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- Patch-Titel: Version 0.6.10: Prison break mission, blacksmith, weapon mods, und mehr!
- Patch-Veröffentlichungsdatum: April 4, 2024
The developer of Together in Battle has released a new update for the game on April 4, 2024. Hier sind die neuen Dinge, die Sie in diesem neuen Update erwarten oder ändern sollten. Diese Informationen wurden direkt aus der offiziellen Ankündigung auf Steam zusammengestellt.
Grüße, Taktikfans! After a minor surprise update one week into the month, I’ve spent the last three weeks working hard to pack in as many goodies as I could for this, the monthly update proper. (I won’t recap the additions from the mini-update, but the gist is that I added in new events, Fähigkeiten, und Gegenstände; you can find details on that Hier.)
As for this update I’ve just pushed, weiterlesen!
Let’s start with the biggest changes and additions this month:
- new investigation scene: interrogation of the palace armorer!
- new side investigation: find the blacksmith!
- new prison rescue mission!
- new daytime option: Schmied! If you can find him, the blacksmith will become available as a way to reliably repair your weapons. The blacksmith lets you rename your weapons, zu! (He may even comment on your choice of names, depending on what you pick. 😉)
- new battlefield object: puddles! Puddles visibly and audibly splash when characters walk through them, and drop dodge and cold resistance while slightly raising heat resistance for anyone standing in them. During battles with a rain weather effect, the game will now progressively spawn puddles randomly around the battlefield. (The harder it is raining, the more frequently puddles will appear.)
- the game now has a bunch of new weapon-modifying items! These are consumables which permanently improve a weapon in one fashion or another. These include counterweights (dauerhaft +5 Genauigkeit), reinforcing spines (+5 to the weapon’s maximum uses), poison sheaths (+1 poison damage and a chance to poison), and oil-filled sheaths (+1 heat damage and a chance to set an enemy on fire).
- whetstones are now a weapon-modifying consumable: instead of providing a character +1 Strength for the rest of the battle, they permanently add +1 Strength to the user’s current equipped weapon. To compensate for this buff, they can now only be used once and both rarer and more expensive than before.
- the game now has built-in bug reporting! Simply press the Report an Issue button in the main menu during a battle or cut scene to open up a window where you can submit a report; the game will automatically generate a log and send it to me along with other relevant info so I can start tracking down the bug as soon as possible. (Special thanks to Ross Przybylski for his help troubleshooting the PHP back-end!)
We’ve got UI improvements and polish:
- added icons to the main daytime menu options in Kalkerapur.
- added icons to the main evening menu options in Camp, and to the main dialogue options during a one-on-one.
- reduzierte die Höhe der Popup-Textanimation, um die Lesbarkeit zu unterstützen.
- Klicken Sie mit der rechten Maustaste auf Teppiche und andere Objekte, die als Boden behandelt werden sollen.
- you can now check your calendar and army overview during league match and qualifier scheduling scenes.
- cleaned up the shop interface a bit: the text that notes when you’ve bought or sold something can no longer overlap with the page-swapping buttons, and is now far less likely to end up truncated.
- when using the virtual keyboard, the game now displays a flashing caret in the associated input text box as if the box were actually selected.
Miscellaneous other additions and improvements:
- tall grasses now make rustling noises when characters walk onto or through them.
- improved the weather visual effects for rain.
- added a chance of Pocket Sand appearing for sale in the shop.
- added a new skin tone that can appear in character portraits: Rötlich braun.
- added three new eye colors that can appear in character portraits: Aqua, Rot, und violett.
- characters can now gossip about other teams in the arena when they talk in the evening.
- reduced the likelihood that characters will talk about the weather when they talk at camp.
- personality-specific rest narrations are now much more likely to be chosen when a character chooses to rest in the evening.
- the jobs board now supports cooldown periods of more than just than 1 day before a taken job has a chance of appearing again. There is now a 2-day cooldown on the Caravan Guard job and a 5-day cooldown on Cavern Exploration.
- added a brand-new visual effect for Overheat!
- erstellte einen neuen Soundeffekt für Überhitzung.
- increased the power scaling on Overheat from 1.25 Zu 1.5 and gave it +50 default accuracy.
- increased the power scaling on Drain from 1.5 Zu 1.75.
- buffed the Specter promoted class a bit: they now get +5 power to Drain in addition to the range and cost improvements.
- buffed the Sentinel class: they now gain a 75% chance to block with Defensive Stance instead of the normal 50% Chance.
- Der Verteidigungsstatus-Effekt kann nun seine Leistung stapeln und ist hart codiert, um zu verschwinden, wenn eine Einheit eine neue Wendung erhält oder begeistert wird.
