Release Notes for Together in Battle
Version 1.1.20d
- fixed in version 1.1.20d: changes to the code from the pop-ups fix from version 1.1.20c was causing null errors under certain circumstances.
Version 1.1.20c
- added in version 1.1.120c: further reduced unnecessary delay at the conclusion of an attack sequence.
- added in version 1.1.120c: Skill Animation Speed now affects the speed of character movement from skill knockback as well.
- added in version 1.1.120c: the maximum skill animation speed setting was increased from 8 to 9.
- fixed in version 1.1.120c: skill animation speed was not being applied to knockback or creation delays, meaning that if the speed was set high enough, the game could try to conclude the attack before the knockback or creation delay completed, leading to a range error.
- fixed in version 1.1.120c: there was one more coroutine in charge of timing the end of combat exchanges that wasn't being affected by the skill animation speed setting, leading to an unintended "hang" at the end of a sped-up attack.
- fixed in version 1.1.120c: when Skill Animation Speed was cranked up, the delay before self-moving in a self-move attack was not being scaled correctly (causing, e.g., self-movement not to begin soon enough with skills like Charge).
- fixed in version 1.1.120c: when Skill Animation Speed was cranked up, if a Create attack took too long to complete relative to the game's calculated time to complete the attack, the game could softlock.
- fixed in version 1.1.120c: under certain circumstances, if the AI took more than 2 seconds total to calculate a character's move, the game could softlock.
- fixed in version 1.1.120c: pop-ups occurring during enemy moves had begun to appear on the space where they started their movement.
- fixed in version 1.1.120c: stat proficiency bonuses were being displayed twice in the level-up screen.
- fixed in version 1.1.120c: after opening the Report an Issue screen in battle, keyboard shortcuts would stop working.
- fixed in version 1.1.120c: the game was missing a "hook" to update the Characters Resigned stat (necessary to get the "It's not you, it's me" achievement).
- fixed in version 1.1.120c: the "Jack of all trades" achievement still required promoting to 51 different promoted classes instead of the full 53 promoted classes now in-game with the wachikit class.
Version 1.1.20b
- fixed in version 1.1.120b: bridges could become impassable at times due to changes to the code made while optimizing.
- fixed in version 1.1.120b: creating objects on top of bridges was no longer working due to changes to the code made while optimizing.
- fixed in version 1.1.120b: regardless of the skill animation speed setting, the delay while waiting for attacks to resolve was not lessened if the game checked for an enemy counterattack.
Version 1.1.20a
- new classes added to the game: Wachikit, Lasher, and Winged Serpent.
- new weapon type added to the game: Whips! Whips grant the skill Whip, of course, but also have a unique property: they automatically add a chance to impose Distracted status on the target when using Whip or any of its dependent skills. (Whip cracks are really loud, y'all.) In exchange for their long range and distracting effect, whips deal a bit less damage than most other weapons.
- whips are procedurally generated the same as all other weapon types and now appear in stores along with the rest of the weapon types.
- added 9 brand-new skills to the game, all of them exclusive to the wachikit class.
- Wachikit can now appear as enemies in the arena starting in Monkey League, while Lashers and Winged Serpents can appear in the later leagues.
- characters who switch between a non-engineer, non-assassin physical damage class and one of the elemental psy fighter classes (i.e. pyrokineticist, cryokineticist, photokineticist, and skiakineticist) now gain a cross-class skill that lets them imbue their weapons with elemental bonus damage.
This takes what was once a net negative (improvements to Psy seldom benefited weapon-based attacks, making these builds weaker than doing nothing at all) and turns it into a positive (that same Psy can now be channeled into armor-bypassing bonus damage for turns at a time). In short: you can now create the mechanical equivalent of mage knights in TIB! - new status effects: Heat Weapon, Cold Weapon, Light Weapon, and Shadow Weapon. These buff the target so that weapon-based attacks deal bonus damage equal to 2/3rds the user's Psy with the corresponding element. (Subsequent uses of these status effects extend the duration but do not stack in power.)
- created four new skills that self-buff with the corresponding status effect: Heat Weapon, Cold Weapon, Light Weapon, and Shadow Weapon. Each has an energy cost of 5 and grants the user the status effect for 3 rounds.
- characters who switch between the engineer class and one of the elemental psy fighter classes (i.e. pyrokineticist, cryokineticist, photokineticist, and skiakineticist) now imbue their Caltrops with added elemental effects, causing Burning, Frozen, Blinded, or Softened status in addition to their baseline effects!
- the game now supports tags to modify the status effects inflicted by traps a character creates.
- the game's "menu popping up" animation has been sped up by about 33%.
- the delay before you can select a new character after attacking has been reduced by roughly 3/10ths of a second (which might not sound like much, but it makes a surprising amount of difference!)
- new experimental feature: a Skill Animation Speed setting is now live and in-game! This causes combat animations to play up to twice as fast while still maintaining the correct timing for accompanying sound effects, visual effects, knockback, and attack impact. (I've tested it and it works, but because there are so many different timing-dependent effects that can occur with skills in TIB, I'm labeling this one experimental in case something slipped through the cracks. If you run into an issue, please use the game's Report an Issue button!)
- optimized the pathfinding code to help speed up AI calculations during non-player turns.
- a new unique character background dialogue has been added to the game: adventurer parent.
- a new proc gen character dialogue attribute is now supported: addTag. As soon as the character delivers the relevant line of dialogue, they become tagged with the specified tag. This can (and if I get the time, will) be used in the future to tie random events to particular dialogue that proc gen characters might deliver in camp.
- when playing with mouse and keyboard, a short tutorial now appears when you first visit the reserve supplies screen pointing out that you can drag-and-drop items onto characters and auto-equip new equipment. Multiple times, I've heard from players who don't attempt to use drag-and-drop in inventory management and just sort of assume it's not supported. The game now makes sure you know about it up front!
- as an added precaution against rare situations where the AI could potentially end up out of sync with the rest of the game and select a move originating from a space not occupied by the current AI-controlled character, the game now proactively strips out all moves originating from spaces other than the destination the very moment an AI-controlled character begins moving.
- the game now dynamically adjusts camera panning boundaries based on the current camera zoom level, relaxing the borders when zoomed in and pulling them in as you zoom out.
- BIG FIX: I finally fixed a visual glitch that had been annoying me for years! Have you ever seen a moving character sometimes jitter backward for just a moment, seemingly at random? Not anymore, you won't!
Version 1.1.12
- UI improvement: health bars, energy bars, experience bars, morale bars, and the icons within targeting reticles now appear on top of 3D objects and level geometry. (Some of Unity's limitations made this much, much harder to implement than it should have been.)
- added Teach and Teach Response lines to the selection of dialogue lines customizable in the custom character creator.
- fixed: in the custom character creator, upon reloading a previously saved custom character, proc gen dialogue could invisibly attach itself to the character and end up getting saved despite not appearing in the dialogue editor subwindow.
- fixed: in Multiplayer Arena, the wins screen was not reflecting the current name of each team, only the team's default name.
- fixed: animated morale bars weren't playing when using morale-boosting consumable items (like novels) in battle.
- fixed: the deck viewer window wasn't appearing when summoned in battle or exploration scenes.
- fixed: using Shift + Enter to add an -NL- special character in the campaign creation suite's dialogue editor was producing an invalid XML character, resulting in a fatal error when saving the map.