Author Topic: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes  (Read 3516 times)

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Trent Kusters

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Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« on: February 23, 2015, 12:07:04 PM »


Hey y’all,

Our first Early Access build has arrived fresh out of the LoG oven for you all to taste! As you know, we’ve been teasing out just some of the crazy good features included in this build.

The most requested feature, and the one at the top of our list too, was having AI take the place of players who had disconnected or rage quit games. So, that’s now in-game! If a player leaves a game prematurely their Hero will be killed, respawn at the Clan Grounds and an AI player will then take control of that Hero.

The brand new Bounty system is one of the biggest features we’ve implemented in this release - it adds a whole new element of backstabbing, giving you the ability to put a Bounty on your enemy’s head as well as punishing players for committing crimes against the crown.

Also, with this update we’re stoked to announce that the game will ship with eight playable heroes at launch (release of v1.0). That’s right! The second set of Clan Heroes will be available at launch as part of the full game. Not DLC. So, in this latest build you’ll see a tease of Bear Warcaster, Rat Assassin, Rabbit Sapper and Wolf Ranger on the Hero Select screen. ;)

As for the Bandit Clan, we’ve had some great discussions internally and are moving towards a resolution, however we had to focus on the release of v0.3.1.With that now launched, you can expect an announcement on how we’ll be rolling out the Bandit Clan to drop sometime before v0.3.2. Thanks for your patience and input on this matter. <3

Alright, a few things you should know before heading into our build notes:
  • The game’s hotkeys will be continually improved and added to. As we add new Keybinds (like we have in this build) we’ll be resetting keybinds to default. So if you have custom keybinds please check them after each new release as we introduce new hotkeys that require changes.
  • Depending on your firewall, you may need to re-add Armello as an exception to your Firewall log.
  • One of our Kickstarter stretch goals was that Backers would get to help us choose which animals appear on some of the new cards. We’re excited to announce that one of these has entered Armello! Call of the Worm features a rot drenched Lemur which is an animal suggested by dragoncrescent.

Features/Changes
Cards
  • To support both the Bounty system and also inject some more Rot in the world, we have unleashed 13 new cards:
    • False Orders (Trickery): (Play on) King's Guard; Force King's Guard to an adjacent hex
    • Cubs Blood (Item): (Play on) Tile Any; Lure nearest Bane to this Tile
    • Rite of Wyld (Spell): (Play on) Stone Circle, Dungeon, Plains, Bane’s; -1 Health for every Rot point target has
    • Reprieve (Trickery): (Play on) Hero; Target is cleared of any Bounty
    • Bounty (Trickery): (Play on) Hero; Target receives a Bounty on their Head
    • Bane Blade (Treasure): In Battle, +3 Dice and after the Battle -1 Health
    • Plague Bearers (Trickery): (Play on) Swamps, Dungeons; -2 Health and if target dies this turn they gain +1 Rot
    • Dark Influence (Spell): (Play on) Hero, Dungeon; Target gains +1 Rot and a Plague Spell card in their Hand
    • Crime Lord (Trickery): (Play on) Self; Steal 1 Gold from Every other Player
    • Royal Pardon (Item): A King's Bounty cannot be issued against you!
    • Malice Rising (Spell): (Play on) Any Empty Hex; Sumon Bane here
    • Call of the Worm (Spell): (Play on) Hero; All the Cards in the Target's Hand change to the Rot Symbol - Animal suggested by dragoncrescent!
    • Bane’s Claw (Item): Bane’s will never Attack you!
  • Card changes:
    • Cleansing Wyld (Spell): Play to Hero only
    • Plague (Spell): +1 Rot and you become Poisoned until the end of your current turn
    • Banish (Spell): Cost changed from 3 Magic to 4 Magic
  • Heroes can now play certain cards to King’s Guards and Bane’s. e.g. Throwing Axe (Item)
  • Poison has now been separated out as its own special effect (similar to Infected and Corrupted effects)

Bounty System
  • The Bounty system is a complete new addition to the game:
    • Players can now have a Bounty of 3 Gold and 1 Prestige placed on their head for the following:
      • Attacking a King’s Guard
      • Playing negative cards onto King’s Guards
      • Entering the Palace
      • Having ‘Bounty’ played onto you.
      • Certain King’s Declarations
    • When you have a Bounty on your head both King’s Guards and enemy Heroes will want your head.
      • If an enemy Hero kills you in Battle, they will claim your Bounty and gain 3 Gold and 1 additional Prestige!
      • If you die through any other means, your Bounty will be cleared.
    • As above, there are new cards in the game to support this system including Bounty. (Trickery), Reprieve (Trickery) and Royal Pardon (Treasure).