- reworked Engine Boost: it is now usable only once per turn, increasing maximum movement by 67% (d.h. von 2 for most golems) at the cost of 5 Energie.
- toned down the power scaling on Self-Repair: it now restores health equal to 1.5x Strength instead of 2.5x Strength.
- adjusted Battle in the Northern Stepwell so the rescuee’s remaining health is never enough to survive more than 5 rounds of drowning.
- added portrait animations to the Shadowling Grandpa event.
- added auto-looting to the Save Grandpa battle.
- the combat camera now pans over to attacks even if combat zoom is turned off, reducing graphical artifacts from visual effect layering.
- new portraits for the blacksmith (and a second character whose identity I am not going to reveal here 😉.)
- added a variant mood called „Heat Sick“ with its own distinct narration to make it clear when a character is feeling sick due to working during a heat wave.
- the game no longer counts it as friendly fire if a character attacks an ally while Enthralled.
- Dialog -Zweige unterstützen jetzt ein Attribut namens namens „Zeigen Sie einzelne Antworten.“ This forces the game to show reply buttons on this dialogue branch even if only a single reply remains–useful for moments when the player says or does one particular thing that someone will react to.
- status effect tooltips now display the actual power of the status effect conferred, not just the default value for that status effect.
- Neupositionierte Status -Effekt -Tooltips im Zeichenbildschirm, damit der Mauszeiger keinen des Textes verdeckt.
- wrote a little tutorial blurb about rain and puddles in Battle at the Dry Mounds.
- updated Make Weapon camp activity narrations to make use of the new Blacksmith background.
- wrote a second „you have no characters“ camp narration variant.
- reworded the bit in the introductory scene where the game asks if you want to enable manual saving so that people who think „roguelite“ bedeutet „a game where you get a choice of 3 upgrades sometimes and also there’s vertical progression“ don’t get confused.
- refactored aspects of the game’s movement code to make adding to (and changing things in) character movement much easier.
- in version 0.6.10a: the game now warns you if you’re about to embark on the Find the Blacksmith quest with a roster of less than 8 Charaktere, or a roster with an average level below 17.
- in version 0.6.10a: swapped the eye palette numbers for violet and red eyes.
- in version 0.6.10a: characters will no longer be generated with creepy red eyes in recruitment; that option is now exclusive to the character creator in the campaign editor.
Bug fixes aplenty:
- behoben: loading a saved game mid-scene, stairs could end up counting themselves for purposes of determining base elevation, thereby raising themselves up higher than the terrain calls for (and potentially making themselves untraversable).
- behoben: Manchmal, Der Tooltip für die Geben -Schaltfläche eines Artikels würde nicht angezeigt.
- behoben: unter bestimmten Umständen, Dummy -Angriffskacheln, die beim Mäuschen über einen Angriffstaste gezeigt werden, könnte unangemessen verschwinden (oder überhaupt nicht erscheinen).
- behoben: if you beat Battle in the Northern Stepwell without ever having someone speak to the kidnapped character, they would never return to your roster.
- behoben: you could trigger the Northern Stepwell event sequence more than once per playthrough.
- behoben: hiring out a character as a laborer during a heat wave could throw a range error and cause the game to lock up.
- behoben: a null error could occur in camp under very specific circumstances.
- behoben: Einen Feind gegen den Rand der Karte zu zerschlagen.
- behoben: battle AI was not set to recalculate moves upon removing Inactive tags from a CPU-controlled units mid-turn.
- behoben: battle AI could disregard a valid move onto an AreaPreference space if no valid skill targets existed within range of the destination.
- behoben: due to an oversight when implementing the new move-tracking code, the computer could fail to clear its internal list of viable moves when an enemy’s attack slew a character and triggered a death monologue, which in rare cases could result in the AI proceeding with the second-ranked move without recalculating based on the updated state of the battlefield.
- behoben: Wenn eine neue Wendung einer Armee ohne verbleibende Einheiten gehört, Das Spiel würde in die nächste Kurve überspringen, ohne einen On -One -Dialog- oder Dialog -Set auszulösen, der in dieser Runde ausgelöst wird.
- behoben: Sie könnten auf einen Feind klicken, um ihre beweglichen Räume unter dem Nebel des Krieges zu zeigen.
- behoben: Wenn ein Charakter über eine Fähigkeit vom Typ Teleport bewegt wurde (wie Shadowport oder Nebeneinander), the game would not check to see if it should drop them into water, Lava, or a chasm upon reaching their new position.
- behoben: the Blizzard weather effect was no longer displaying properly.
- behoben: you could undo after using a Move skill that also moves a second character (like Trade or Juxtapose).
- behoben: the tag granting the Kinetokurios the ability to inflict Weakened status via Kinetic Constriction was misformatted.
- behoben Mausover -Zonen für Status -Effekt -Symbole im Zeichenbildschirm.
