Mercenary Brotherhood Demo · published
This hotfix isn't really a shiny one. It focuses on some fixes, often that are found by players 10+ hours in as that is when some of that content starts unlocking. Also adding helpful usability gameplay settings, tweaked how sieges worked, revamped ranger stations and adjusted some enemy AI. There is a lot more in the backend for future localization, such as supporting Chinese characters and centralizing all the text to translate. Plus I built up my automated testing suite to help catch some of the above issues sooner.
Tip:
- Trading is a great way to make money in the early game. It is very low risk and allows you to afford early equipment upgrades
Localization
- More backend changes to support future potential localization, including centralizing all the text and adding in font to support Chinese characters
Usability/UI
- Added animations for auras
- Visual indicators where sieges are
- Added pip dots above units to indicate affected by buffs or debuffs. Hovering over pips show what the effects are
- Bottom UI panel in battles is now always split and cooldown pips are back
- New gameplay setting - Click to move (toggle between double click/shift single click to move OR just click)
- New gameplay setting - Canopy off by default
Gameplay
- Changed Ranger Stations point of interest to be able to hunt for monster parts. It also rewards with ranged skill xp
Fixes
- Holding during a battle siege where defenders are not coming out will no longer result in a stalemate ending. Now players will be notified and hold will be cancelled
- Backend changes to how Guild and veteran hall recruiting works
- Many minor fixes to how quests work, including markers not appearing or clearing
- Fix with some enemies not being able to be cleared out
- Fixing crash related to hiring veterans in settlements
- Fix banners in battles on low resolutions sometimes covering buttons
- Fixes to battle sieges and the related quests.
- More tweaks to how it handles stale fog cover (sometimes darks spots on the map)
- Remove FPS indicator when it should be turned off
- Fixed obstacles changing when zooming in and out during deployment
- Moving through a tile where an enemy died in the same turn
- Movement lines now correctly show when going a higher elevation
Balance
- Castle maps moved to late game content
AI
- NPCs and enemies will use abilities more
Misc
- Added Jeux1d100 as a Tester under the credits page
- Updated company traits to show they are affecting all units