
Greetings, Valiant Ones!
As promised earlier this month, a major step is upon us. For the first time since we split our game into testing branches, a unified build is live! We're super excited to invite you to take it for a spin, now that the first act of our story campaign is back, better, and with the new strategic gameplay implemented with it.
We've been gathering feedback for the tutorial for a while, and you've been heard - Instead of a single locked scenario with close to zero player freedom, we will have several training scenarios which are open and fully playable. There are five scenarios focused on basic gameplay principles, and we plan to add more advanced ones down the road to give you some more ideas.

As ever with major build overhauls, this update will break previous save files, so get ready for a fresh run!
3AP is Live
One of the coolest things about this project is how involved you have been from the start, showing care and sharing your vision for the game with us.
Slightly less than a year ago, following a discussion that started within the team and spilled to our community, we got it into our minds that we want players to have more freedom in each turn. After much testing, and we mean MUCH testing, the change is finally live and you can play around with 3 action points.
The biggest change is that actions previously costing 1AP and ending your turn before will now cost 2AP but not end your turn. This means you can attack and then move, brace and then move into overwatch fire, and many other skill combinations previously impossible (Savage's Bloodlust is also going to be much more balanced now).
Patch Notes
- Merged Act 1 of the story campaign with strategic layer.
- Reworked Tutorial into scenarios.
- Units will now have 3AP instead of 2AP.
- Physics Damage Overhaul: We wanted physics to be more predictable but balanced with damaging attacks. Regular physics hits will now cause a fixed amount of 2 damage, while toppled objects such as trees will cause 7 damage.
- New world map objects added including corpses, totems of speed, broken wagons and more.
- Artifact chests added to world map.
- Many new sound effects added, several existing ones have been swapped for better ones.
- Cages will now provide parties with several units instead of a single hero.
- Units can now drop multiple potion types rather than just health potions.
- Replaced Forest Tower with Totem of Stamina.
- New ability icons for Blink, Swap, Chain Lightning, Charge, Evasive Instincts and Vortex.
- Added game credits (Unfinished).
- Beetcoin Chests will yield less Beetcoin.
- Added Beet Distillery upgrade.
- Spiderling HP on Easy increased to 3HP.
- Urn and Cave Egg HP reduced to 2HP, now any physics impact will break them.
- Units can no longer use enemies for cover.
- Removed Cowclops.
- Reworked in-game pop-ups and especially the reward screen.
- Peasant units will now carry pitchforks.
Bugs Fixed
- Fixed a bug preventing two different parties from visiting some world map locations during the same day.
- It is no longer possible to stack a world map effect twice by visiting two locations of the type in a single day.
- Town UI will no longer be available during enemy turns.
- Fixed several physics bugs causing objects to sometimes swap during complex physics interactions such as Vortex.
- Disabled abilities will no longer be clickable.
- Goblin Bomber AI improved and will choose to self detonate in better locations.
- Skeleton Mage class description fixed.
Performance
- Main Menu will not require as much CPU power as before.
- Improved loading times of tactical levels (Still a ways to go).
Thank you for being here with us, and please keep providing feedback in communities or over at our
discord server - we love hearing from you!
Onwards!
[ 2019-04-29 20:30:22 CET ] [ Original post ]