- behoben: gamepad focus on the virtual keyboard would get overridden by the underlying dialogue tree when input text was enabled in the very first branch of dialogue.
- behoben: the dialogue interface’s virtual keyboard gamepad navigation was not working as intended when used in battles.
- behoben: height was set incorrectly for the promoted cavalier lance and charge animations.
- behoben a typo in the default CharAttributes file that would cause the character creator to throw a range error when trying to randomly generate character dialogue.
- behoben: if a character had a camp activity and the character right after them in order fantasized about them, the first character’s portrait would stick around inappropriately.
- behoben: the logic to prevent the same job (other than laboring) from showing up multiple days in a row on the jobs board was faulty.
- behoben: selecting Investigate when no more investigation scenes exist would kick the player straight to camp instead of returning them to the main menu in Kalkerapur.
- behoben: Das Erstellen von Fähigkeiten würde nicht auf Räumen funktionieren, die Teppiche oder andere Objekte mit einem True enthalten „Behandlungen“ Attribut.
- behoben: Die „Kraftname“ Feature für Charaktere in Proc Gen Map Army -Gruppen wurden nicht auf Einheiten angewendet, die von PremadeUnits.xml gezogen wurden, Nur zu Einheiten, die prozedural von Grund auf neu erzeugt werden, resulting in the Dacoit Leader not being named as such in Caravan Defense maps.
- behoben: camp music was not returning to normal after receiving Prince Ajit’s letter.
- behoben: Die Reihenfolge der Einstellungsoptionen der Kampfzoom wurde in der Lokalisierungsdatei umgeschaltet, Ursache ‚Nur Angriffe‘ interpretiert werden als ‚Aus‘ und umgekehrt.
- behoben: Ein Charakterporträt, das am linken Rand des Bildschirms hinzugefügt wurde, und das gleiche Porträt, das zur linken Rand des Bildschirms geht 5 Pixel voneinander ab, occasionally leading to awkward transitions in camp.
- behoben: the game made the „weapon breaking“ noise when non-weapon equipment (such as Pocket Sand, Snare Kit or a Satchel Charge) went to zero uses.
- behoben: Der Pop-up-Text-In-Battle-Pop-up-Text, der Erfahrungen bei der Verwendung eines Battle-Primers zeigt, häufig dazu führt, dass es weniger Erfahrungen ankündigt als tatsächlich gewonnen wurde.
- behoben: certain text sprites (such as Regenerating, Stärke, or Talkable) had faint lines appear near the edges of the image due to trilinear filtering bleed from adjacent icons in the spritesheet.
- behoben: certain messages in the shop interface were missing localization support.
- behoben: Die „no one is in camp“ narration text was missing localization support.
- behoben: one of the character responses to being renamed slightly exceeded the available space for text.
- behoben: placing traps, Brücken, and barricades had begun spawning spark particles after the last update.
- behoben: Der Starttext des Bereitstellungsfensters wurde standardmäßige Lokalisierungswerte überschrieben.
- behoben wording on a few personality-specific rest narrations.
- behoben the wording on a bit of Prince Ajit’s interrogation dialogue.
- behoben in version 0.6.10a: losing the Blacksmith Rescue mission while playing on roguelike mode would be treated like an ironman loss and cause deletion of the save file.
New goodies for campaign creators:
- the character creator now allows you to manually set the clothing used by character portraits.
- the character creator now allows you to manually set the scale for character portraits when they appear in dialogue (aus 50% bis zu 125% of normal size).
- improved click detection for portrait accessory and clothing buttons in their respective character creator submenus.
- neuer KI -Tag -Typ unterstützt: Patrouillieren. This works like AreaPreference, but acts upon a looping sequence of areas for the character to move toward. Sobald der Charakter den ersten Bereich in der Sequenz erreicht, Ihre Präferenz verlagert sich auf den nächsten, und so weiter. Paired with a Passive tag, characters will simply walk through the sequence while ignoring enemies outside their move-and-attack range.
- Neue Skriptaktion: ShowBlacksmith. This calls up the shop interface in „blacksmith mode“, displaying weapons possessed by the group which are below their maximum uses left. Clicking a weapon in this mode causes it to be repaired in exchange for the repair cost (equal to the proportion of max uses to be repaired times the weapon’s original sale price).
- neuer Dialogauslöser unterstützt: OnunitaTacked. Das funktioniert genau wie OnChar angegriffen, außer dass die angegriffene Einheit kein Charakter sein muss, um den Dialog auszulösen. (Jemand, der ein bestimmtes Objekt angreift, zum Beispiel, can trigger OnUnitAttacked dialogue.)
