In this update9
Full notes
Full Superstar Strategy update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey there! We’re entering the home stretch on development for Superstar Strategy, and to celebrate, here’s a new patch before we go live into Steam Next Fest! Check out the changes below, and remember to play the demo! This will be the last major demo update before release. Stay tuned for an announcement on when you can expect to play the FULL RELEASE later this year!
What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Server
Superstar Strategy changes
New Features
New Villager portraits. Adjusted how villager portraits are displayed to reduce duplicate portraits being shown in the same mission.
New animations and polish for various skills.
New contextual info when selecting invalid units in-game.
Progress indicator for Campaign Progress in the Main Menu.
Balance Changes
Player Units
Rogue
Assassinate command skill now a Free Action.
Vampire
Reduced cost of Shadow Step command skill to 2CP.
Mage
Spikecicles now can be cast at Range [0,2], no longer castable at melee range [1].
Sorceress
Contagion
Now can copy negative statuses applied to SELF and ALLIES to enemies, not just from enemy to enemy.
NPCs
Units that lay traps now prioritize placing traps under unexhausted units before placing them on top of entities or random spaces.
Archers
No longer cast Poison Arrow.
Are now less likely to consistently place traps when they could have attacked an enemy in range.
Poacher
Can now cast Poison Arrow
Witch
Reduced NPC Witch ATK
Increases Player Witch HP+AMR
Kobold
Can no longer use Drag.
Can now use Aggressive/Defensive stance.
Pugilist
Can now use Meditate to cleanse statuses
Champion
Can now use Fortify
Marauer
Can now use Guillotine
Soldier
Can now use Fortify
Piker
Can now use Fortify
Player-controlled unit can now use Venom
Misc
Recruitable Units should always start with Player Statlines and never NPC statlines
Rework + Polish
Adjusted intro screen animation.
Adjustments to the HUD to make it less busy. Objectives are now shown as icons next to the Round counter window in the top-left. You can re-enable the expanded view in the Options menu.
Rewrite the particle system to a custom implementation to improve performance.
Redrew some unit portraits and made adjustments to others.
Adjusted display of Rogue Steal and Trade menus to make it more obvious what’s being given/taken.
Added new particle effects during Combat to show healing effects (e.g. with Mettle, Drain, Guillotine or Execute).
Replaced Lucky Clover item with Lucky Die. This is just an aesthetic change.
Adjusted visuals of Loading Screens, System prompts and Start of Round notifications.
Quality of Life Changes
Adjusted how the rotary menu behaves when using a thumbstick to reduce risk of double-moving or counter-moving, causing the menu controls to feel finnicky.
Improved performance of just about every system in the game.
Allow the ability to pause and exit a mission from the drafting screen.
Added hazard notifications when using a Launchpad or Booster to land on a trap tile when opening the action menu.
Bugfixes
Far too many to list out here, but please report any new ones you find!
Misc
Renamed “Context” menu to “Interact”
Adjusted font and display of New Round and Victory transition banners.
For updates on game development progress and to join the community, consider following me on BlueSky and joining the Talberon Games Discord Server. Don’t forget to Wishlist the game on Steam if you haven’t already!
Source
Changelog.gg summarizes and formats this update. How we read updates.
