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Full notes
Full Crimson Tactics: The Rise of The White Banner update
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What changed
- UI and audio
- Gameplay
- Performance
Crimson Tactics: The Rise of The White Banner changes
We are coming back to Crimson Tactics: The Rise of The White Banner.
As many of you know from our retrospective, we struggled a lot with this game. We were inexperienced, we overscoped, and we left the game in a state that we weren't proud of. But we haven't stopped thinking about what could have been, and we have decided it's time to try and make things right.
Localization
We want more people to be able to play the game, so we have localized it into 15 languages:
日本語
Deutsch
简体中文
繁體中文
한국어
Français
Italiano
Español
Polski
Português (Brasil)
Русский
Español (Latinoamérica)
Türkçe
ภาษาไทย
हिन्दी
Note: If you would like for us to localize the game in any other language, please do let us know!
Gameplay Rework and Fixes
We have spent the last few months going back into the codebase of the game to fix the things that didn't work.
- RNG ReworkWe know that the RNG in the game was a big issue. We have completely reworked the RNG system from the ground up so that combat feels more rewarding and fun.
- Stability in Later ArcsThe Necromancy, Lightning Dragon, and Gold & Steel arcs had stability issues that made them a pain to play. Those are now fixed.
- Improved VisualsWe have done a pass on the lighting and reworked some of the levels to make the game look even better.
- General Stability PassWe also fixed a bunch of random bugs that have been lingering.
Note: If you encounter any Bugs or Issues, please report them in the Bug Reports Forums and we will fix them ASAP!
New Content
We have added a teaser at the end of the game to show what the next story arc will look like. We've also brought back the original Narrative Designer to help us finish the tale of Wendalle.
New Poster
We also worked with the original artist to create a brand new poster for the game.
The How
You might be wondering how we are fixing a codebase that we previously said was "unfixable."
We have utilized self-hosted, open-source AI tools to help us scan the codebase and actually make sense of it. This has allowed us to find the bodged solutions and the problematic scripts that were breaking the game and finally clean them up.
We only use self hosted and open source AI tools - no proprietary or cloud based AI services were used.
Our Goal
Our goal is simple: we want to finish what we started. We want to add the content we promised during Early Access and actually complete the game.
Discount
To celebrate this new milestone, the game will be 50% off for the next few weeks. If you have been waiting for a better version of the game to try it out, now is the time. Please support us if you can.
Transparent AI Usage
We have utilized open-source, self-hosted AI tools for our localization process to make the game available to as many players as possible. Additionally, local AI tooling was used during development to assist with codebase navigation and a single instance of asset recovery for a lost legacy logo. No proprietary or cloud-based AI services were used.
Source
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