What changed
2 fixes1 addition10 changes0 removals
- UI and audio
- Balance
- Gameplay
- Maps
- Performance
fixedThis hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.
changedUnits are not set into one play style. Want to equip your mage with heavy armor? Go for it!
changedGameplay
addedCompletely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.
changedChanges to many of the ability and spell animations
changedTweaked grass image on world map some more
Mercenary Brotherhood changes
fixedThis hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.
changedUnits are not set into one play style. Want to equip your mage with heavy armor? Go for it!
changedGameplay
addedCompletely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.
changedChanges to many of the ability and spell animations
This hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.
Steam post image Steam post image Steam post image Steam post image Steam post image
Tip:
Units are not set into one play style. Want to equip your mage with heavy armor? Go for it!
Gameplay
Completely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.
Graphics
Changes to many of the ability and spell animations
Tweaked grass image on world map some more
Tweaked a few unit images with image transparency issues
Performance
Fixes
Usability/UI