Full notes
Full Rise of the Foederati update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone. As promised, this is our May update. Our apologies for only a couple fixes, but we felt necessary to post what we have done so far. Our development has been underwhelming lately, made it worse with our subversion being disabled by tragic circunstances. We hope Xp-Dev's main developer's family recover from the loss of a dear family member.
What changed
- Gameplay
Rise of the Foederati changes
Since we are disallowed to use it, our updates and files have been transferred manually, which increases our time drastically. Internally, we decided to let our subversion client resolve their internal issues while we develop our campaign.
Though we are behind in programming, our artwork and animation has been going fast. We have a script ready and expect everyone to like this small preamble to our main campaign, as a prelude that is actually an epilogue. You'll guys know more details in a few.
Not everything is bad news. Hyperkinetic has been a great partner so far with us and now has most of the knowledge of our code. This will help in the future with faster updates, but it'll require the subversion client to be restored. I hope everyone has a nice weekend!
Fixes:
Some units were having a red glow when attacked (Visigoth units) others aren't (Frankish units like Trustismanne and Galikakus)
Units were playing both Hurt and Defeat animations when defeated; should go direct to Defeated
Source
Changelog.gg summarizes and formats this update. How we read updates.
