Gamebuild: Beta v0.2.0.0 (Patreon)
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It's running a little late, because February is always a disastrous month for us, but here it is! The Experimental Beta v0.2.0.0 build! With this, the story for the first act of Cloud Meadow is more or less complete, and once we replace the first 3 floors of Savannah, utilizing the new quest system that has been implemented in this build, work will finally begin in earnest on the Forest Floors and the second act of the game!
We had hoped to have this build out in February, but there were some serious hiccups in the implementation of various systems that forced us to roll them back and leave them in the oven for a bit longer when it comes to such matters as UI design and similar. This build has the functionality, but not all of the squeeky clean UI we wanted. We hope that in the near future we'll be able to push out the Savannah Floor 1 (and hopefully 2 and 3) Redux along with the UI updates we originally hoped to launch with this build but were unable to!
Installation Instructions can be found here.
The code for this month can be found here.
Additions
- New story cinematic events introducing main quest Act II
- Act II quests & Forest dungeon content pending future updates
- You may see some new familiar faces around Cloverton at different times of day...
- Added Kiram, the 10th and final recruitable NPC with powerful ranged attacks, healing and party buff abilities
- Full ability skill ranks included - 15 rank levels per ability
- Kiram can be recruited after the Act II opening events
- After recruitment, Kiram will move between the Docks & Monarch Inn on a daily schedule
- 4 new enemy Harpy combat units have been added
- 4 new enemy Lamia combat units have been added
- 3 new enemy Pirate combat units
- All new enemy types can appear during migration
- New abilities for enemy Pirates
- Lots of new sound FX for UI, dialogue & combat abilities
- Training Dummy enemy unit added to the combat training room
Changes
- Updated Quest UI - this is a WORK IN PROGRESS that is part of a larger overhaul to support better new quest content
- Button to open new Expanded Quest UI
- Expanded UI shows all current quest progress including relevant NPCs & locations
- Quest panel font & UX improvements
- Greatly improved performance on Inventory UI for players with a very large amount of items
- Modified general message/item pickup UI banner
- New UI banner to show when the player has recruited an NPC for the first time
- Intercept buff will now activate 100% of the time instead of a hidden 50% chance
- Availability of Farm Upgrades will now be tracked via repeatable Quest, letting the player know when to visit Giev
- Chimera’s passive provides bonus damage and incoming damage reduction against specific monster types
Fixes
- Fixed combat becoming soft locked when using the same consumable item twice
- Fixed combat becoming soft locked when Brontide’s Brace passive activates for certain new enemy monster units
- Garst’s ‘This Is It’ now triggers the explosive resurrection after the correct number of turns
- Fixed error caused when viewing Monster Traits of an egg being hatched
- Bruisemaker, Jawberker items & ‘Sting Like A Bee’ trait now correctly increase crit damage
- Holstaur’s ‘Happy Cow’ trait should now provide correct bonuses to healing & essence production
- Summer Solstice boss units should now summon correctly when in the training hall
- Summer Solstice rain seed will no longer be kept after the seasonal event
- Fixed soft lock where the Calendar UI couldn’t be opened during Migration tutorial
- Macrinas crop nodes on Savannah F5 should animate correctly when harvested
- Adjusted position of wood resource node in Savannah F8 to avoid the player getting stuck below it
- Fixed numerous interactables & NPCs with distorted interaction outlines