Patch 0.1.2

Errantry Playtest · published · build 26300690

Your saves carry over
• Games from 0.1.1 open in 0.1.2. From now on, we keep your saves working across updates whenever we can. If an update ever has to leave old saves behind, it will say so here first.

Fighting
• Fight for now gets your characters moving. When they see a fight they fight for (their party's on Party only, anyone's on our side on Everyone), they walk in until they're in range, whether idle, following or hunting. Never below their Rest threshold, nor while travelling a road. Nearby fights is gone: Fight for covers it.
• Ranged abilities now fly over low obstacles: water, fences, hedges, low walls. When an ability can't be used on a target, it says why: out of sight, or too close.
• The Warrior's Charge is no longer used on a foe that's already in melee.
• A shield cast outside combat now absorbs damage. Shields show as a pale strip on every health bar.
• The Warrior's slow swing no longer shows up as a cast bar.
• The swing timer keeps running while an ability winds up.
• The Echo Warden is slightly tougher.

Movement
• Hunters no longer turn back and forth when their prey slips behind a hedge.
• Leaving a room no longer makes you move at double speed, freeze in place or scrape along the wall.
• Clicking to move during a fight no longer leaves you stuck, or walking your old path, once the fight ends.

Interface
• Equip items straight from the loot window. A full bag still lets you equip into an empty slot.
• The ground menu now reads Move, Hunt, No path, Place a pin. Hunt no longer carries the party seal: your party hunts along if they follow you.
• The mouse wheel zooms around the character the camera follows, without unlocking the camera.
• Hovering a party's three-pawn seal rings in gold the cards of the characters it would reach.
• The character you're playing no longer fades in the roster row when idle.