to have arbitrary hierarchies and transforms. For context, the game is built on a custom engine that I’ve been working on over the past 6 years or so. […]
Over the past few days, I have been working on improving visibility of “defense” state in combat. The idea is to make it clearer what is happening on the field.
Our game designer has reworked the talents and status effects based on some of the player feedback to use whole numbers for fixed bonuses to:– ability power– health– absorption These changes should make the game a little easier to understand and respective effects a bit more satisfying. Let us know what you guys think!
Fixed a bug that would sometimes cause talent levels to not update properly. You spend a talent point, but the effects of new talent level do not apply until you re-load the game. Thanks to all who have reported the bug, your info helped find the root cause.
We’re currently in the process of major overhaul of talent trees. As part of that work, we’re introducing a new combat mechanic: healing effectiveness. It’s a new stat which modifies how well healing works on a given unit. Some of the new talents will reduce that and some will increase it, to make healing more interesting.
A couple of bugfixes and tweaks – AI logic has been adjusted a bit, you should see fewer poor decisions being made – Rounding error is in awarded experience calculation, there were some ugly looking decimal fractions there, these are now gone – After reworking of combat text, there were instances where it would freeze […]
Small update. Dead units now appear grayed out to make it more clear.
Now stats are color-coded based on whether they are currently boosted or deduced. If the stat is increased – it will be colored green, if it’s reduced – it will appear red. There is a bit of a glow used to code how much the stat is modified by, it’s quite subtle, but it should […]
We have had a lot of feedback about how easy the game is in the beginning. This was by design, but it looks like we went too far off the mark. So in this update, we have increased the early game difficulty a little. Squad capacity has been reduced:– lvl 1: 2 down from 3– […]
Over the past few days, we received a few requests to be able to see how much talents are affecting your characters, so I added stat breakdown to the tooltip. It’s super simple, it only shows you base and bonus values, so hopefully it will be easy to understand. Let me know what you think!