Author Topic: Pride's Fall (v0.3.5) [PC/Mac/Linux] Early Access Build Notes  (Read 20629 times)

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Lisy Kane

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Hey y’all,

That’s right, the fifth Early Access Build, Pride’s Fall (v0.3.5) is here and ready to roar! Here’s the low down.

Our main man, the King has had some attention paid to him this release. The Royal Armoury has swung open and given him access to his very own set of unique Treasure and a Hero Power to add insult to injury. He’s also got a few new animations throughout his last days as patriarch of Armello.

As always, we want to give a shout out to our amazing team of testers who have helped us iron out the bugs to make sure the build is a solid as it can be!

Just a one more thing before we get into our build notes:
  • This month we’ve added FOUR more cards suggested by our Backers!
    • Wyld Talisman was a Treasure suggested by SpiritFox, a helpful for anyone not wanting to go down the Rot path.
    • Spy Master is a Follower that perhaps best embodies Little Finger, know where all your enemies are going. This was suggested by SpiritFox as well!
    • Poppet was a Treasure suggested by Arkofleight and gives an extra bite to your bark if you survive a battle.
    • Miner is a loyal Follower suggested by LazyBugger that finds you extra Gold and Shields while in Mountains.
  • We’re looking for new contributors to the Official Armello Wiki! If you’re interested please comment below or email me :)

Features/Changes
Cards
  • This build introduces 7 new cards including 2 Followers and 2 Treasures!
    • Wyld Talisman (Treasure): While equipped your Rot count is consider 0.
    • Poppet (Treasure): After a Battle if you survive, your opponent suffers -2 Health.
    • Spy Master (Follower): Sees all Heroes' quests.
    • Miner (Follower): In Mountains, +1 Gold and bonus Shield.
    • Crown of Armello (King’s Relic): The wearer is the King of Armello and never retreats from Battle.
    • King’s Golden Armour (King’s Relic): In Battle, all wearer's Wylds count as Shields.
    • Pride’s Edge (King’s Relic): In Battle, the wielder gains their opponent's misses as extra Dice.
  • Card changes:
    • Blacksmith (Follower): In Battle, +1 Sword/Shield for each Sword/Shield Item Equipped.
    • Spy Network (Tricker): Will no longer cause you to receive a Bounty if played on a King’s Guard.
    • War Horn (Item): +1 Die per Follower Recruited.
    • Divination (Spell): Gain Scout until end of your next turn. Cost changed to 1 Magic.
    • Slanderous Toads (Trickery): (Play on) Settlement, Hero; -1 Prestige and -1 Prestige per claimed Settlement.
    • Spy Network (Trickery): Can now play to King’s Guard as well as Self.
    • Vile Official (Trickery): (Play on) Settlement, Hero; -1 Gold and -1 Gold per claimed Settlement.
    • Emissary (Trickery): (Play on) Settlement; +1 Prestige and Claim target Settlement to your Clan (Instant). Cost changed to 3 Gold.
    • Crime Lord (Trickery): (Play on) Self; Steal 2 Gold from all opponents.
    • Raven’s Beak Dagger (Treasure): In Battle, +1 Sword and +1 Rot to Opponents you Kill.
    • Mountain Moss (Item): (Play on) Creature; -2 Rot until the end of target's next Turn.
    • Duelling Pistols (Treasure) renamed to Hand Cannons.
    • Cards can now store both an Animator and Artist name for when multiple creatives have worked on a card.

Rot/Spirit Walkers
  • When a Spirit Walker (a Hero holding 4 Spirit Stones) becomes Corrupted they will die, return to their Clan Grounds and respawn with 0 Rot. This also applies to a Corrupted Hero who gains a 4th Spirit Stone to become a Spirit Walker.
  • Corrupted Heroes now syphon Rot from Banes that they slay in combat. They will not gain Rot if they die to a Bane.
  • There is also visualisation to show this Rot syphoning!

King Changes:
  • The King is now equipped with three King’s Treasures (see above).
  • The King has a Hero Power (including an icon on the Hero Shelf) called Blackheart: The King is always Corrupted, and gains +1 Rot every Dusk.
  • The King now has four new animations which are triggered during different phases of the game.
    • Idle (three types): These trigger and progress as the King descends further into Corruption.
    • Boast: This is triggered when a Hero fails a King’s Peril, dies or when a King’s Declaration is played.

Evade/Ambush
  • When a Creature is Ambushed, an “!” will appear above the Ambushed creature.
  • Evade has been updated so that an Evading creature can now escape to the three tiles behind as well as two in the front. The exception is that they can’t escape to the tile from which the attack came from.
  • If a Hero Evades to one of the front tiles, the Evade icon will appear above the Heroes head.
  • Ambush is now uniform for both Defensive and Offensive Stealth. Attacking out of Stealth will now grant the creature an Ambush over their victim. If two creatures stumble across each other, then both are Ambushed (neither can burn cards).
  • If Evading, a weapon trail particle shows.
  • The Combat Screen has had some visualisation tweaks to further show off Ambush.

Audio
  • New sounds for when hovering over Quest options.
  • New sounds for Birds at day and night.
  • New audio stings to support the Evade/Ambush update.

