Full notes
Full Tatsu update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
Tatsu changes
We batched this one up, probably for too long... but there are a ton of changes that just went out today. Windows, Mac, and Linux are all built to the same point. Early Access still has a good bit left (some online wonkiness & a lot of AI changes), but there is quite a bit of progress in this release. Here is what changed in this update:
TRANSLATION: Now has Spanish translation.
TRANSLATION: Now has Polish translation.
BIG BUGFIX: The online play was completely broken in Mac OS X on most users' computers (but not all) due to a very complicated issue with Mono. This current release is expected to work with all versions of OS X that we support.
Added a bunch of new animations: the dragons on the board have an "idle" animation & there are now dragons grappling on the main menu.
BUGFIX: The Steam Notifications were getting out of sync any time a user did an "escape" (where they spend one die to escape entanglement). As far as we know, Steam Notifications will stay in sync now.
BUGFIX: The names in the HUDs now wrap, so the name of the Hardest AI doesn't overflow.
BUGFIX: The Steam Notifications now have text in them!
The cursor needed to be different. It was some old conjuring circle from Khet which was meant as a placeholder. It is now a bunch of triangles pointing inward. It fits much better.
BUGFIX: The "chat" button was showing up in the wrong spot.
Added SDF font effects (glow)
Removed the "normal mapping" and "antialiasing" settings from the AppSettings Dialog since those were 3D settings and this game is 2D-only
BUGFIX: When entering the arena the "ghost tile" would show up where the cursor was last.
BUGFIX: the AI was showing dice during its opponent's turn, after it had to pass using one of its own turns (thanks the_bentley_maniac!)
What we have on deck for the remainder of Early Access:
Follow along on our Trello Board to see what we're working on and what's lined up.
We have a bunch of AI work to do still. The current percentage of users who beat "Hardest" is ~18.8% but we've found that 5-6% is a much better target to maximize fun. Anything lower is too annoying and if it's higher, serious players are disappointed. We have a lot of work scheduled to do this & are pretty confident that we can get it to a good spot.
TRANSLATIONS! We've done a lot of work to create an entire web-app for translation to make it easier for translators to translate our games & it's been working great so far. If you'd like to translate, please sign up at Röksten.com then find the Tatsu project and volunteer to translate! :D ...we are especially interested in German, French, and Italian.
Thanks to everyone for your support during Early Access.. you've been a great community & we've done some really exciting things together (for example: this will be our first game released with more languages than just English on launch-day!) You are all the best <3 - Sean & Geoff
Source
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