August 23, 2019 - 1.1.4502
Hello, we’ve got a big update this week as we’ve compiled all the fixes and changes we’ve been working on since the last patch into this one and there is just so much to cover so I’ll stick with the marquee updates that we’ve included here and start with a small disclaimer:
With the implementation of so many updates and fixes, there is a minor chance that your main campaign saved games can be corrupted.
In order to address the most common cause of game crashes, we’ve had to remove the image loader for the loading screens for the time being. We will be using the default black with three white boxed loading markers, while we narrow down on the issues causing these crashes. [/i][/u]
Now, on the good stuff.
Attiras at war, your sandbox.
Let’s start with the biggest and most requested feature: the sandbox mode. One of the most highly debated topics in our game is the presence of the timers that drive the game narrative and pacing. While I remain steadfastly behind our design and narrative decisions to have them there, I also recognize that it is not for everyone and have taken measures to address it via the implementation of our sandbox mode, titled: the Attiran Conquest.
The new Attiran Conquest mode is a new mode that players can enjoy free from the narrative and time restraints that are present in the main game. Upon completion of the first act, players can start a new campaign that jumps straight into the war without any preamble. For this mode to work, all faction and character arcs have been removed and while certain events will remain in the game, no additional events will happen past the main game’s end date - but the player is free to continue questing and conquering the world until the end. This also means that this mode will only have one outcome: outright victory or death.
Note that this mode is not the original intent of the game or the narrative, and thus certain aspects that remain in this mode may feel out of place.
Through thick and thin.
Our second biggest implementation is in direct response to many players who found the rigors of command to be particularly taxing and were plagued by desertion. Of course, our intent with this system to highlight those exact challenges faced by those in leadership positions - constantly on the razor's edge of your own personal ideals and that of those who follow. To that end, the implementation of a slider that allows players to enlarge the Philosophical Distance Threshold in their game empowers them with the choice to set the challenge they want. And yes, for the masochists out there you do have the option of reducing the threshold as well.
The future that awaits.
Now I’ll leave the myriad changes for you to browse below as they are a bit of a mouthful and I would like to address some of the things we have in the pipeline.
The codex is top priority and the sheer bulk of all the systems, mechanics, and lore that we are compiling for it is rather staggering - so, know that it is coming but it will take some time. As always, we are pretty active on the community hub and discord if you have any questions so that remains an open line of communication for those who are keen to talk to us.
We are also working on a new mechanical feature that would allow players to play the game with our balanced settings but not be too severely punished for their philosophical choices. This will also take a hot minute to implement and test, but it should provide a lore friendly way to alleviate our player’s frustrations.
Finally, I am very happy to confirm that achievements are coming. We will have over eighty in all and we are awaiting final implementation and testing for the triggers.
And with that, I’ll end it there. Thank you so much for your patience and continued feedback. This patch is a long time coming and we’re thrilled to push it out tonight.
1.1.4502 - Patch Notes:
Removed: Images in the loading screens that have been causing crashes during loading to and from combat until further notice.
Added: Cinematic audio volume is now affected by the master volume
Fixed: Quest objective that causes game over is now evaluated first
Changed: FactionXSurvive objective no longer main objective for SP_Girond quest
Added: Separated scene mouse input with scene keyboard mouse input in strategic so that panning with keyboard still works when the mouse hovers over UI elements
Fixed: Bug where dead creatures are looted at the end of battle
Fixed: Bug where aura effect from active ability doesn't applied immediately
Fixed: Display bug where staggered value in spell text is multiplied by 5
Removed: "Increases Fortitude" tool tip text when you hover over the Endurance label in character sheet
Changed: Max cover value bonus increased from 50% to 65%
Added: Preliminary Codex Prep
- Enables codex button in tactical
- Remove economic overview button in tactical
- Change the hovered texture for both codex and ingame-menu button with the proper ones
- Added: UI sound effect for codex button in both tactical and strategic
Added: Codex UI assets
Fixed: Description for Executioner Training
Fixed: Aura effects from another character’s aura will not be removed properly when Character is out of aura range
Fixed: Tactical character sheet aura syntax
Improved: UI Lag in character sheet panel
Fixed: Sandbox Epilogue cinematic now will change active map to an empty one
Fixed: Quest option, burying the dead miner in AridClaimingQuest3 now cost 200 gold instead of giving 200 gold
Fixed: Enemy loot not dropping if dropped by the last enemy killed
Added: Additional Gold rewards for creature quests (250)
Improved: Reduced delay after battle result from 1.5 secs to 0.5 secs
Updated: Screen capture 2D to update every time strategic map is opened and every time a region color is updated.
Refactor: Removed PAX folder
Fixed: decals and corrupted RebelGeneric4 map.
Fixed: LoreArchive map floor.
