Dev Update (August 2024)

Hey everyone! Survived a round of layoffs IRL. It shook me up, so progress slowed a bit, but not by much! Chapter 6 is all done, and it's one of the best ones yet. A huge turning point in the story, new victory/defeat conditions, and side objectives. [img]{STEAM_CLAN_IMAGE}/41588824/d42281e052500a5f3e3cc5847837bc1bef9400c5.gif[/img] We also added some new status effects for chapter 6: Burn and Poison. Burn: Lose 1 HP, doubling each turn until extinguished by standing still for one turn. Cannot block while burning. Unblockable status effect. [img]{STEAM_CLAN_IMAGE}/41588824/8b7de87ce511fb8eb9854e76f9cda073ba229f6b.gif[/img] Poison: Lose X HP at the start of each turn. Healing received reduced by half. [img]{STEAM_CLAN_IMAGE}/41588824/875b01382e583c4bc2ec601d4c4e3e1d46bd68e6.gif[/img] Burn is the first status effect that isn't blocked by shields, which I think will add a lot of variety to enemy attacks. Even if you have a unit with a tower shield, you still need to be careful about enemies that can inflict burn (torch carriers in Ch6 for example). I also saw a lot of people in their playthroughs keep trying to click enemies in range before selecting a tile to move to. This was also heavily requested in the feedback forms, so I've added it into the game! A simple QoL, but something I think a lot of people will use. I also made it so it will respect the path indiciator. [img]{STEAM_CLAN_IMAGE}/41588824/2f54410f836ecfa47cf81c90e80893ba81f35fbc.gif[/img] [h1]Changelog[/h1] [list] [*]Chapter 6 map and events complete. (Raided Village) [*]Finish remaining advanced classes: Priest, Acolyte. [*]New status effect - Burn: Lose 1 HP, doubling each turn until extinguished by standing still for one turn. Cannot block while burning. Unblockable status effect. [*]New status effect - Poison: Lose X HP at the start of each turn. Healing received reduced by half. [*]Clicking an enemy unit in range will auto-move you and bring up battle info UI. [*]Bleed status updated to also reduce movement by half. [*]New Victory condition: Defend area for X turns. [*]New Defeat condition: Certain units entering area (torch wielders). [*]New healing AI. [*]New ally units: town elder and militia. [*]New playable units: Kaelith and Cassidy. [*]New items: Stat growth rings, improve growth of a particular stat by 20%. [*]Fixed an issue with forge UI re-rendering when backing out after making a refinement. [*]Fixed an issue where changing weapons would keep re-animating the battle info UI. [*]Fixed an issue where level up UI now properly shows the previous level before leveling up. [/list] [h1]Future[/h1] [list] [*]Chapter 7 map and events complete. (Dungeon) [*]Chapter 8 map and events complete. (Mountain pass) [*](Probably overambitious, but I'm gonna push for it) Chapter 9 map and events complete. (Port town) [/list] As always, thank you all for your continued support. A rough month, but being able to always unleash my creative energy on the game really is becoming therapeutic. I'm falling in love with level/environment design and I hope you're all enjoying what I'm cooking up. All the best, Eldin T.