Full notes
Full Cantata update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
- Maps
- Server
Commanders, Launch day has finally arrived! Cantata has been a collective journey and we want to give a huge thanks to the EA players for their patience and feedback as we turn this dream into a reality. This drop brings three new chapters of gameplay, a fresh tutorial, updated UI, bug fixes and much much more. A few words from Lead Developer Kyle Kukshtell...
"With our official 1.0 release, Cantata has truly moved into the best version of itself. With the extensive feedback from all the EA players, we've done a lot to really "listen" to what the game is and try, at every step, to get out of the way and help the game blossom into itself. With this release we think we've gotten there. The Campaign is now fully in focus, offering nine compelling maps across the strange planet Shoal that sees you alternating points of view from Commanding Officers from three very different factions. We estimate it's about a 30 hour game when played at a normal pace, and as such are excited to hear everyone's tales about what they see and feel as they explore the world we've created for you all. Explore the map, find Shoal's secrets, and see what it is that 10 Crowns feels here... This patch sees *massive* performance gains in the game and most all lag has gone by the way side. It required a substantial overhaul of core parts of the game, but the game is so much better for it and plays more smoothly than ever before. We're also excited to talk soon about what the post-1.0 life on Cantata looks like, but for now, take a nice long sip of your favourite beverage, and jump into Cantata 1.0 to see what all we've got waiting for you!"
If you have any feedback, feel free to reach out on our Discord server! See you in the field! Afterschool Studios & Modern Wolf
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1.0 Patch Notes
Major Features
Adds in final Campaign Chapters 7, 8, and 9
Adds in a new comprehensive tutorial for the game
Adds in new UI look for The 111th Reign of Harmony and Prosper
Adds in a new UI look for The Unified Spirit
Adds in a new UI look for The People of Sun and Shadow
Adds in a a "Neutral" UI look
Adds in much cleaner tooltips for units and buildings
Adds in more nested tooltip items for various tooltips
Adds in final sounds and music for all campaign chapters and units
Audio is now spatializes for most on-map entities in game
Massive performance increases around all elements of the game
Massive performance improvements around AI processing times + game no longer lags during AI turns
Makes AI smarter and more proactive
Large performance improves when multi-select moving units
Adds in loading screens that contain hints and lore about the game
Adds in nice transitions to starts of matches
Adds tooltips for Region UI elements
Adds in "Neutral" player that can be used as a special team for purposes of resource gathering (Scrap + Remains)
Projects can use health costs for execution
Projects can build to region inventory
Adds in images for all remaining unit projects
Adds in images for all perks
Adds in images for all radiant and granted passives
Adds in sounds for later chapter events
Adds indication in tooltip if pop is preventing unit build
Adds note in notification if damage was from surge
Gets rid of weight as a consideration for map tile occupation - weight now only matters for loading
Region nameplates simplified to show only the information you care about
Heavily improves time to load save menu
Juices up attacking with sound and visual cues (for some real 1.0 UMPH)
Improves game start-up time
Adds in indication in tooltip if a unit would be killed with an attack action
Bugfixes
Fix issue where you could load enemies into your storage
Fix issue where dead units would cause audio fetch issues
Fix issue where non-visible AI units wouldn't path to their target locations
Fix issue where multi-selected units couldn't move into tiles occupied by units of the same multi-select
Fix issue where outposts built in owned regions wouldn't radiate supply into tiles of non-owned regions
Fix tile outline for double height units
Immobile mining units are blocked from being built on non-resource tiles
Fix issue where projects could execute out of range
Fix issue where units in persistent visible tiles only were "warping" between destinations
Fix issue with projects not implicitly checking their execution range
Fixes bug where you could build units in tiles you didn't have vision of
Fixes issue where we were hearing duplicate button sounds when selecting a menu option that had a file browser in it
Fix issue where region UI close sounds were playing on dialog advance
Fixes issue where you heard region capture sounds at the start of loading new maps
Fix issue where all players would see resource depleted notifications even if they weren't on the depleted resource
Fix dialog text showing tag annotations
Fix issue with tooltips clipping when trying to be repositioned on the screen
Fix tooltip text for passives
Fix lots of UI overlap and overrun errors when encountering large numbers
Fix issue where units that killed themselves would error in tooltips
Fix issues around counter attacking and opportunity attacked units erroring the game
Adds in a default elimination victory for scenarios
Fix issue where storage UI wasn't updating
Fix issue where region nameplates weren't centred on regions
Fix issues with player de-sync in multiplayer
Fix issues where game would sometime leave lingering preview lines on the map
Fix issues where some instances of previewed infrastructure placement would error the game
Fix issue where outline colours weren't updated for units if their team was changed
Fix issue where spawn triggers weren't properly accounting for spawned tiles
Fix issue where you could see threat lines for non-visible units
Scenario Editor
Adds ability to move selected units in editor
Adds in ability to animate units to locations as a Trigger Action
Adds in ability to hook into match failure with a custom trigger
Triggers updated to no longer need "Target Player" — everything can be set in the scope of the conditions of a Trigger itself
Objectives migrated to now have "Target Player" but this only matters for the purposes of what players see the Objective in their UI
Maps can be set to have a target VP condition, a turn limit, both, or neither.
Triggers have new timing options to better reflect the lack of player attachment
Any trigger assigned to GameStart will play properly before the match starts, allowing you time to do match setup
Adds in ability to test scenario editor maps without needing to go back to the main menu
Adds in ability to press Enter in long text entry fields and not have the text box defocus
Adds in grouping ability for objectives
Various new trigger conditions and actions
Adds in ability to flag existing units as impassable and adds triggers to set the option on specific units or location units
Adds in ability to declare a starting camera position for a map (the camera is moved here before the map is faded in)
Adds in ability for objectives to have "hint" locations that are displayed on mouseover and not necessarily attached to a condition
Source
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