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!
Floating combat text is a bit of an art-form, I think. I added a couple of features to it to make it look better. – text gets a random offset within a small area, which makes several messages appearing at the same time look better, as they don’t stack on top of one another – […]
Added highlighting to strategy scene, now interactive objects highlight when you hover mouse over them, just like in combat. This was on the books for a while, I had most of the code in place, so it was a fairly simple win.
Past week Joao was working on creating environments for Komrade’s combat scenes. Process: create environment thumbnails we agreed to choose 3 to take forward these 3 will get gray blocking, creating a feel for what the scene will look like in 3d blocks are painted to represent colour from thumbnails replace blocks with actual props […]
Trying to figure out the right level at which water should flood the world
Joao was doing concept art for combat scenes in Komrade