In this update10
Full notes
Full Bonaparte - A Mechanized Revolution update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Fixes
- Maps
- Gameplay
- Balance
- Performance
Bonaparte - A Mechanized Revolution changes
Hello everyone!
To ensure that your revolution is running as smooth as possible, our team has pushed a new build. You can read the patch notes for v0.15.2.1-RC below, but some of the changes that have been made include: fixes for bugs impacting narrative progression and choice, updated combat previews and general localization fixes throughout the game. A reminder that while old game saves will work with the newest version, a starting new game is always best to ensure that issues are resolved.
If you are experiencing an issue, you can report bugs in-game by pressing the F1 key while in-game. You can also report bugs on Steam or in our Discord in our dedicated bug channel
Patch Notes
Strategic
Fixed a bug that caused narrative progression issues if the King was captured during a Royalist campaign
Fixed a bug that caused the tutorial objectives to re-appear after entering and exiting the Clubs panel
Fixed a bug in dialogue that was failing to recognize the player’s narrative choice during the Bastille battle
Player-controlled garrisons now display a point action icon, similar to player-controlled field armies
Added a new row of reform icons on the strategic map to indicate which reforms are currently active while outside of the National Convention
Tactical
Fixed a bug that would occasionally zoom the camera in during combat and leave it there after combat had finished
Ensured that tactical unit gizmos no longer drift away from units and stay frozen under certain circumstances
Fixed a bug that was allowing Cavalry and Bayonet Charge actions to pass through certain ground-level obstacles
Added a few more ground type tiles in combat sequences
Fixed a bug that caused army actions to be used up when saving the game during tactical battles
Fixed a bug that was incorrectly displaying unit selection circles’ colours during the Bastille battle
Fixed a minor UI layering bug
Renamed Pistol Commandant to Commandant and Saber Commandant to Duelist
Duelists now have the Reactive attribute
Updated combat previews to display more accurate damage information when attacking units that don’t have the Reactive attribute
Added a feature to pan the camera to speakers when dialogue occurs during tactical combat
Gave all units a new Pivot action, allowing their facing direction to be swapped during their turn
Updated the lighting and rendering of Duelist, Commandant, and Infantry mechs
Global
General localization fixes for the entire game
Ensured that the speed panel is consistent between the strategic map and tactical combat
Updated ‘?’ tutorial buttons’ text and image content
Updated many UI panels to be more responsive when switching game languages
Majorly updated all parties’ starting army compositions
List of Known Issues
Languages
At 1.0 launch, the game will include Chinese(simplified), Chinese(Traditional), Japanese and Korean, but these will not be present in Early Access
Resolution
Ultrawide resolutions are not currently supported. Please switch to 16:9 through the options
Balancing
The game is currently undergoing a balancing pass, as such certain parts of gameplay will be improved for the EA launch. This includes:
Some tactical units (Skirmishers, Dragoons) are more powerful than other units
Most rebel controlled regions only have two possible army compositions
Tactical AI units tend to be aggressive and don’t use many abilities
Dialogue
Some of the dialogue, in particular when buildings are constructed/demolished/upgraded or units are recruited, is very repetitive and unnecessary
Dialogue UI panels may occasionally flicker at the beginning of some conversations when taking actions on the strategic map
There are several typos in the dialogue that will be addressed
Source
Changelog.gg summarizes and formats this update. How we read updates.
