That being said, Grand Attrition is still far from perfect, and could do with another minor update to correct any leftover issues I may have forgotten about during the rework. This is alongside the laundry list of gameplay improvements that could be made when I eventually emerge from hibernation. I just hope you all have fun!
Just as the summary states, Grand Attrition's graphics and UI have been getting prettied up over the past few months. Below is a list of changes.
- All main terrain (desert, mountain, forest, snow, ice) sprites redone
- Improved terrain generation algorithm
- Added terrain borders, underterrain
- All resource sprites redone
- Treasure has been replaced with blood bowls
- Crystal has been replaced with snowmen
- Oil has been replaced with meteorite
- Trees have been replaced with more attractive trees
- Redid resource effects
- Building, wall, and unit sprites have been refined
- Wizard projectile refined
- Introduced units bleeding proportional to damage taken
- Revamped HUD
- Added commander unit healthbars
- Removed weather
- Introduced a nights completed bar
- No terrain will ever occupy more than 70% of the map now
- Redid sound/music sprites
- Resource text values now change colors proportional to value amount
- Talent sprites and their effects have been refined to actually feel like, you know, effects
- Redid the abstract explosion effect
- Broad Arrow Bodying replaced with Blood Arrow Bodying
- Blood bowls (formerly treasure) now do not regenerate once depleted, unlike all other resource nodes
- Blood is now the only tile claiming resource
- Performance improvements (and deprovements)
- Dire sidegrade sprite redone
- Removed Abstract Soul sidegradde
- Introduced bug where sidegrades are all slightly off-center from units. If you close your eyes this isn't an issue
- Pointer Finger magic stars updated
- Important sprites now layer OVER unimportant sprites; for example, you can now ALWAYS see gnomes on top of leviathans
- Tile claim defense formula improved; claiming tiles feels much more rewarding now
- Removed player color flags in the options screen
- Projectiles now actually reverse sprites when reflected/deflected
- Units can no longer stack starter unit ups looted from fortresses (lest a unit become so huge they swallow the map whole)
- Unguarded now create a gift unit when they see a player unit for the first time
- Undead with the necro sidegrade now regenerate health normally, instead of losing it over time
- Resource images in the HUD now shake when resources are gathered
- Added back 0 buildings as an option before starting a game
- Fixed high rate of terrain effects on final night
- Wall hitboxes now accurately match their sprites
- Fixed sidegrades not scaling with unit size
- Fixed bug where conditioner walls were cycling through terrain variants every frame
- Fixed starter unit attribute cell mask issue
- Fixed player commander units counting toward your team even when converted
- Fixed game crashing bug related to walls looking at you
- Fixed a camera zoom glitch where the camera would have a seizure while the game was paused
- And many more miscellaneous changes
Changed files in this update