Artificial Intelligence
  • AI Upgrades, our AI friends have been given some extra training:
    • AI now have a better chance of passing Palace Perils as well as knowing to go for the Palace if a Peril has been previously cleared. In the past the AI didn’t burn cards or have a real strategy for passing Palace Perils.
    • AI will now roll their dice once a Human player has.
    • AI now know how to react to Swamps when on low health.
    • AI now know how to react to having Poisoned Gift played on them.
    • The issue with AI’s continuously Double Dungeon Dipping have been removed.
    • The issue with AI’s attacking King’s Guards a lot have been tweaked.

King’s Declarations
  • We have done a full pass of King’s Declarations:
    • One new King’s Declaration has been added to every tier, meaning that each game will present different options for King’s Decs. New King’s Declarations:
      • Rot Inspection: Any Heroes with Rot lose 1 Prestige.
      • Fugitives Unleashed: Four King's Trickery Perils appear in the Kingdom.
      • Martial Law: King's Guards immediately move to their nearest settlement and unclaim them. Will fight any heroes currently on settlements.
      • Black Death: Plague Perils ravages Armello's Settlements.
      • Civil Unrest: All Settlements across the Kingdom become unclaimed.
      • King’s Mercy: The King orders the Prestige Leader to pass around their renown, giving each other Hero 1 Prestige.
      • Palace Lockdown: King places a Bounty on the Prestige Leaders head and recalls all idle King's Guards back to the Palace.
    • Additionally, we have amended and adjusted some King’s Declarations:
      • Peace Treaty: Heroes that break the treat lose 3 Prestige rather than all.
      • Healthcare: Pay 4 Gold, if not you will become Poisoned (like Poisoned Gift)
      • Tribute of Spirit: Syphon 2 Magic
      • Sinister Rituals: Bane’s no longer gain Rot from this
      • The Armourer: Renamed to Dishonourable Defender. -3 Prestige to the Prestige Leader for their poor performance. All
      • King's Guard get +2 Body and +2 Fight.
      • War March: All Heroes have Bounties put on their heads
Multiplayer
  • On Hero Select the “Back” button has been changed to “Leave Game” to avoid accidentally leaving the game.
  • In Public Multiplayer: Clicking on the Hero Portrait a second time will unselect that Hero.
  • In Multiplayer the first turn taker is now randomised (it used to be whoever created the lobby or first to queue)
  • Players who abandon a Public Multiplayer game will not be able to re-queue for a game for 60 seconds. This doesn't affect Private games

Visuals
  • After numerous bug reports, the Explore icon for “Nothing” has been updated to look more like… nothing? ;)
  • Brand new Intro sequence when loading the game:
  • New League of Geeks and government support splash screen.
  • Added the Debut Trailer by LoG & 12 Field. Featuring music from Michael Allen and Lisa Gerrard.
  • Camera Engaged and Unengaged Icons have been updated.
  • Hero Select Screen changes: You’ll see some friendly new faces to preview what will be coming at the full release of Armello.

Miscellaneous
  • Dawn Summary Panel changes:
    • You can now view the Dawn Summary Panel during gameplay by pressing and holding “TAB”
    • Black sprite added behind the Dawn Summary to make it clearer.
  • Options Menu Updates:
    • There is now an option to select or unselect the Hardware Mouse
    • Keybind for Rolling Dice in-game has been set to “R”
  • The in-game Bug Sender tool has had a facelift. Now you can “tag” your bug to be a “Bug”, “Typo” or “Design” issue!
  • Tooltips!
    • When a card is in Focus mode, words that are underlined can now be hovered over for a tooltip on that ability/effect/state.
    • All tiles in Armello now have Tooltips explain the type, effect or modifier and the name of the tile. Each tile has its own unique name, try and find them all! - Thanks to Hobbes for helping Trent name some at 2:30am. lol
  • Hero Power changes:
    • Sana: After much discussion, we changed Sana’s hero power as it was just a little too complicated and making her a tad too difficult to play. Now, when in combat with any corrupted Creature, Sana uses her Spirit as her fight.
  • End Game Screen changes:
    • You can now access the Hero and Inventory shelf from the Victory screen.
    • General clean up of particles.
  • Combat Screen changes:
    • The Combat Wipe (screen effect when entering combat) has been sped up.
    • Improved communication of Rot Battles: if both Creatures in Battle have Rot, there is now a sequence which shows which Creature has the most Rot and thus, receives the Rot bonus. More improvements to this coming.
    • The word “Attack” has been moved to the bottom of the Attack panel for better visibility.
  • Status Feed changes:
    • Hovering over a King’s Declaration in the feed will now display the card for the Declaration.
    • The Status Feed now has tooltips for Perils encountered. Hovering over the word ‘Peril’ will show that card. 
    • You can now only scroll through the Status Feed history when the feed has been opened.
  • You should see an overall improvement in game performance as we’ve done many passes of optimisation across the whole game.
  • Overhauled Animation events system to utilise Unity 5’s new state based animation system.
  • All burn down timers have been increased by five (5) seconds.
  • New Hot Keys:
    • R: Press R to Roll Dice in Combat/Peril
    • Q: Focus on current Quest

