WWAATD v0.99
After 7 years of development, many highs and lows and a lot of dead gladiators, here is the final major update before the Early Access release come November 15th! Now available on the demo as well as for those with playtest access. As always, a new wave of playtesters has been added as well.
This version is now feature complete as far as my early access plans, but may still contain bugs which will be patched out (please report in discord!).
Below you can find a full changelog of all the new, altered and fixed stuff - it's a lot again! Mostly polish and bugfixes, but a good deal of impactful changes again.
Thank you all for your support, both on Steam, in the Discord and elsewhere. It has been a wild ride, and I can't wait to shift into the final stages and preperation before release. A new final trailer and release date announcement was just made in the previous event, you can watch it here: https://youtu.be/m7ISYxB3B7s
MAJOR CHANGES
- Character colission system has been rewritten, now you can have physical colission with other players and the environment
- Many elements of the game such as battle option reveals, shop items, events and so on have been made deterministic. That means when you load a save it will reload the same randomisation.
- Green team colour has been replaced by purple. Yay!
- AI is less 'huggy' overall
- Scollo Upgrades now have a little icon, the order has been changed, and prices have been adjusted (all changes to make them cheaper)
- You now don't regenerate stamina for 1 second after attacking, making attack-glitch-spamming not effective/possible
- Physics of damage / hits has been finetuned/adjusted for more interesting effects and hit impact
- AI shields will now be damaged already (random amount), lowering average shield durability on combatants
- Training Gear price and Reveal (battle option information) price now scaled up with your rank
- At max level and beyond, you no longer exclusively get Grand Stadium map
NEW ADDITIONS
- Many new combat music tracks that were never properly activated because I am dumb
- These new tracks come with a prodecural layering system that ramps up the music as battle unfolds!
- Statistics panel now shows all basic statistics of your lifetime and current run
- Battle Trait - Shroud
- Battle Trait - Prestigious
- Battle Trait - Insurance
- Fame Equipment now factors into fame multiplier calculation. Big change to overall fame gain! Victory UI has been updated to show this report.
- AI now will try to surround enemies they are outnumbering (3+ vs 1). Really changes 1 vs Many, among others
- Intro sequence now lists active Battle Traits for that match
- ALT+TAB detection and automatic pausing
- Save version detection and the game will create a _backup copy of your previous save before overwriting/deleting an outdated save
- You can now skip the intro cinematic
- Intro cinematic has gotten further visual updates and rewriting
MINOR CHANGES/ADDITIONS
- Added a bit more length to the 'aiming down' distance (ie. more fine control to aim down)
- Added fame and gold icons on events
- Updated (and some new) tips in battle menu
- Renamed cloth tunic to Padded Cloth
- Refined new blocking system for more reliable blocks with some weapons
- Many buttons have updated or added sounds where expected, including a few new sound effects
- Skill gain now has a little sound effect
- Added a 'reset career menu tutorial' button to options
- Patron UI has been updated slightly
- Added team coloured physics cloths on some weapons
- Many many other small fixes here and there
- Betting payouts now added to victory screen report
- Victory panel in general got some polish
- Patron favor increase and decrease now scaled by their current favor (Eg. Slower gain with Patrons that already love you, faster with those who hate you)
- Added overall UI polish. Some backgrounds, effects, buttons, layouts have been updated a bit
- Updated Beta Roadmap (its all done!)
- Added some physics cloths to a few shields and weapons and made them display Team Colour