Difference between revisions of "Skyward Collapse:Pre-Beta Release Notes"

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* Land tiles can now be placed anywhere, including right up next to your town center if you want.  Sometimes it's really useful to be able to just place some fields for your guys to have more moving room; you can always smite them later if you need the space.
 
* Land tiles can now be placed anywhere, including right up next to your town center if you want.  Sometimes it's really useful to be able to just place some fields for your guys to have more moving room; you can always smite them later if you need the space.
 +
 +
* While you are placing units or buildings, it now keeps their flag in its base color.  That way you can easily tell if you are placing a red or a blue person/building as you are doing it.
 +
** Thanks to Aquohn for inspiring this change.
 +
 +
* While you are placing units or buildings, the tooltip shown relating to them is no longer giant and overpowering the screen.
 +
** Thanks to Aklyon and Cyprene for reporting.
  
 
== Alpha 0.801 ==
 
== Alpha 0.801 ==

Revision as of 20:27, 3 May 2013

Alpha 0.802

(This hasn't been released yet. We're still working on it.)

  • Previously, popups on a single tile could overlap one another when you were zoomed out (this was not the case when zoomed all the way in). Fixed.
    • Popups from neighboring tiles can still overlap at times, but that's a different issue.
    • Thanks to GigaClon for reporting.
  • Fixed a couple of issues with the "skip civilians" logic added in the prior version, that accidentally skipped past some of the military playback also.
    • Thanks to orzelek for reporting.
  • Fixed a bug that was allowing chapmen to stack up on top of one another.
    • Thanks to nas1m for reporting.
  • Civilians are no longer able to step onto military production buildings at all.
    • Chapmen are now allowed to deposit their goods on ANY town building, thus making congestion of them far less likely.
    • Thanks to orzelek and zharmad for inspiring these changes.
  • Fixed an issue with Frost Giants having 40 attack instead of... 1800.
    • Thanks to JAlfredGoodwin for reporting.
  • Fixed an issue where resource drops could be placed on buildings, which then led to other issues (this was not supposed to be possible in the first place).
    • Thanks to AlgaeNymph for reporting.
  • Fixed an issue where bandits could spawn on blockade tiles.
    • Thanks to zharmad for reporting.
  • Fixed an issue with the image for Hippo-Toxotes not being found.
    • Thanks to Cinth for reporting.
  • The health of all units has been increased by 3x of what it previously was, so that units in general are more sturdy and not dying instantly. This makes the combat bonuses more meaningful, since attack powers have NOT increased.
    • Going along with this, the resource costs of all units have gone up 3.5x of what they previously were, so that there are also a lot fewer units on the board. Previously there were far more units moving around than we had intended. The idea is fewer units, each of which is more meaningful. This is easier to tell what is going on, as well as quicker to move through on each turn.
  • The inventory sizes of individual chapmen have been doubled, and their movement speeds have been increased by 50%, to again account for needing fewer of them.
  • Given the other recent balance changes, adamantine now only spawns 10 angry bandits rather than 20.
  • More mythological tokens implemented:
    • Greek: Nemean Lion
    • Greek: Pandora's Box
    • Norse: Hlidskjalf
    • Norse: Singasteinn
  • Land tiles can now be placed anywhere, including right up next to your town center if you want. Sometimes it's really useful to be able to just place some fields for your guys to have more moving room; you can always smite them later if you need the space.
  • While you are placing units or buildings, it now keeps their flag in its base color. That way you can easily tell if you are placing a red or a blue person/building as you are doing it.
    • Thanks to Aquohn for inspiring this change.
  • While you are placing units or buildings, the tooltip shown relating to them is no longer giant and overpowering the screen.
    • Thanks to Aklyon and Cyprene for reporting.

Alpha 0.801

(Released May 3rd, 2013)

  • Updated the trader logic such that there is now an increasing chance of getting awesome items the longer they wind up doing nothing with their accumulated trade value; and the chance of them doing something with that value also goes up correspondingly.
    • This fixes the bulk of the last thing that we felt was really weak with the trading model as it stood before.
  • Removed references to a DLL for window-focus-detection that may have been causing freezes on Windows 8.
    • Thanks to iozay for reporting.
  • Made the "Entity is already at the target tile!" error message a lot more informative so that we can track it down, although we can't yet duplicate it.
    • Thanks to Cinth for reporting.
  • Fixed a really stupid issue where lesser and greater gods were throwing issues because of some changes we made to support Cerberus fully right before we went to alpha.
    • Thanks to Cinth for reporting.
  • Greek Lithovoloi now have sensible attack numbers.
    • Thanks to zharmad for reporting.
  • Fixed a typo where the word "hill" was used in the marsh tile description instead of "marsh." The description was accurate other than that, though.
    • Thanks to zharmad for reporting.
  • Fixed a minor typo in the "Ruins Rush" map type mouseover.
    • Thanks to mrhanman for reporting.
  • Added a new "Skip Civilians" option on the playback menu.
    • Thanks to zharmad, nas1m, and orzelek for suggesting.
  • Fixed a minor typo thing with some Valley 2 notations still being in the keybindings screen.
    • Thanks to Aklyon for reporting.
  • The turn no longer automatically ends when you are out of action points. This is super confusing and leads to mis-placed buildings.
    • Thanks to orzelek for inspiring this change.
  • Right-clicking now cancels the current order you are in the process of giving, same as hitting Escape does.
    • Thanks to orzelek and nas1m for suggesting.

Skyward Collapse