Visualisation
  • New and revised Hero Shelf.
  • New border for the Quest Doctor icon.
  • When a Hero enters a Battle Charge or Strike state a weapon trail particle now plays.
  • “Bloodbath” was removed from the Overkill streak.
  • Improvements to the Camera flow and the way the Camera moves (especially from locked to unlocked and moving rapidly between changed targets). These movements should appear smoother.
  • Communications Stack should now appear behind the Victory screen.
  • New End Turn art asset and animation (begins to spin once all AP are used).
  • Perils that have now been buffed by a King’s Declaration or by Cursed Lands will be visualised with a second type of Peril Flag.
  • Spotlight Bar has been removed, all Stat changes now appear above the Stat Symbol.
  • Front End “Pride’s Fall” icon now is hyperlinked to direct to the latest Build Notes.

Miscellaneous
  • The Wolf clan has a new Tier of Quests, keen an eye out for them!
  • The way King’s Guards choose their targets have been improved. They should now hunt down targets inside the Palace even if they’re the “Patrolling” King’s Guards.
  • When attacking the King all Action Points are consumed.

Bug Fixes
As we hotfixed v0.3.4 a total of three times, our bug fixes are relatively minimal this time around. Please refer to our forums to see the specific issues that were addressed in these hotfixes.

  • Rat Clan quests no longer appear for members of the Rabbit Clan.
  • Cards in hand no longer shuffle randomly after card play.
  • Heroes no longer receive the benefit from a War Horn (Item) which is no longer equipped. - Reported By Alvorn
  • Equipped War Horn (Item) no longer appears twice in combat.
  • Fixed a rare issue where gameflow would stop if an AI Hero automatically passed a peril using particular buffs. - Reported by GrandOméga

Known Issues

Functionality and Miscellaneous:
  • Plugging/Unplugging an audio device may cause the game to crash. - Reported by CatStoleTheCrown
  • LINUX: VSync options seem temperamental on Linux - if you don't want the default option, try to set VSync options directly on your driver if possible.
  • AI currently select King’s Declarations at random so sometimes, they don’t make sense!
  • The tutorials may be inaccurate and visually unappealing. This is due for a significant overhaul.
  • AI Heroes currently don’t understand that some items effects don’t stack (Such as Royal Shield (Treasure)).

Multiplayer:
  • The multiplayer menu composition and content is predominantly placeholder. We have just included what’s necessary to get the game up and running.

Visual:
  • If you have extremely low video memory your client may crash or become unplayable and some visual elements may break completely. In attempt to avoid these occurrences, players with low video memory only have the option to play with low graphical settings. Examples of this include:
    • Card animations being replaced with random art assets.
    • Characters Combat animations being replaced with random art assets. - Reported by TheSpectralWolf
    • A graphical meltdown on game launch, breaking gameflow.
    • The notorious inescapable blue screen which breaks gameflow.
  • Many cards have missing or placeholder visualisations/animations
  • Quest Banners intersect/layer awkwardly with each other, overhead icons and some characters such as Banes.
  • Thane may appear to have dappled lighting on his neck.
  • Thane has a texture seam down his back.
  • Sana has a texture seam down her back.
  • Sana’s combat magic particle effect fires in the incorrect direction.
  • It is possible to see through Sana’s model during her death animation.
  • All Clan Grounds’ gates are one-sided and are invisible from some angles.
  • The King’s crown is one-sided and is invisible from some angles.
  • Swamp bubbles appear raised from the ground.
  • The edge of the land is visible when dragging camera to extreme limits. Far out, man.
  • Some characters do not smoothly connect weapons during their battle idle animations.
  • Cards disappear for a single frame before the burn animation is initiated.
  • Palace Peril screen currently contains placeholder images.
  • [MAC] Steam messages and/or alerts can cause graphical glitches. - Reported by Alvorn.
[/list]

You may experience the following issues depending on your resolution:
  • The Hero Shelf may overlap other UI elements.
  • The Camera may not more certain directions when moving the cursor to certain sides of the screen.

Audio
  • As always, more to be listed as we (or you!) find them.

Phew! Thanks for tuning in Armellian’s! There is every possibility that we’ve missed something so we will be sure to edit if we find anything.

As always, more to be listed as we (or you!) find them.  Don't hesitate to use the in-game Bug Sender. We've crushed a stack of bugs that you all sent us. It's super valuable!

Don't forget that there's also conversations going on over at the Armello Steam Discussion boards! Jump on in!

No rest for us, we’re already starting on v0.3.6 and we’ll be sure to start teasing it as soon as we can. We’ll be sure to make sure it’s packed full of goodness to help you all continue your Armello journeys.

Thanks folks!


<3 Lisy & the LoG Crew
« Last Edit: June 30, 2015, 02:20:07 PM by Lisy Kane »

CloudCuckooCountry

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Re: Pride's Fall (v0.3.5) [PC/Mac/Linux] Early Access Build Notes
« Reply #1 on: July 03, 2015, 07:43:59 PM »
You need to replace the soundbite that plays when an ambush happens, because it's kinda grating to hear over and over again.
This game needs more birds.

SonicWolfe

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Re: Pride's Fall (v0.3.5) [PC/Mac/Linux] Early Access Build Notes
« Reply #2 on: July 04, 2015, 04:28:01 PM »
Humm I have noticed some issues.
It seems the chord indicating sun rise may played  randomly when it is player's term during/after the last of guard movements.
The spinning Day/night indicator may not flip like it used to, it will display the day/night for the next round without flipping from the previous Day/Night.

Suggestion. Having seagulls flying around is slightly wired with a map having only forests, plains, mountains and swaps. How about Eagles ?