- Neue Skriptaktion: AddTtagTogruppe. Dies funktioniert genau wie AddTtagoarmy, aber anstatt eine Armeennummer anzugeben, Sie geben eine Aggroup -Nummer an. Jede Einheit in der angegebenen Aggrogruppe erhält das neue Tag, das Sie zur Verfügung stellen.
- Neue Skriptaktion: REMOVETAGFROMGROUP. Dies funktioniert genau wie die Entfernung von Fromarmy, aber anstatt eine Armeennummer anzugeben, Sie geben eine Aggroup -Nummer an. Jede Einheit in der angegebenen Aggrogruppe verliert das von Ihnen bereitgestellte Tag.
- added support for enabling „show single replies“ in dialogue branches within the game’s dialogue editor. The map and cut scene editors now load and save these attributes correctly.
- neuer optionaler Parameter in der Einsatz Kampfzustand: Maximale Zeichen. Auf diese Weise können zusätzliche Bereitstellungsstellen auf das Schlachtfeld platziert werden, ohne die maximale Anzahl von Einsatzfiguren für den Kampf zu erhöhen.
- new trigger type added to the game: Bewegen. These behave like Pressure triggers, except that they don’t interrupt unit movement or clear the undo stack upon triggering. Als solche, they are intended for small, non-mechanics-related effects (particle effects, audio cues, usw.) when walking over certain spaces.
- new special character added to the game: -ATKMOVETYPE-. Lets you check whether the current skill’s move type is Normal, Parabolic, Teleportieren, ToTarget, WithTarget, or Special.
- new 3D particle effect supported: WaterSmall. A small splash for moving through shallow water (as opposed to the preexisting big splash used when falling into deep water).
- new sound effect added to the game: Water Splash Light. A much lighter splash sound than the existing Water Splash.
- new sound effect: Hammering.
- new sound effect added: Plant Rustle.
- new sound effect: Überhitzen.
- new optional parameter added to the PlaySound script action: pitch range. Accepts a range of positive decimal values, Wo 1.0 is the sound’s normal pitch, values below 1.0 deepen the pitch, and values above 1.0 raise the pitch. If the pitch range parameter is used, the game will randomly choose a pitch value from within the supplied range when playing the sound effect.
- new cutscene background added to the game: Schmied.
- new skill button graphic: Kleidung.
- added support for Max Uses, Name, and Tag as Attributes to Alter in the item editor within the campaign creation suite.
- updated the item editor’s built-in guides to include Max Uses and Tag (with added explanation on how to use the latter).
- Es ist nun möglich, den Namen eines Geräts über ein Gerätempfindungsverbrauch mit dem Namen als Attribut zu ändern zu ändern.
- received new clothing for female human portraits: Royaldese.
- received new clothing for male human portraits: Schmied.
- Aktualisierte die integrierten Guides des Item Editors, um den Namen einzuschließen.
- new destructible object set added to the game: Sandstone castle walls.
- renamed the StairsLimestone destructible object set to StairsSandstone for the sake of consistency.
- behoben: unter bestimmten Umständen, Das Anzeigen des Dialogs im Cut -Szene -Editor kann einen Nullfehler verursachen, da das Spiel versucht, die Navigator -Komponente des Gamepad -Menüs aufzurufen.
- behoben: unter bestimmten Umständen, Das Hinzufügen einer Zeile zu einer Karte kann einen Nullfehler erzeugen.
- behoben: the map editor was spawning Blank game objects whenever new units were placed on the map.
- behoben: with the introduction of differing portrait scales for proc gen characters, the character creator could start to progressively shrink the preview portrait when cycling through different features.
- behoben: deprecated palette code could sometimes cause null errors to pop up when adding certain accessories to portraits for certain characters in the character creator.
- behoben: the Jwalaa item graphic was misnamed in AssetNames, and was therefore not showing up in the item graphics browser.
- behoben: the character creator could list duplicates in the class selection window.
- added in version 0.6.10a: new custom menu button gray-out/warning type: Flut. Berechnet das durchschnittliche Niveau der Zeichen im aktuellen Dienstplan und greift die Taste aus oder wird eine Warnung aufgerichtet, wenn ihr durchschnittlicher Niveau außerhalb des angegebenen Bereichs fällt.
And that about covers it for this update! Wie immer, thanks for your support–making a game this complex as a solo developer is long, einsam, and difficult work, let alone doing it in my free time with no outside financing. Your support is what makes it possible for me to keep doing this.
If you’re enjoying Together in Battle, I encourage you to leave a review; it matters a lot! Was ist mehr, I want to hear your feedback; come join us on the Sinister Design Discord and let me know what you’re liking and what new things you’d like to see changed or added.
Until next month!
Taktisch deins,
Craig
Erfahren Sie mehr über dieses neue Update, Überprüfen Sie die oben genannte offizielle Quelle.