Update log
Full Together in Battle update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings, tactics fans! It's now been 8 days since we hit version 1.0; I've been dutifully collecting your bug reports and squishing them all (the bugs, not the reports) one by one. The result: we have a second patch!
Extracted changes
- UI and audio
- Balance
- Workshop
- Gameplay
First, let's talk UI improvements:
as a convenience, the shop now accounts for units temporarily absent from the group when showing what equipment your characters can use, who wants what, and why. You no longer need to remember what equipment your absent characters use or cross-reference the army overview.
fixed a long-standing UI annoyance where using a hotkey to select an attack would cause all of the red attack tiles to spawn in blank even if one of them spawned directly beneath the mouse cursor, forcing the player to move the mouse off the tile and back onto it to see the hit reticle and damage prediction text.
fixed another, similar UI annoyance where using a hotkey to undo a move would cause most of the revised move tiles to spawn in blank even if one of them was directly beneath the current location of the mouse cursor, forcing the player to move the mouse off the tile to see the full move sequence to that space.
for players who prefer to use keyboard shortcuts, the Tab key now replicates the "next character" function of the mouse wheel in character screens and the reserve supplies window.
added Cancel buttons at every stage of the custom difficulty wizard at the start of the campaign. This lets the player opt out midway through instead of having to select every single option before canceling.
day logs tracking wins and losses in the arena now distinguish between league matches and pick-up matches, making it easier to see your progress when reviewing the logs.
fixed: the info bar could block tooltips labeling characters as wounded or absent in the army overview screen.
fixed: if you dismissed a character with an excessively long custom name, the name could spill over onto the second line of the confirmation window and obscure the warning about how they'll be gone permanently once dismissed.
Second, a buff to the lissit!
Following the version 1.0 launch, I became aware of community consensus to the effect that high-level lissit were lacking the same variety of tools that other species' classes had available to them. After examining things, I agreed, and so I've given our scaly pals some more tools to keep them competitive with all the other species in the late game!
reconfigured the barudit's late skill progression to ensure they more consistently get a greater variety of skills.(Previously, certain skills or masteries could be randomly skipped in favor of a bonus stat proficiency.)
barudit now learn either Nimble Stance or Defiant Stance instead of Preemptive Stance or Defiant Stance, giving them some variance from the human melee classes (and increasing the chance of characters sharing different stances via inter-species friendships).
new skill: Quick Shove. It's just like Shove, but it costs 2 energy and doesn't end the turn, allowing the unit to flexibly combo shoving with other moves. Barudit and Prophets now learn this skill.
increased the Drake's Health boost from +18 to +23 and reduced its Energy gain from +2 to +1.
given that gasul must split their stat-ups across numerous stats, the Protector now gets +8 Psy instead of +4 to help ensure that players always have a gasul promotion option that can heal competently in the endgame.
the Prophet now gets +5 Strength instead of
Source