Bug Fixes
  • Numerous significant improvements have been made to the stability of gameflow in both Single Player and Multiplayer. Please let us know if you run into any situation where the gameflow breaks and you cannot proceed.
  • VSync specifications are now correctly saved.
  • The Esc key now correctly dismisses the settings window. - Reported by DonL
  • The cursor no longer interacts with UI elements through the Game Guide. - Reported by sandor.clegane
  • Cards played during other Character’s turns no longer linger on-screen without explanation. - Reported by Iron Kaiser
  • Fixed an issue where the status feed goes blank.
  • Status Feed hovering tooltips protrude through the combat/peril screens.
  • Stolen/Discarded/Previously equipped cards no longer linger on-screen.
  • Status Feed entries no longer overlap.
  • Players no longer appear to run across the map when engaging in the Portal outcome from Exploring.
  • Banish (Spell) card animation no longer plays multiple times.
  • Lightning Strike (Spell) no longer causes a player to lose all of their action points if it’s not their turn.
  • Blizzard (Spell) flickering light effect no longer persists forever.
  • The King’s Castle no longer enters a state where it is permanently invisible.
  • The Obsidian Ring (Rat Clan) now correctly shows enemy quests.
  • Settlement clan banners now correctly face outwards.
  • Camera movement is now more precise when click+dragging.
  • The main soundtrack no longer restarts after engaging in tutorials and perils - Reported by Kobb
  • The mouse wheel no longer interacts strangely with Hero portraits in the character selection screen. - Reported by devoidwolf
  • Annnnd plenty of bugs that propped up internally during development of this build.

Known Issues

Functionality and Miscellaneous:
  • Plugging/Unplugging a USB 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.
  • The majority of quest content is placeholder and many quest rewards are unbalanced. Quests will be undergoing a significant overhaul soon.
  • Shuffling of card order in player’s hand can result in unexpected/undesired ordering.
  • The ability “Peril Vision” has not yet been implemented.
  • Equipping an item while exploring may cause the gold cost to appear in the spotlight.

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

Card Specific:
  • Encountering the Portal outcome from Exploring while under the effects of Disguise (Trickery) may cause the effect to dissipate.
  • Cursed Lands (Spell) has no visualisation.
  • Agent of Misfortune (Trickery) has no visualisation.
  • Game of Thorns (Trickery) animation is placeholder.
  • Cards stolen by Wandering Circus (Trickery) appear overlapped when received. - Reported by TofuFox

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.
  • Quest Banners intersect 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.
  • It is possible to see through Sana’s model during her death animation.
  • Some character’s eyeballs may become overly visible during moments of lower opacity (most prominent with Sana and Mercurio).
  • 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.
  • Characters may appear to battle charge in an incorrect direction if engaging in consecutive combats.
  • Clouds may appear with odd lighting
  • 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.
  • Palace Perils incorrectly contain the text “Play to 0” and have a gold price.

You may experience the following issues depending on your resolution:
  • Holding eight or more cards may obscure the character portrait and action points.
  • Some Amulets appear half off screen on the Rings/Amulets screen.
  • The Hero Shelf may overlap other UI elements.

Whoa! So yeah, they're some epic build notes! And I just know we've forgotten some. For sure! We'll update this if we remember any.

As always, more to be listed as we (or you!) find them.  Don't hesitate to use the Bugsender. 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!

Oh, and thanks to all of our Early Access beta testers for helping us iron out a bunch of kinks towards the end of dev on this mammoth update!

Alright, now to get back to working on v0.3.2. Yep! We've already started on the next update and it's gonna be bigger than this one! God help us all... :P

Thanks folks!


<3 Trent & the LoG Crew
« Last Edit: February 23, 2015, 04:05:47 PM by Lisy Kane »

Alvorn

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #1 on: February 23, 2015, 02:09:16 PM »
    Wow man, what an updated ! thats awesome. Well done to all the LoG crew.

    I've got a couple of clarfication questions and comments on some of the stuff from the build notes...

