Changelog:
What's new?Player: Added monster auto-levelling and challenge balancing; game is now harder Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party Player: Reduced hero revive time in village maps to 30 seconds Player: Doubled health/power given by potions Player: Added confirm button to the load saved game dialog and world map fast travel dialog Player: Spider waves are now disabled on easiest difficulty setting Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down Player: Added some basic damage/miss/critical text during combat Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score Player: Made villagers a little less squishy by doubling their health Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health Player: Master volume now fades to 0 when the application loses focus Player: All needs are now disabled until the supply wagon has been built Maps: Campaign: All: Added minimap location markers for all quests Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory Assets: Audio: Updated magic weapon impact sounds Assets: Audio: Added fuse and explosion sounds Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP) Assets: Characters: Beastmen: Updated great weapon collapse animation Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set Assets: Characters: Grublins: Added Scruplez Assets: Characters: McDougal: Updated knockdown animation Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt Assets: Characters: Ogres: Updated Ogre Zombie mesh Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador) Assets: Characters: Toadkin: Added Sage Assets: Kits: Props: Added faction crossbows (04-11) Assets: Kits: Fishing: Updated textures and props Assets: Kits: Buildings: Goblin Village: Updated textures Assets: Kits: Buildings: Construction overhauled with more modular pieces Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets Assets: Loot: Added Grublin chainmail armor set Assets: Loot: Added House Hraun chainmail armor set Assets: Loot: Added Withering Dead leather armor set Editor: Workbench: Added StatisticItem node to track how many resources are harvested Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default Editor: Workbench: Removed 'pointInWorld' input from all quest nodes Editor: Workbench: Added IsAsset node Fix: Fixed local rotations on levelup visual effect Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench Fix: FOW stopped working after the world map was loaded Fix: Beastmen were visible in fog of war Fix: Set default faction on some humans to be correct Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible Fix: Rows were being duplicated in marketplace UI when reloading the map Fix: Camera rotation could sometimes be restored incorrectly Fix: Kenny now attacks after the warning conversation dialogs completes and not before Fix: Kenny failed to flee if he was stunned when his accomplices were defeated Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map Fix: Reduced max distance from enemy to defeated hero to block revival of that hero Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in Fix: Destructible doors are now destroyed with one hit as intended Fix: Population wasn’t expanding in sandbox maps other than the starting map Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off Fix: Floating grass can sometimes be left over when portalling to a different map Known IssuesSome Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign