Patch 1.0.43: better water, better level-ups, and more!

Telepath Tactics Liberated

An SRPG fan's SRPG! Imagine Fire Emblem with destructible battlefields; the ability to place traps; the ability to shove enemies off cliffs, into lava, or into each other; and a built-in campaign creator.

Hey there, tactics fans! I'm back with another update adding a bit of extra graphical polish, fixing a few bugs, and even including a few presents for people making their own campaigns. (It [i]is[/i] that time of year, after all!) Here is what's new in version 1.0.43: -- a [b]massively[/b] improved water and lava shader. Liquid terrain now [i]undulates![/i] [img]{STEAM_CLAN_IMAGE}/41649779/2052974327013791b19adf81c351c08ad816c07c.gif[/img] -- the level-up screen is now animated, with stat changes and new skills appearing sequentially instead of just being there all at once when the screen opens. (Clicking will skip the sequence and display everything all at once.) Each change is accompanied with a new sound effect and some nifty particle effects! -- fixed: the game camera was cropping out important information when zoomed in to combat exchanges occurring on the bottom row of the battlefield. -- fixed: rotating a unit while an attack tile for a self-use skill with an asymmetrical AOE pattern (like Hold) would result in the character rotating but the AOE pattern not rotating to match. -- fixed: the game was determining facing incorrectly for AI-controlled characters using 0-range skills with asymmetrical AOE patterns (e.g. Hold). -- fixed: the game would sometimes initiate babble speech for the first branch of tutorial or event text even though no "speaker" character existed. -- fixed: when reloading a mid-battle save with holds active on the field, the holds would be placed but would not be visible to the player. -- updated the end credits with additional sound effect credits. -- new in 1.0.43a: the game now displays new masteries upon level-up in the same progressive fashion as new stats and skills. -- fixed in 1.0.43a: there was a typo in some of Umber Gnawbone's dialogue in the Coria Dogs Basement fight. -- fixed in 1.0.43a: the game was displaying new masteries and new stat values in the level-up screen prior to the animation, undermining the effect of the change. We also have miscellaneous goodies for campaign creators, including a bunch of fixes specifically with respect to proc gen maps: -- improved the visuals for Twirl: added a character animation, improved the skill timing, and made the swapping occur visually (rather than via an instantaneous teleportation a la Juxtapose). -- new script action: SwapUnitPositions. This causes two named characters to visually swap positions on the battlefield as described above for Twirl. -- new parameter added to SpawnFloatingText and SpawnFloatingTextAt script actions: word wrap. Set to false to force pop-up text to remain single-line. -- improved the backup routines for placing faraway enemy units in proc gen battles so they're less likely to end up being placed completely at random. -- fixed: there could sometimes be range errors when setting distance values in proc gen maps. -- fixed: the game would sometimes fail to overwrite the scene display name upon loading a proc gen map, leading to it not generating a random name for the map. -- fixed: the game wasn't correctly applying phase, particle, and impact sound properties to spaces in proc gen maps. -- fixed: the game was not saving and reapplying the map seed for proc gen maps to mid-battle saves correctly. -- fixed: the "random drop" spawn algorithm wasn't playing nice with proc gen maps, resulting in units placed via the GenerateUnit and GenerateUnique script actions with coordinates of -1, -1 sometimes not spawning at all. -- fixed: the ItemDrop script action wasn't functioning properly on proc gen maps. -- fixed: the game was keeping the map seed for a proc gen battle in memory after beating that battle, meaning that any subsequent return to that proc gen map would reproduce the same battle from the saved seed. That's all we've got for this update--all the other work I've been doing this month is [b]secret work on Together in Battle[/b]. As always, thanks for your support! And if you haven't left a review yet, please consider dropping one: positive reviews help a lot. Yours in tactics, Craig