Posted October 14, 2023 by Cyrk
Sorry about the short delay! Here is the v0.03a update!
Note: In sandbox mode, the 'P' key will now open the debug menu while in free-cam mode.
Change list:
Gameplay changes:
- Added new vessel: Sampo
- Added new vessel: Chateau (IMPORTANT: Chateau's weight gain is not fully implemented yet)
- Added new class: Carrier
- All characters now have weight gain (Except Cornucopia)
- Custom squad selection implemented. Squad members will be highlighted and cannot be fed to other units
- Units will now carry over their stats from the lobby into battle. Units retain half of their weight between lobby and battle scenes. In addition, all pending digestions will be completed and the list of units digested will be updated
- Units lost in battle will now be removed from the lobby
- The battle will not be counted and the game state will remain the same if the player loses or manually returns to the lobby
- Units can now be locked
- The player can now replenish all vessels at any time from the lobby menu
- Banners added for mission start/clear/fail states
- Clearing or failing a mission will now cause all allies/enemies to immediately digest their prey before returning to the lobby
- Added a new "Hard Mode" map to use upgraded units on. Note: This map hasn't been extensively tested or balanced in any way.
- Pressing 'O' while in sandbox mode will now delete units
- Covenant and Theano's weight gain have been revamped. (Similar to Schrodinger's.)
- Speed up button has been added during digestion animation in lobby.
- Character icons now reflect character's weight.
- Chateau's lines have been adjusted.
- Chateau has been rebalanced.
- Dusk Lamia's unfed max weight special touch lines have been adjusted.
- Dream sequence graphic has been updated.
- 0-3 modified slightly
- Various bug fixes
Other Stuff:
- Characters' scale in-game is no longer dependent on their source image
- AI has been reworked to allow for more complex decision-making. This is important for future enemies, but the effects of this are very minimal, at the moment
Known issues:
- Game lags at the end of enemy turns. This is likely dependent on the number of units on the map.
- For unknown reasons, some players have the story cutscene freeze and are forced to skip it. I have not been able to figure out why yet.
- Assorted problems associated with Schrodinger's vial toss.
- Enemies occasionally move in the wrong direction?
- It is entirely possible that KO'd units spitting up their prey may still cause the game to crash.
- Forgot to make the two extra wild lamias in 0-3 face the right direction.