Version 2.5 uploaded. Change log:
Added 5 new music tracks by Alexander Nakarada. I bought licenses and provided attribution because I want to support the musician, though under the CC license I am not required to do so. Levels with new music: Escorting Jystaev, Jungle Lairs, Naval Combat, Vaan Kingdom Civil War, Armageddon, Losing to Win, Proteus, Human Invasion.
Fixed some spelling and grammar issues.
The Settlers — If the player previously recruited Lon the Village Idiot they could accidentally or intentionally sacrifice him to build a village on this level, since Lon is technically an ‘elvish subject’ unit. This has been fixed; now only real elvish subjects can build villages.
Brigands on the Border — This was still the hardest of the early combat levels, so I added two more player villages and reduced enemy gold to bring it in line with the other combat levels.
Gem Cave — Changed the terrain to make it more traversable.
Naval Combat — Slightly changed the terrain to make whirlpools easier to use.
Swamp Defense — Slightly changed the dialogue, and made the terrain more traversable.
Coronation — Made it slightly easier.
Misty Marsh — Changed the enemy units a bit to add more variety.
The 7 Sins of Aurelia — Prior to choosing this level the player is given Bryony’s happiness stat, which is superfluous because that stat is never adjusted as a result of this level. Fixed. Also made the Fort Pinewood map look more wrecked, since a major battle was just fought there.
Jungle Lairs — Added more enemy variety.
Losing to Win — Slightly adjusted the terrain to benefit the player. Also, if the player won and Magnai was dead then his teleportation sound played anyways. That has now been fixed.
Oracle — Much more backstory can now be revealed by the player asking questions. A big thank you to Krzysztof-H for helping with story-related troubleshooting!
Finale — Changed the name of the level to something more descriptive — “Human Invasion.” Also, more cavaliers now show up at the end.
Proteus — A unit that leveled up after killing Proteus could reappear at the end of the level, which looked bad. Fixed.
Epilogue — Fixed a bug where the wose from “Mine Assault” might not show up despite being mentioned by the narrator. Fixed an issue where the screen would very briefly scroll to the wrong location for certain events. Adjusted some narration text.
This will hopefully be the last update, unless some major bug is found.
Added 5 new music tracks by Alexander Nakarada. I bought licenses and provided attribution because I want to support the musician, though under the CC license I am not required to do so. Levels with new music: Escorting Jystaev, Jungle Lairs, Naval Combat, Vaan Kingdom Civil War, Armageddon, Losing to Win, Proteus, Human Invasion.
Fixed some spelling and grammar issues.
The Settlers — If the player previously recruited Lon the Village Idiot they could accidentally or intentionally sacrifice him to build a village on this level, since Lon is technically an ‘elvish subject’ unit. This has been fixed; now only real elvish subjects can build villages.
Brigands on the Border — This was still the hardest of the early combat levels, so I added two more player villages and reduced enemy gold to bring it in line with the other combat levels.
Gem Cave — Changed the terrain to make it more traversable.
Naval Combat — Slightly changed the terrain to make whirlpools easier to use.
Swamp Defense — Slightly changed the dialogue, and made the terrain more traversable.
Coronation — Made it slightly easier.
Misty Marsh — Changed the enemy units a bit to add more variety.
The 7 Sins of Aurelia — Prior to choosing this level the player is given Bryony’s happiness stat, which is superfluous because that stat is never adjusted as a result of this level. Fixed. Also made the Fort Pinewood map look more wrecked, since a major battle was just fought there.
Jungle Lairs — Added more enemy variety.
Losing to Win — Slightly adjusted the terrain to benefit the player. Also, if the player won and Magnai was dead then his teleportation sound played anyways. That has now been fixed.
Oracle — Much more backstory can now be revealed by the player asking questions. A big thank you to Krzysztof-H for helping with story-related troubleshooting!
Finale — Changed the name of the level to something more descriptive — “Human Invasion.” Also, more cavaliers now show up at the end.
Proteus — A unit that leveled up after killing Proteus could reappear at the end of the level, which looked bad. Fixed.
Epilogue — Fixed a bug where the wose from “Mine Assault” might not show up despite being mentioned by the narrator. Fixed an issue where the screen would very briefly scroll to the wrong location for certain events. Adjusted some narration text.
This will hopefully be the last update, unless some major bug is found.
Statistics: Posted by SpenceLack — Yesterday, 7:29 pm