Update log
Full Together in Battle update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Balance
- Fixes
After many years of hard work, it's finally done: Together in Battle is now out of early access and released to version 1.0!
I could wax poetic about how long I've been wanting to make this game--about how it's based on a design doc I wrote nearly 13 years ago, all the way back in 2012, and based on design principles I first wrote about all the way back in 2010 (!)--but that's all academic. The proof of the pudding is in the eating, as the saying goes-- so let's eat!
Together in Battle is 20% off for this week only, so go get it while the getting's good! 😉
Changelog
...oh. You're still here. You say you want to see all the changes since last month? Okay, fine, fine --I'll indulge you.
Here is what's changed since the last major Early Access version (version 0.9.80):
made the final plot battle and the good ending accessible!
received, implemented a special attack animation specific to the final plot battle.
the shop now has its own dedicated music!
updated the final boss music with a real life vocalist!
there's a new condition that can appear in the lower levels when exploring caverns: a riddle! The player must collect the fragments of a riddle, then solve the riddle to unlock the big treasure.
the army overview screen now lets you see characters who are currently off on jobs, at the infirmary, etc.! Their rows will be grayed out and they will be marked "Absent," but they can still be inspected.
in combat, battle backgrounds can now be left-clicked to initiate drag-panning (or right-clicked to cancel character movement or skill target selection), the same as normal battle terrain.
the game now shows character Dodge stats in the tooltips during deployment.
all of the recurring "character advice" events no longer prevent throwing a gathering in camp.
the AI now respects fog of war, and will not consider attack targets it cannot see.
the AI now ignores treasure chests on Defend the Idol and Attack the Idol maps.
added icons to the buttons in the main menu on the title screen.
swapped the order of the Custom Characters and Campaign Editor buttons in the main menu on the title screen.
cutscene menu buttons can now queue up multiple pop-up warnings, and will show them one after the other when the player clicks to proceed, only proceeding once all have been displayed.
camp activity narrations can now have weather effects attached to them.
golem and spirit activity narrations during rainstorms now actually show them outside in the rain.
Imaginative characters now gain a bit of morale during rainstorms.
caravan defense jobs are now somewhat more common.
the most challenging conditions in caravan defense battles now cannot appear until a certain number of weeks into the campaign.
fixed the level scaling for the Save the Travelers battle.
in the Save the Travelers battle, the game now gives the player a bit of dialogue to signal the enemy discovering the son hidden in the trees.
starting in Monkey League, thieves now spawn on Round 2 or 3 instead of Round 1 during arena matches where they appear.
added a couple of new loading screen tips: one explaining energy drain roll-over damage, and one pointing players toward the Glossary.
it is now possible for aura drop in battle to appear in amounts greater than 500.
reduced the pay cut for 4-on-4s; increased the amount of aura gettable from
Source
