What changed
1 fix2 additions1 change0 removals
- Gameplay
- Compatibility
- Performance
changedSteam post image The first fight in the demo, versus a pack of sneaky Swifthooks that somehow got up onto your village plateau. Eliminate them with surprise - climb up on that rock for a height advantage - cast area spells on them - but most important of all, protect your flanks!
addedScourge presented an alpha version of the upcoming demo at South Australian Game Expo last weekend, and it went very well. A short list of fixes and suggestions came from the fifty or so testers that sat down for a play, all of which were updated into the game in just two days! A couple of cool feature suggestions from that crowd - a Fast Forward mode for combat; a "character class" label for units so you can easily find your fighter or mage when cycling units in combat; mouse wheel for zoom when over the scene. I love this kind of Quality of Life stuff that curious new players come up with!
addedThe big news is that Scourge has entered Beta Version, after adding the last of the feature requests from the first round of sit down testers. They added such pure gold as Forward and Back buttons for the intro slides; an End dialogue button that matches the Next button; shaded dialogue options to easily spot tutorials and single-choices; quicker ways to close info panel popups; mouseover labels for Shops, trainers, heroes, and other chat NPCs; the absolutely FANTASTIC fast-walk by holding down the mouse button which also guides the PC around; a level-up notification on the left portraits; non-combat spell target icons that have portrait images; a much improved on-PC text spawning system to help with stacking of texts; Take All items button in containers; visual marker for click to move; and zoom UI buttons.
fixedHappy to say as well that a couple of difficult performance bugs were finally found and fixed - it's getting super zippy now.
Scourge of the Reptiles changes
changedSteam post image The first fight in the demo, versus a pack of sneaky Swifthooks that somehow got up onto your village plateau. Eliminate them with surprise - climb up on that rock for a height advantage - cast area spells on them - but most important of all, protect your flanks!
addedScourge presented an alpha version of the upcoming demo at South Australian Game Expo last weekend, and it went very well. A short list of fixes and suggestions came from the fifty or so testers that sat down for a play, all of which were updated into the game in just two days! A couple of cool feature suggestions from that crowd - a Fast Forward mode for combat; a "character class" label for units so you can easily find your fighter or mage when cycling units in combat; mouse wheel for zoom when over the scene. I love this kind of Quality of Life stuff that curious new players come up with!
addedThe big news is that Scourge has entered Beta Version, after adding the last of the feature requests from the first round of sit down testers. They added such pure gold as Forward and Back buttons for the intro slides; an End dialogue button that matches the Next button; shaded dialogue options to easily spot tutorials and single-choices; quicker ways to close info panel popups; mouseover labels for Shops, trainers, heroes, and other chat NPCs; the absolutely FANTASTIC fast-walk by holding down the mouse button which also guides the PC around; a level-up notification on the left portraits; non-combat spell target icons that have portrait images; a much improved on-PC text spawning system to help with stacking of texts; Take All items button in containers; visual marker for click to move; and zoom UI buttons.
fixedHappy to say as well that a couple of difficult performance bugs were finally found and fixed - it's getting super zippy now.
Hi-diddly-ho, neighborinos! This here is your neighbourly dev-next-door who will not only lend you a lawnmower for life but also make a cool game for you :)
Steam post image The first fight in the demo, versus a pack of sneaky Swifthooks that somehow got up onto your village plateau. Eliminate them with surprise - climb up on that rock for a height advantage - cast area spells on them - but most important of all, protect your flanks!
Scourge presented an alpha version of the upcoming demo at South Australian Game Expo last weekend, and it went very well. A short list of fixes and suggestions came from the fifty or so testers that sat down for a play, all of which were updated into the game in just two days! A couple of cool feature suggestions from that crowd - a Fast Forward mode for combat; a "character class" label for units so you can easily find your fighter or mage when cycling units in combat; mouse wheel for zoom when over the scene. I love this kind of Quality of Life stuff that curious new players come up with!
The big news is that Scourge has entered Beta Version, after adding the last of the feature requests from the first round of sit down testers. They added such pure gold as Forward and Back buttons for the intro slides; an End dialogue button that matches the Next button; shaded dialogue options to easily spot tutorials and single-choices; quicker ways to close info panel popups; mouseover labels for Shops, trainers, heroes, and other chat NPCs; the absolutely FANTASTIC fast-walk by holding down the mouse button which also guides the PC around; a level-up notification on the left portraits; non-combat spell target icons that have portrait images; a much improved on-PC text spawning system to help with stacking of texts; Take All items button in containers; visual marker for click to move; and zoom UI buttons.
Sure, there will be more feature requests as testing continues, but you can't stay in Alpha forever, so lets just call Scourge of the Reptiles FEATURE AND CONTENT COMPLETE! Crack the champers!
Happy to say as well that a couple of difficult performance bugs were finally found and fixed - it's getting super zippy now.
Okely-dokely! Testing ramps up again with external test teams soon, and the next month will entail demo polish until it shines like gold in the torchlight...until next month, Cheers!