Build 0.3.3 - Big QoL update
Version 0.3.3 Including notes from hotfixes for clarity.
[ 2018-09-26 14:09:23 CET ] [ Original post ]
We're releasing build 0.3.3 today. It's a compilation of fixes and, mainly, a lot of quality of life changes that have been requested by the community. Here are the highlights:
- Adding an option to speed up walking in combat.
- Adding an option to speed up casting animations in combat.
- Exporting Weapons, Armors and Accessories to an XML file. Modders can now add/modify them.
- UI clean up, including new tutorials, better tooltips, showing the source of the damage for abilities (ATK, MND, etc.), etc.
- Making AOE targeting able to target a "blocked area" in combat (like a rock for example) to make things simpler and less frustrating. Also hiding the target AoE area when targeting if it's not within the "allowed range", to help with clarity.
- Adding a lot of new spell visuals and new sounds.
Change Log
Version 0.3.3 Including notes from hotfixes for clarity.
New Content and features:
- Adding an "ability speed" setting in the gameplay options. This will allow abilities to play significantly faster.
- Adding a "walking speed" setting in the gameplay options. Similar to "ability speed", but for the walking phase in combat.
- Adding a setting to speed up the sound to match the "ability speed-up" (if it's sped up at all). This makes the sound higher pitched, but has tighter timings (off by default).
- Exporting Weapons, Armors and Accessories to an XML file. Modders can now add/modify them (those are/go in the same location as the Abilities.xml file).
- Adding a new option to Gameplay called "Gamepad Fix". If you're running into issues with your gamepad (or are using an Xbox One gamepad), this might help out. Otherwise, if everything is working already, you should leave it be.
- Updating various cutscenes with small added details.
- Adding a fair amount of new sounds effects and preparing to create another big wave of them.
- Adding new spell effects: Silverhorn, Coalesce, Demon, Dragon, Firescourge, Forest Flute, Pulsar Generator, Autohealer-3000, Healing Burst, Holy Locus, Holy I, Holy II, Poison Burst and Zohl Heal.
Balance:
- Starting Bzaro with more learned abilities for his unlocked classes and a little more partial progression on some more classes (this is not retroactive).
- Adding MP bonus to maces and HP bonus to Mauls. This was always supposed to be there but was missing from the data files. These changes might make those weapons stronger than they should be (especially the Mauls), so we'll have to keep an eye on them and adjust as needed.
UI:
- Speeding up showing the Poison, Bleed, Regen, etc. numbers at the end of the turn.
- Cleaning up the worldmap navigation with mouse/kb a bit, especially when using "pan map".
- Updating "range" field for skills. When a skill uses the weapon range, but not the weapon vertical range (only a small amount of skills behave this way), the information displayed wasn't clear.
- Adding a tutorial about "info box pages" during the Gyaum Tor story battle.
- Adding a tutorial message in the crossroads for players using a small resolution, to let them know about switching on/off pixel-perfect visuals and show more of the map.
- Updating the description of all abilities to include the source of the damage (ATK, MND, ATK+MND).
- Updating a few abilities that were missing the description of their associated buff.
- Various small updates to the character visual customization screen so colors aren't reset as often when changing things around, specifically, when changing gender.
- Updated damage prediction box to zero out the status effect of the 2nd weapon when dual wielding if the user is out of range for the 2nd weapon attack.
- Updating the name of a few abilities.
- Adding a star over the classes in the Class Change menu if the character has mastered it already.
- Adding the game name of all maps to the Encounters.txt file so it's easier for modders to match them.
- Hiding the "red area tiles" when targeting if the cursor is outside the "possible zone (blue tiles)" to help make things easier to understand.
- Now allowing the targeting of "blocked tiles" when casting AoE spells. So, if a rock is creating a "blocked area", you could still target that area (assuming the heights are ok) to get the AoE damage on adjacent tiles.
- Showing "type: counter/passive" for those types of abilities in their description box to increase clarity.
- When switching classes, the game will now try to use your former main class/passives to fill up your subclass/passives if those would now be 'empty'.
- Cleaning up the "passives and counter" page in the character information box to be in the correct order and work better with right-stick selection.
- Adding a Simplified Chinese font to the available game fonts and updating the language system to allow modders to reference it.
- Increasing the internal max amount of units from 10 to 16 for the player. This means that modders can make/tweak maps that will allow for 16 user units. No max on enemies.
Bug Fixes:
- Fixing an issue with Turkish locale.
- Fixing an issue that gave higher chance to land a status effect when the caster was lower level than the target.
- Fixing various small issues that made the game less stable.
- Adding more information to error logs to help diagnose errors more easily and fixing an issue with errors during initial loading of the game not always showing in the log. Also adding more logging for mod support.
- Fixing a bug in the UI when selecting "Cancel" after trying to change resolution.
- Fixing an issue with selling "the last items of the last category".
- Fixing issue with patrol levels not being correct after clearing the very last map of the current build.
- Preventing enemies to be generated with a gender that clashes with their selected class (for the rare classes that have a gender restriction).
- Fixing issue with Bat Swarm showing a floating weapon when used to go onto a water tile.
- Fixing an issue with Focus ability when used by Blargers/Bzils.
- Fixing visual glitches with many of the gadgets.
- Fixed Arpia ability "Opportunist" not working as intended.
- Fixing the sleep status (and some other statuses) persisting through cutscenes.
- Fixing an issue where most badges entries as "rare loot" had some typos. The "rare" badge drops should be less rare now.
- Fixing a bug with Blood Mark that made its damage grow to terrifying heights for the AI.
- Fixed a leak when browsing the class menu back and forth over Kyrie.
- Fixing issue with Impetus's bonus only affecting distant turns in the future rather than apply immediately as intended.
- Fixing a leak when switching resolution or language.
- Fixing an issue where the dialogues file wouldn't be reloaded with the translation when switching language until the game was restarted.
Fell Seal: Arbiter's Mark
6 Eyes Studio
6 Eyes Studio
2018
Strategy RPG Singleplayer
Game News Posts 160
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(4524 reviews)
https://www.fellseal.com
https://store.steampowered.com/app/699170 
The Game includes VR Support
Fell Seal: Arbiter's Mark Linux [2.27 G]Fell Seal: Arbiter's Mark - DLC Linux [85.2 M]
Fell Seal: Arbiter's Mark - Missions and Monsters
Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Features:
- Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
- Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
- A deep and complex class system with over 20 classes and 200 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
- Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
- Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Story:
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
About the game:
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: 1.2 Ghz. Pentium 4+Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: 512 MB
- Storage: 2 GB available space
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