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ATLANTIS

Save the last heir of your tiny kingdom before the waters come crashing in. Made in 72 Hours for Ludum Dare 38 · By Occult Softworks

Patch Notes Sticky Locked

A topic by Occult Softworks created Apr 25, 2017 Views: 182
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Developer (5 edits)

4/25/17 @ 9:56am:
Fixed an uncaught exception when lighting a tower in the WebGL Build caused by the audio, that stopped the game from progressing and sometimes crashed the browser.

4/26/17 @ 7:28pm:
Fixed a NullReferenceException with the context menu that could result in an unplayable game state. (Soft Lock).
Fixed a bug with the SoundLayers that resulted in WebGL crashing for some users when it attempted to play music. (Hard Crash)
Fixed a IndexOutofRangeException that resulted in the AP display not working and could result in the game becoming unplayable. (Soft Lock).
Removed Unused Files from the Game to make the download size better.
Fixed a NullReferenceException edge case where the user could become stuck in the Scout's teleport, resulting in the game becoming unplayable. (Soft Lock)
Fixed an issue where the Ship could spawn in an unreachable location, resulting in the game becoming unplayable. (Soft Lock)

4/27/17 @ 12:25am:
Fixed an issue where resizing the game would result in the GUI freezing, putting the game in an unplayable state. (Soft Lock)

5/10/2017 @ 5:41pm: "Ancient Technology" Version
Fixed the Camera Lag where Events would play and the camera wouldn't be focused on them.
Lowered the Volume of the "Sinking" Sound effect.
Fixed an issue where the Druid would not Pathfind properly when trying to navigate water tiles.
Fixed an issue where activating the fourth tower would not always call the Ship.
Fixed a Major Pathfinding Bug where characters would walk thru water at inappropriate times.
Added a new Menu to replace the functions of the Context Menu.
Fixed an issue where the AP Counter would not update after a unit interacted or used an ability.
Units now have a killer Teleport Animation
Units now have an animation for Ability Usage and Interaction.
Context Menu has been retired.
New On-Screen Ability Menu has been added.
Extensive Tooltips have been added.
Fixed a bug where using the Druid ability on the same province as a Tower would lower the tower to sinking level.
Added a Pause Menu with Control Scheme Reminders.
Fixed an issue where the Province Outline was erroneously activated upon game start.
Fixed an issue where activating a Tower on a unit's last Action Point would occasionally lead to an Unusable Game State (Soft Lock), or not properly activating the endgame.


5/15/2017 @ 8:28pm: "Rising Tides" Version
Added the "Fault" building. It exists only to bring the player woe and does not
Added a new Event Card: "Fissure", it fractures the island in a line North-South or East-West

Added a new Event Card: "Cracking Foundation", it sinks all provinces around a Fault.
Implemented the Tides System Backend.
Added a new Event Card: "Stormfront", it changes the Tide Direction, and Sinks a Random Province 1 level. This is the first of our Tidal Cards.
Added a new Event Card: "Great Wave", it hits every province in the tidal direction. This is a very bad card.
Fixed a Bug where an Erroneous Event Card that was not meant to be included could end in a Soft Lock.
Added a new Event Card: "Child's Cry": It teleports a random hero back to the Cradle, and spawns 2 Mana there, while also sinking 1 Province.
Added a new Event Card: "Last Moment". It hits all Unlit Towers, and the Cradle.
Fixed a problem with the Move and Remote Ability Use Tiles that sometimes resulted in clicks not being registered
Added a new Event Card: "Oh Frack!": It converts a building into a Fault, and hits two adjacent provinces.
Added a new Event Card: "Leaking Pipes": It Sinks the Province a Fault is on by 1 Level, Sinks the nearest building to it by 1 level, and spawns up to 2 mana on the same province as the fault.
Added a new Event Card: "Mana Wind": It sinks a single province, and redistributes all mana on the island.
Added a new Event Card: "Atlantean Interference", it sinks a province, raises a province, and removes up to 3 Mana from the player's mana pool.
Tremor now no longer takes 10 Seconds to Resolve. It has been significantly sped up as per your many requests.
Added a new Event Card: "The Bow Breaks", it sinks all provinces that have been flooded 3 times.
Added a new Event Card: "Parched Earth", it sinks all provinces that have no Mana on any tile in them. Super brutal.
Added a New Event Card: "Unstable World", it swaps the locations of an Unlit Tower, and a Random Building, and sinks a single province.
Added a new Building, the first of our Second Generation Buildings. The Tidal Generator allows you to change the direction of the Tides.
Added a new Building, the Remodeler: It allows you to swap the locations of two buildings. It can only be used once.
Added a new Building, the Teleporter: It allows you to teleport a Unit anywhere on the map to any unflooded, unoccupied tile for 1 Mana.
Added a new Building, the Temporal Generator, it resets a province to its original flood level and restores any building uses it may have had.
Added the last new Building, the Floodgates. It raises a target province by one flood level.
New Event Structure: There are only a certain number of cards in the Event Deck of each type, as if a deck of cards. When a card is drawn, that specific card will not be drawn again, though there may be copies in the deck. When the deck is drawn to 0 the game will end.
New Lose Condition: The Deck Empties.
The Wizard's ability has been changed to fit the original design document: It may now remotely activate buildings from Afar.
Fixed the Issue where the Action button would become frustratingly difficult to click.
Units may not transfer the Zion back and forth at a cost of 1AP. They may also place it back into the Citadel.
Fixed a bug where certain event cards would cause the game state to halt (Soft Lock).
Fixed a bug where certain events would crash the game. (Hard Crash).
Druids may now use their ability in flooded tiles.
Certain buildings are now more functional when on flooded tiles.
Fixed an issue with the Sound Layers not being correct: The appropriate music now phases in when appropriate.


5/16/2017 @ 6:43am
Fixed a Game Breaking Bug caused by Unity Analytics that stopped the game map from Loading.