In this update8
Full notes
Full Superstar Strategy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- UI and audio
- Balance
- Fixes
Superstar Strategy changes
Superstar Strategy Demo v0.28.0 now available!
Hey folks! Talberon here to share a new update to the Superstar Strategy Demo. It’s been a while, but development is back in full swing, and to celebrate, we’re releasing a new version of the demo with the latest and greatest enhancements! I hope that you enjoy the new content and share your feedback on your experiences! Now, with the preamble out of the way, here’s the detailed list of changes!
New Features
New multi-map tutorial series replaces the Academy to introduce a group of mechanics at a time in digestible chunks. Reward for unlocking the Vampire unit now is attached to the last tutorial in this series.
Added ability to inspect AI routines in the AI Unit Codex when selecting one of the options
Added indicators during combat showing what bonuses are applied to units during combat from which sources.
Added toast that displays when player should select a target after picking a skill.
Added ability for some map traps (such as fire) to apply damage over time status effect.
Added new lava tileset
Added new pirate ship tileset
Added new AI Personality that can fetch and use items
Adjusted control scheme to always allow using thumbstick to control the cursor in addition to the normal controls
Added new failure conditions for future scenarios
Added shader effects to various tiles and units, such as when they are affected by positive or negative status effects
Many new terrain tiles
Added unique barks to various Terran units
Added unique damage SFX for all units in combat
Added support for purple text in custom markup
Show unlocked content that was earned during a match on the game over screen
New NPC Units
Terra
Reaper
Ghost
Witch
Nova
Vigilante
Thief
Barbarian
Soldier
Bowman
Knight
Witch
Available Map Adjustments
Adjusted available maps in the demo (removed maps may still appear in the final game).
Solo
Added
Bandit Camp (Seize)
Removed
Crypt of the Sun King (Rout AI)
Mountain Pass (Escape)
King of the Jungle (Rout AI)
Co-Operative
Added
The Great Hunt (Rout AI)
Removed
The Sacking of Beaverton (Evacuate)
VS Scenario
Removed
A Game of Crowns (Relics)
Vital Intelligence (Escape)
VS Competitive
Added
Volcano
Removed
Castle
Desert
Forest
Balance Changes
Added weighted loot table for chests to adjust how often some items are given
Added -1 MV to Tree/Woods entities.
Rework + Polish
Reworked the logic for AI unit pathing under the hood.
Redrew Necromancer, Skeleton and Piker sprites.
Redrew villager NPC portraits used when visiting residences.
Added new animation for Necromancer when summoning skeletons
Replaced scrolling background with solid border around each map
Replaced Spiked Helmet item and sprite with Spiked Gauntlet to better match the RET bonus it gives.
Redrew Key sprites.
Polished and updated unit item trading behaviour
Adjusted colour and vibrancy of range tiles.
Adjusted order of unit stats in the unit hover pane.
Reworked deployment phase to alllow adjusting all unit positions at once instead of one at a time
Adjusted objective cutscenes to be better timed and more consistent
Adjusted unit render order during player turn
Adjusted rotary menus to remove text outline and fade colour slightly when an option is unfocused
Added colour coding for various main menu sections
Redrew Cleric Portrait
Redrew Champion Portrait
Adjusted various map layouts
Added visual effect to show obscured unit silhouettes under Overlay layers
Updated Game Over banner visuals and game over sequence
Adjusted Champion sprite and idle and active animations
Quality of Life Changes
When hovering over Launchpads and boosters (only specific-distance ones), shows a preview of the travel distance rather than the interact range.
Adjusted ordering of some unit context actions to prioritize more meaningful skills like Recruit over Trade.
Removed the tile select confirmation step when selecting Wait during the action menu.
Added range window to unit skill descriptions everywhere instead of just the preview menu and codex.
Adjusted contents and font of the Manual to make it easier to read and block less of the main menu UI
Pushable tiles no longer show context action if they can’t be pushed from their current position
Bugfixes
Adjusted various actions that would count as a free action but would end the game to instead end the unit’s turn to end the match gracefully.
Fixed entity preview window for antidote item to have a background
Fixed unit health pips from jiggling whenever a new hover windows is generated while moving the cursor
Adjusted colour of dust particle when units are walking onto stage in combat
Fixed a bug where maps would not load on first game launch after accepting EULA.
Many many other minor bugfixes.
Fixed soft lock when winning a match during the AI’s turn
Disabled earning non-tutorial achievements when completing tutorial maps
Fixed NPC Pursue routine still making a unit move after it should be stunned (0 MV)
Fixed bug allowing ranged NPCs (Witch) to open chests from a distance
Moved Play Next BGM to In-game Option menu and disabled option when match is over
Fixed issue where on first launch, opening the New Game menu, backing out, and opening it again would not show the tutorial suggestion description window along with the menu
Misc
Reworked Unit Generation logic under the hood. Won’t affect anything visible, but makes it much easier to introduce new units in the future if needed.
Removed EULA from in-game and moved to Steam client
Added Wishlist option to game over menu while in Demo Mode.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Don’t forget to Wishlist the game on Steam if you haven’t already!
Source
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