Full notes
Full Prismarch update
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Repeated intro
Hello Prismarchers!
What changed
- Performance
- UI and audio
- Gameplay
- Maps
- Balance
- Events
Prismarch changes
Today marks the first major content update for Prismarch, as we get closer to the full release of the game:
Here's a brief overview of all the changes: General increase in performance and optimization
Options menu UI Rework / Polish
Video setttings remember your resolution / fullscreen preference
Video settings properly scale the game UI all the way up to 5120x1440
Addition of Audio settings with Master / Music / SFX volume sliders.
Massively improved menuing cohesion in the escape pause menu letting you travel to and from the hub easier
Restart run feature / Death screen menus so you shouldn't softlock after losing a run
Upgrades area / 1st stage of the Bushido path introduced. Peer into the prism in the center of the hub world to access a branching upgrade path for each type of chess piece. The system works and will remember your upgrades but the rewards are not currently implemented (soon)
Reworked the piece tooltips to use Prefabs/Unity UI, improving performance, as well as changed the visuals and added animations.
The game should remember the state of your run now. Pressing Continue in the Main Menu should restore your run to where it was if you quit the game or went to the hub. Some information like EXP and health of the pieces is not yet being carried over but that is a high priority.
Captured pieces bar on the side UI (WIP)
Added loading screens
Finished King of Water
Restart run feature works properly now
Implemented upgrades rewards
Level reward UI overhauled
Finished CC UI tooltips
Loading previous run state should carry over abilities, exp, and crowd control now
Added ADHD board tapping, sfx, vfx
Added piece pickup sfx, piece pickup size tweening
Reworked undying sfx
Spruced up lush grasslands environment - it should be more varied and look better
Added safeguards to the enemy AI controller, the game should be more stable and softlock less
Added skybox & reflection to the main game scene
Added demo knight NPC that explains the demo content & roadmap
Spruced up main menu look
Added skeleton for roster skins feature
Added new level reward Bounty of King Midas
Massively improved the player piece reshuffling algorithm
Chinese translation 95% of the way done
Significant changes to the attack controller, abilities like undying and thorns should resolve closer to how you expect them to, king with undying will revive, thorns is more consistent.
most attacks and abilities are now using the new launch corpse feature
solarbeam now dissolves pieces instead of them blipping out of existence
Numerous bug fixes
The Exchange goes live! Now you earn gold by capturing enemy pieces, and can spend that gold at the Exchange - purchase ability orbs, expand your roster ranks to fit more pieces in your arsenal, and purchase pieces directly! This should help turn the tide early. For now, you'll start with 150 gold in the demo but don't expect such a windfall when the game comes out!
Added the first draft for the opening cinematic. If you'd like to experience this but already have a save please browse to the C:\\Users\\%username%\\AppData\\LocalLow\\Noah Magner\\Prismarch folder and delete all .json and .debug.json files, to reset your save. Pressing "New Game" should now show the cinematic.
+ Stay on the lookout for even more updates coming soon! If you'd like beta access to test out the rest of the kings in the game please join the discord and post to the respective channel.
Checkmate!
Source
Changelog.gg summarizes and formats this update. How we read updates.
