Full notes
Full Diorama Break update
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What changed
- UI and audio
- Gameplay
Diorama Break changes
1.1.1:
Fixed a minor UI depth-sorting issue during timestop transition.
Tweaked some tutorial dialogue.
1.2.0:
Significant improvements to Combat UI/UX:
Action target previews are now slightly differently colored when previewing a startup step, and will show a faint afterimage if previewing a step after they trigger.
Danger indicators will now show if a player unit is predicted to take a hit at any point prior to the current previewed step (instead of just the current one), and will indicate where along that unit's movement path the hit will occur (including during movement aiming).
Reactive units will update their plans during the player aiming step, no longer requiring you to queue an action to see how they'll react.
When a unit is selected, the preview step will account for their initiative and preview the board state immediately after the triggering of their last queued action, instead of the end of the step that action triggers on, similar to how the aiming preview works. This fixes the issue where reactive units would sometimes appear to "dodge" an attack that would hit them during the aiming preview due to queuing a movement after the attack would hit them in a futile attempt to escape.
When hovering the timeline, unit numbers will be displayed on all units. Hovering a specific unit on the timeline will causes it to glow.
Fixed an issue where units were not glowing if their action preview was pinned.
Completed full professional revision and polish pass of french translation.
Added a cursor to "HD" dialogue choices.
Game will now fail to launch and show a more detailed error message at startup if audio fails to load.
Tweaked the size of some combat obstacles in Iris Forest to align with their models and for better visibility.
Better error-catching for failed save file loads.
Source
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