Full notes
Full Gods of Sand update
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Repeated intro
Greetings, gladiators!
What changed
- Gameplay
- UI and audio
- Balance
Gods of Sand changes
As promised, alpha 0.4 is finally here! Its been 6 months of works, rethinking some of the systems, creating new assets, new stories and more content. We think that releasing all new content at once is a better way to tackle updates, for some reasons:
- it's easier to correct bugs when you already have all systems in place and you know you won't be changing the moving parts all the time.
- Its a better experience for the returning player to get a couple more hours of gameplay, than every week getting a few minutes worth of new content.
We intend on keeping this type of work, releasing fewer but better updates for the game. When you boot the game on this new version, you'll see a roadmap telling you what to expect for the next updates down the line.
Now, let's talk about the new stuff! Some of the highlights of this new version are:
A new "pre-battle" UI. Now you'll know everything about your opponent before getting down to the actual fighting. You can access these panels at any time just by hovering your mouse over the HP bar of any fighter. This is also great to know how you're affected by buffs and debuffs. Also, we added an "Auto-Battle" button, that auto-resolves the fighting based on the metrics of how strong each gladiator is, taking into account the base stats, armor equiped, number of skills/passive, items etc...
We added 2 new full sets of armor (Lamellar and Imperial) and 8 new weapons (2 of each type):
Two new bosses were added! One is this pirate fella with a huge sword that will fight you on a boat. The other one is a surprise, you'll see when you get to him.
Besides that, we revamped A LOT of the skill tree, and added some missing skills and passives. Its not final, we still have some skills to change, but we're getting closer to what we want: More agressive fights.
One important change we've made to the battles is that opponents now derive from gladiators "archetypes", so they won't have crazy builds that make no sense. For this reason, the AI got a little bit harder to deal with.
There are also some new "events" that will have a random chance of appearing when you're chilling at your ludus.
If you're still curious, here are all the patch notes for this new version:
Gods of Sand 0.4.0 Patch Notes
Game Engine: - Updated Game Engine to a more stable/recent version. - Updated backend from Mono to IL2CPP for better support accross platforms, faster code. - Updated Steamworks plugin to the newest version. - Updated all game engine modules/packages to a newer/faster/better version.
Ludus: - Fixed a bug causing the gladiator UI icon not updating equipped items correctly on the map panel. - Fixed a bug causing the tween (up/down animation) of the world map events to get slow/stop. - Changed background to a more detailed one to fit better with the other graphical elements.
UI: - Added a panel to the fight where you can see your gladiator's/enemies stats, skills, passives and items. - Added a "Start Fight" button, now the battle will only start if you wan't. - Added a "Auto-Battle" button, that resolves the battle automatically when clicked, based on a calculation of all elements of both gladiators. - Fixed a bug in the gladiator slot outline causing them to not update properly. - Fixed a bug where the player could
Source
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