Devlogs
Version 19.3
Hello,
Recently I had a small playtest session and gathered some notes about Lords of Illic. Then in the last two weeks or so I have been forced to spend a lot of time inside. Having already finished Monster Hunter Wilds (with only 35 hrs play time) the result was inevitable.
Bug Fixes:
- Fixed issue with enemy threat turning off unexpectedly
- Fixed bug with pause menu appearing when it isn’t wanted
- Fixed bug when certain menus couldn’t be exited with escape
- Fixed a bug where the click which restarted a map would also click the start game button causing the deployment phase to be skipped
- Fixed a bug where a when selecting a unit a path arrow would appear even though unit is already in its own square
- Fixed a bug where it two range units could not attack from their current space
- Fixed a bug where units with two range abilities did not move to the correct space to use one range movement skills
- Fixed a bug where undoing a movement after a movement skill caused the unit to return to the square they started their turn in, not the square they were moved to
- Fixed a bug where the accessory’s description was used instead of price in shops
- Fixed a bug where boosting ability triangle was not part of an abilities tooltip
- Fixed bug where 40% of the button in the level up menu could not be clicked on
- Fixed missing icon for shadows
- Fixed issue where the button for turn ability charge on / off did not work with shortcuts / controllers
- Fixed a bug where characters would not sheath their abilities under certain circumstances
- Fixed bug where Lucy and Aoi did not start with movement skills
- Updated old level preview images
Levels:
- Improved early levels by giving the queen more abilities
- Adjusted position on the last chapter of chapter one, to make it easier to win without losing a unit
- Moved certain tutorials earlier
- Adjusted map sequence in chapter 1
- Adjusted map sequence in chapter 2
- Added two new levels to chapter 2
- Revamped four levels in chapter 2
- Rewrote / reordered story chapters in the second half of chapter 1
- Rewrote the story of chapter 2
- Adjusted the story of chapter 3
Visuals:
- Added new animation and effect for heal
- Improved visibility when bridge tiles are selected
- Added models for spells and melee weapons that boost the ability triangle
- Added different effects for abilities which boost the ability triangle
- More impressive effect for the ability Phoenix Flame
- Fixed an issue where some effects were cut short
- Updating level preview images
Gameplay Improvements:
- Persistent enemy threat
- Always shows damage range on combat forecast
- Highlights damage numbers which indicate a unit is defeated. Numbers in green when a player unit will defeat an enemy and numbers in red when an enemy unit will defeat a player unit
- Priority for a certain character’s special ability over a Buff abilities
- Unit switch is on by default when selecting units for a map
- Can now see deployed units on the pause menu before starting a battle
- Added a button to navigate to the deploy menu when starting a battle
- Slightly decreased time to start combat
- Use full portraits in more UI elements
- Added a notification for when an item is obtained
- Improved pathing for two range units, allowing specific spaces to be selected when moving the cursor with the controller, WASD and arrow keys.
- Improved display of selected tile display in left hand corner of the screen
- Clearer description of exit button in battle scenes
- Exit button in pause menu on campaign map
- No longer have card UI in battle forecast
- Restart turn button on pause menu again
- Unlock certain characters earlier