Call of the Worm (Spell): (Play on) Hero; All the Cards in the Target's Hand change to the Rot Symbol - Animal suggested by dragoncrescent!
Thats nasty ! Way to screw a player over if you se ethem heading for the palace !

Poison has now been separated out as its own special effect (similar to Infected and Corrupted effects)
Is that a visual effects as well ? Whats the difference ebetween being Infected and Posioned ?

If an enemy Hero kills you in Battle, they will claim your Bounty and gain 3 Gold and 1 additional Prestige!
So just to be clear you will geta total of +2 prestige from killing a Hero with a bounty. +1 from the kill (like normal) and +1 from the Bounty ?

King’s Declarations
These are brilliant and really add a tone more options to the game and stratergy. Lookign forward to seeing the others as they are released over the coming months.

Fugitives Unleashed: Four King's Trickery Perils appear in the Kingdom.
Will these always appear on empty tiles or is there a chance of them falling straight onto a Hero ? If it can affect a Hero, is it like a card has been played directly to the Hero and the effect is automatically applied, or will it act like a Peril and the Hero will have to face it as soon as its the start of their next turn ?

Martial Law: King's Guards immediately move to their nearest settlement and Terrorise them. Will fight any heroes currently on settlements.
What does "Terrorised" mean ? Im asusming that it juts becomes unclaimed like when a Bane moves onto a Settlment.

Black Death: Plague Perils ravages Armello's Settlements.
So every settlement gets a Plauge peril on it. Im asusming this includes ones which currently have Hero's on them. And if so I assume that these perils will be triggered as soon as its thats players next turn ? Or is it more along the lines of the card being played directly to the Hero and the effect is automatically applied ?

Civil Unrest: All Settlements across the Kingdom become Terrorised.
As above whats the effect of Terrorised ? Is it just taht they become unclaimed ? What if a Hero is standing on a settlement at that point in time ? Do they get pushed off ? Is the settlement auto claimed back as soon as its that Hero's turn ?

King’s Mercy: The King orders the Prestige Leader to pass around their renown, giving each other Hero 1 Prestige.
This is a great way to help keep a hold of the prestige leader ! The only thing is that its a penalty to yourself as the Prestige leader is the one who picks it. How/if you pick this will always depend on what the alternate choice is. I don't think it will get picked all that often.

Palace Lockdown: King places a Bounty on the Prestige Leaders head and recalls all idle King's Guards back to the Palace.
So do they partol the palace grounds for the rest of the game then ?

Peace Treaty: Heroes that break the treat lose 3 Prestige rather than all.
I like this change :)
You can now view the Dawn Summary Panel during gameplay by pressing and holding “TAB”[/li][/list]

Excellent ! Ive been waiting for this since the very first release of Alpha :)

All tiles in Armello now have Tooltips explain the type, effect or modifier and the name of the tile. Each tile has its own unique name, try and find them all! - Thanks to Hobbes for helping Trent name some at 2:30am. lol
So each tile has its own unique name ? i.e. every match will have the same tiles just randomly placed ? Or is there a big pool of tile names for each tile type and you randomly pick one ?

Status Feed changes:
Hovering over a King’s Declaration in the feed will now display the card for the Declaration.
The Status Feed now has tooltips for Perils encountered. Hovering over the word ‘Peril’ will show that card.
Excellent !

All burn down timers have been increased by five (5) seconds.
Whats that bring the timers burn times to ?


Thanks
Alvorn

Lisy Kane

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #2 on: February 23, 2015, 03:05:16 PM »
Hiya Alvorn!

We're pretty excited for everyone to see this update :) Here are the answers for you!!

Is that a visual effects as well ? Whats the difference ebetween being Infected and Posioned ?

At this stage it's a buff icon. Infected is when you have 1 or more Rot (but not yet Corrupted). Poisoned is when you take damage with every AP.

So just to be clear you will geta total of +2 prestige from killing a Hero with a bounty. +1 from the kill (like normal) and +1 from the Bounty ?
That's correct!

Will these always appear on empty tiles or is there a chance of them falling straight onto a Hero ? If it can affect a Hero, is it like a card has been played directly to the Hero and the effect is automatically applied, or will it act like a Peril and the Hero will have to face it as soon as its the start of their next turn ?

At the moment these Perils can also be placed on Tiles where Heroes are standing however it will be placed as a Peril, not an instant effect. This however... may change  ;)

What does "Terrorised" mean ? Im asusming that it juts becomes unclaimed like when a Bane moves onto a Settlment.
Yup, it means unclaimed! That was actually a mistake that I've fixed up. We originally had Terrorise, but realised it hadn't been properly defined - thanks for picking that up.

