HomeGamesUpdatesPricingMethodology
Steam News4 March 20242y ago

Devblog - 3-3-24: Version 0.6.0b Update

Devblog It's. Finally. Almost. There. The ground-up rewrite of Everpixel Tactics took much, much, much longer than I'd planned. And it's still not done - there is still so much more to do.

Full notes

Full Everpixel Tactics update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions4 changes1 removal
  • Compatibility
  • Gameplay
  • Balance
  • UI and audio
changedDevblogAs promised in an earlier devblog, I'm going to release a "beta branch" for those of you who want to play the game before I'm ready to fully release the next version. In addition to the help I could use testing the game, I also want to release it because, frankly, I want to prove to everyone that I'm still dedicated to releasing Everpixel Tactics.
changedBeta Release DateI plan to release the beta branch on 3-10-24. It's going to be missing a lot of features yet (enumerated below); I intend to spend another month before I transition the beta branch to a release. I still need to do a lot of work updating the AI, addressing bugs as they appear, and a several "Quality of Life" type things.
addedFeaturesWhen I fully release 0.6.0, it will come with a new Features Roadmap. Until then, here's a non-exhaustive list of features I am tracking that need to be implemented before I fully release 0.6.X of Everpixel Tactics:
changedFeaturesPhysical Injuries should cause damage every turn
addedFeaturesAdd several more mission "chassis"
changedFeaturesImplement all tooltips

Devblog

It's. Finally. Almost. There. The ground-up rewrite of Everpixel Tactics took much, much, much longer than I'd planned. And it's still not done - there is still so much more to do. But the game is much better for it. If I may say so myself, the game both looks and feels much better than the previous iteration.

For those of you who have been occasionally checking in on the status of the game - thank you. I was encouraged that several players felt that the game had potential; it definitely motivated me through the grind of rewriting the entire codebase.

As promised in an earlier devblog, I'm going to release a "beta branch" for those of you who want to play the game before I'm ready to fully release the next version. In addition to the help I could use testing the game, I also want to release it because, frankly, I want to prove to everyone that I'm still dedicated to releasing Everpixel Tactics.

Beta Release Date

I plan to release the beta branch on 3-10-24. It's going to be missing a lot of features yet (enumerated below); I intend to spend another month before I transition the beta branch to a release. I still need to do a lot of work updating the AI, addressing bugs as they appear, and a several "Quality of Life" type things.

Features

When I fully release 0.6.0, it will come with a new Features Roadmap. Until then, here's a non-exhaustive list of features I am tracking that need to be implemented before I fully release 0.6.X of Everpixel Tactics:

  • Physical Injuries should cause damage every turn

  • Campaign Tutorial

  • Long-range weapons (polehammers, halberds, etc.)

  • Implement all racial bonuses

  • Add several more mission "chassis"

  • Implement all tooltips

  • Add effect icons to the "hit panels"

  • Add skill bonuses to mage gear

  • Edit the "Aegis" Perk

  • Add soundFX for moving characters

  • Add idle sound FX for characters (e.g., slimes, zombies, etc.)

  • Add effect icons to the "hit panels"

  • Implement all traits

  • Remove durability stats and references

Source

Steam News / 4 March 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.