Fixed: Choices with negative gold now will no longer appear if player has insufficient funds
Added: No stop battle delay for retreat and end tutorial
Added: New quest: In Their Defense
Added: "Attiran Conquest" label to save game that is saved in the Sandbox mode
Added: Gold condition check in In Their Defense quest Post Battle Dialogue
Changed: War Worn Wretches map from TM_RebelGeneric4_Night_Primary to TM_RebelGeneric4_Dusk_Primary because TM_RebelGeneric4_Night_Primary is corrupted
Changed: Initial character level at the start of ActSandbox is 5
Added: 1 of each weapon in castle inventory at the start of ActSandbox (Attiran Conquest)
Added: Fully Implemented BracatiEvent for ActSandbox
Internal: Exposing GenerateItemForGenerator to blueprint
Added: Disclaimer at the start of sandbox mode (Attiran Conquest)
Fixed: Additional and correct quest lifetime timing
Updated: Characters and Items for the quest In Their Defense
Fixed: null reference at the end of battle
Added and reorganized Male and Female Battle Cues
- ClaimantTaunt, DefaultMale, 2, 3, 4
- RebelTaunt, DefaultMale, 2, 3, 4
- FemaleClaimantTaunt, DefaultFemale, 2, 3, 4
- FemaleRebelTaunt, DefaultFemale, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Loyalist, Female HitReaction - DefaultFemale (for all)
- Loyalist, Female TurnStartNotification, DefaultFemale, 2, 3, 4
- Loyalist, Female MoveConfirmation, DefaultFemale, 2, 3, 4
- Loyalist, Female WoundedTurnNotification, DefaultFemale, 2, 3, 4
Male DeathReaction and RebelTaunt Cues
Updated and remixed Male and Female, WoundedTurnStart and FDeathReactoin
Added: Leivan and Quintes non-essential marker in sandbox mode
Base implementation for sandbox mode:
- Sandbox Act
- Button to start sandbox in both main menu and test menu
- Player can not start sandbox if he has not finished Act I
- Player can, however, play sandbox if he played the older version of the game
Sandbox starts in day 1 with the same party as in act I
Fixed: null reference in behavior tree check archetype decorator
Added: new LoreArchive map.
Fixed: Changing GoldIncomeModifier from the dialogue doesn't work, now the GoldIncomeModifier value will be saved
Changed: FixCover related variable from WITH_EDITOR into EDITORONLY_DATA
Refactor: Remove some unused assets and variables related to tactical game mode and session
Added: Balanced the amount of gold in dialogue
Fixed: localization key name conflicts in the code base
Refactor: Remove unused assets, mostly related to PAX
Fixed: Switching between general and weapon ability tree via the header title in the strategic menu is now using the same procedure as switching it via navigation button. This fixes the bug where up arrow notification is not affected by switching via header title
Fixed: Incorrect archetype check for thermal, spirit, and arcane mage archetype variations
Refactor: Remove old Game Prime related assets
Fixed: Stop turn order from going to the next character when the battle ends
Changed: Quest lifetime will continuously count down during journey
Fixed: Character effects (buffs and aura) carried over through subsequent battle
Fixed: Bug that collapses the loot panel when the player selects 'Takes all' in the battle result's screen
Fixed: Typo in Antihalus Claiming Quest
Fixed: Conquest win now show Leivan as king if Tavias never fight him, instead of Tavias
Changed: the PDT slider label to 'Personality Distance Threshold'
Added: a new gameplay option : Personality Distance Threshold slider
Added: A functionality in grid manager to detect overlapped covers (covers that has the same index)
Removed: Overlapped cover in TM_AttirasLibrary_Primary.umap
Fixed: Finish quest from dialogue at the start of battle will stop the battle without delay (this fixes the bug where such thing will sometimes makes the game stuck)
Fixed: bug where camera can still be controlled by player in tactical battle finish delay
Fixed: finishing the quest doesn't trigger the Finish Quest Event
Changed: If multiple quest objectives are completed/failed at the same moment in tactical battle, the worst one is chosen
Fixed: Spellcasters will no longer target any character that has been vanished
Fixed: Bug where Tactical Finish Battle is triggered triggered multiple times when more than one character died at the same time and at least two of them triggers end battle
Added: A delay of 2 seconds before the result is shown in battle
Fixed: All units will face nearest enemy at the start of battle
Added: Screen capture 2D in strategic map has been changed from capturing per tick to capture on request
Added: Balancing gold in Rebel arc
Fixed: Foros' equipment bug fixed
Fixed: Choices that give money, item, or characters in dialogues that is not part of the quest wouldn't show in the dialogue result (although said rewards are still granted to castle inventory/garrison)
Improved: Spellcaster AI now only targets friendly unit and not neutral unit for healing and defensive spells
Improved: Balancing gold in Act 1 and Act 2 Loyalist arc
Fixed: Explorati report post-Coalescence now change depending on whether Rebel/Claimant faction still exists
Fixed: Strategic main panel is now scales to fit the screen, so there's no cropped information anymore for resolution scale 16:10
Changed: Reverted the minimum resolution scale back to 16:10
Fixed: Bug where party is still going to its target quest node even though the quest in that node has finished (either by story or timed out).