So every settlement gets a Plauge peril on it. Im asusming this includes ones which currently have Hero's on them. And if so I assume that these perils will be triggered as soon as its thats players next turn ? Or is it more along the lines of the card being played directly to the Hero and the effect is automatically applied ?
This is similar to the other Kings Dec, it will play as a Peril on Settlements with heroes on them, in order to trigger they will need to walk off and on the Tile. This may change in future releases!

As above whats the effect of Terrorised ? Is it just taht they become unclaimed ? What if a Hero is standing on a settlement at that point in time ? Do they get pushed off ? Is the settlement auto claimed back as soon as its that Hero's turn ?
Woops, another mistake by us! It was changed to "unclaimed" rather than Terrorised. If a Hero is standing on a Settlement when this happens they will have to move off then on to reclaim.

This is a great way to help keep a hold of the prestige leader ! The only thing is that its a penalty to yourself as the Prestige leader is the one who picks it. How/if you pick this will always depend on what the alternate choice is. I don't think it will get picked all that often.

Yup that's true that there is a penalty, but the other two Kings Dec that possibly go with this can be a difficult choice to make. It's all about context and weighing up your strategies! One of the other Kings Dec in that tier is the sacrificing of a Follower. This Follower may be way more valuable to you than Prestige :)

So do they partol the palace grounds for the rest of the game then ?
This Kings Dec occurs towards the end of the game, so if the King's Guards manage to make it back they will patrol til the end of the game. However, they often have obstacles to get through to get back to the Palace!


So each tile has its own unique name ? i.e. every match will have the same tiles just randomly placed ? Or is there a big pool of tile names for each tile type and you randomly pick one ?
Each Tile has it's own name, those Tiles are then randomly placed in Armello. So some Tiles don't make it into a game, but will may be in the next one!

Whats that bring the timers burn times to ?
15 seconds

Alvorn

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #3 on: February 23, 2015, 10:41:35 PM »
Thanks Lisy! Your awesome for taking the time to reply to all of those :)

What does "Terrorised" mean ? Im asusming that it juts becomes unclaimed like when a Bane moves onto a Settlment.
Yup, it means unclaimed! That was actually a mistake that I've fixed up. We originally had Terrorise, but realised it hadn't been properly defined - thanks for picking that up.

I thought so but had secretly been hoping to was something new, or at least hinting at something new. Which makes you wonder what would Terrorise actually mean, besides becoming unclaimed that is... Hmmm food for thought.

Alvorn
« Last Edit: February 23, 2015, 10:53:30 PM by Alvorn »

Lisy Kane

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #4 on: February 23, 2015, 11:20:13 PM »
Happy to answer Alvorn!

We are looking at sprucing up Terrorise even more, but currently planning it out. For now it is just unclaim.. but who knows :)

Alvorn

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #5 on: February 23, 2015, 11:27:42 PM »
Bane’s Claw (Item): Bane’s will never Attack you!

Is that meant to be Treasure cause the card has a yellow border and is free to equip, like Royal Helm.

Alvorn

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #6 on: February 24, 2015, 07:12:18 AM »
  • One of our Kickstarter stretch goals was that Backers would get to help us choose which animals appear on some of the new cards. We’re excited to announce that one of these has entered Armello! Call of the Worm features a rot drenched Lemur which is an animal suggested by dragoncrescent.

O_O
Oh wow! I literally just did a spit-take when I read that! Wow, can't wait to mess around with this card! Turning a player's hand all to rot is pretty mean. Then again, if you were a Corrupt hero, this card turns you into a battleship. "Fire everything!!"

I'm loving the new Bounty system as well! Even thematically, it plays out perfectly - a traitor to the crown becomes wanted, and those hungry for power and prestige are more than willing to take them out. Mechanically, it just makes sense too. A blundered attempt into the Palace no longer punishes the other three players. Paired with some new King's Declarations and all the minor graphical changes, it's almost like a whole new game! Can't wait to get off of work and play a few rounds!

Miscellaneous
  • Hero Power changes:
    • Sana: After much discussion, we changed Sana’s hero power as it was just a little too complicated and making her a tad too difficult to play. Now, when in combat with any corrupted Creature, Sana uses her Spirit as her fight.

...oh boy. I'm about to get wrecked, aren't I? :D
« Last Edit: February 24, 2015, 07:17:12 AM by dragoncrescent »

Lisy Kane

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Re: Armello 0.3.1 [PC/Mac/Linux] Early Access Build Notes
« Reply #7 on: February 24, 2015, 10:58:31 AM »
Yay dragoncrescent! Can't wait for you to see it in-game, he's a pretty Rotten creature :P