What's new in City of the Shroud 0.0.12 Prototype
Apr 12, 2016
- Reworked nearly all the under-the-hood login stuff - with any luck, this will stop the bug where new players couldn't use the UI on their first time opening the game (eesh)
- Overall menu system should be working better and have a more uniform appearance
- Minor difficulty adjustments to a couple of encounters in the story preview
- Tutorial wording has been adjusted for clarity
- Fixed a visual bug with the Mage's staff
- Water should now appear in the Docks stage on Fast settings
- Quest tracker visuals should work better
New in City of the Shroud 0.0.11 Prototype (Mar 14, 2016)
- Episode 4 is now available (Must have backed Kickstarter to access)
- Boss fight!
- New Game+: If you finished the preview campaign, you can now go back and play it again against stronger and smarter opponents - plus, you get to keep your items!
- New abilities and stat gems accessible
- Controller support: you can now play the game with a controller - send feedback!!!
- General bug fixes and improvements
New in City of the Shroud 0.0.10 Prototype (Feb 22, 2016)
- Episode 3 now playing! (Must have backed Kickstarter to access)
- New abilities and stat gems accessible
- You can now make the Mage purple because it's awesome
- The Gunner also has an alternate color scheme
- General bug fixes and improvements
New in City of the Shroud 0.0.9 Prototype (Feb 12, 2016)
- Episode 2 now accessible!
- New stage! Play through episode 2 to access it!
- Game now starts players in the tutorial the first time they turn on the game (once you've completed the tutorial, it'll load the main menu like normal)
- No more infinite gem duplication! Sorry not sorry!
- Fixed a harmless but visually ugly bug where formatting code would appear in dialogue if you clicked at just the right timing to skip it
- Equip screen UI now gives better visual guidance on how to equip gems
- Improved text visuals at high resolutions
- AI enhancements
- You can now check what a gem is on the rewards screen using tool-tips
- Various other minor bug fixes
New in City of the Shroud 0.0.8 Prototype (Feb 3, 2016)
- You can redeem access to the mini-campaign through the Pause Menu using a code sent via Kickstarter
- Your story progress and inventory now get saved to the cloud!
- Fixed some graphical bugs
- General bug fixes and improvements
New in City of the Shroud 0.0.7 Prototype (Jan 29, 2016)
- Changed Gunner's Firing Squad to Flamethrower, which deals damage in a cone in the direction of the target
- AI should be much more beginner-friendly
- Design Change: Movement now only costs 1 AP unless there is an enemy within range of the selected character (this speeds up the start of battles and avoids kiting)
- Your inventory is now stored in a magical place called 'the cloud'
- No more programmer art gems! Now using real artwork!
- Minor UI adjustments
- Under-the-hood prep for our Kickstarter on February 2
New in City of the Shroud 0.0.6 Prototype (Jan 19, 2016)
- New and improved tutorial! Give it a whirl!
- Initial implementation of the equipment system! You can now equip gems to your characters to enhance and alter their stats.
- More on-screen gameplay reminders during combat
- Gems now have their names and cost displayed underneath them before starting a combo
- Combo Wheel now has a big, prominent cancel zone
- Combo Wheel now turns grey once the player has used all 7 AP slots (you can't do any more!)
New in City of the Shroud 0.0.5b Prototype (Jan 8, 2016)
- As mentioned, new Mage animations!
- Special attack gems now use moving arrows to show you where to move the mouse next (thanks, Matt!)
- Draw order for gems now keeps the first activated gem on top
- Camera now rotates to a higher angle when characters are bunched together
- We now have persistent player inventory, and items can be awarded from quests
- Equip items to change your character stats!
- Performance enhancements!
- Saved games are now stored in our cloud backend, so they will be portable across platforms
- Tiles that grant bonuses are now green so it's clear that it's good to stand on them
- Corrupted tiles now have solid visual effects on them to be more obvious that you should not stand there
New in City of the Shroud 0.0.4 Prototype (Dec 7, 2015)
- Added a new main menu to the game
- Added a new set of abilities for all 3 classes
- Added ability to customize ability load-out for all 3 classes (go to Party > Customize)
- Added character customization tech (only Brute palette swaps currently available)
- Improved game synchronization in online play
- Added tech for tiles that grant bonuses and power-ups; try out the AP-granting tiles in the market level
- Changed the appearance of tiles in the map - now there are + symbols in the corners to identify boundaries and the ground is no longer grey
- You can now log in and log out of your account from the pause menu
- Updated audio solution to allow transitions between tracks
- Mousing over a character highlights their UI portrait
New in City of the Shroud 0.0.3 Prototype (Nov 4, 2015)
- City of the Shroud Overture now plays on the title screen!
- Overhauled the Combo Wheel UI
- Added outlines and highlights to a bunch of the UI to make it more apparent on-screen
- Player names will no longer overflow out of their box
- Fixed bug where the Combo Wheel wouldn't open in the Tutorial (we hope!)
- Updated the language in the tutorial and other places in the UI to make it a bit more clear what everything means/does
- Updated our bug reporting system - fingers crossed this solves the issue with holding down click to type…
New in City of the Shroud 0.0.2 Prototype (Oct 22, 2015)
- Updated the AI based on player feedback
- Switched to tile-based selection - instead of clicking the character model to attack, players click the tile on which the opponent is standing
- Tab key now cycles the selected character
- Moving the cursor over an enemy tile that's in-range animates and highlights that tile
- Moving the cursor over an ally's tile animates and highlights that tile
- Added a (text) reminder that characters move instantly using Right-Click - we'll, uh, make it pretty later
- Battle pop-up text is now easier to read, performs better; still placeholder as all get-out
- Magnetic Mines now show the team color of the character who placed it
- Magnetic Mines now appear on the porch instead of hidden inside of it
- Changed Void's tile Corruption effect so that it no longer stacks
- Updated tutorial text in the hopes of making the link gems easier to understand
- Changed combo queue UI to be more noticeable and consistent with the character AP gauges
- If player tries to make input when they don't have enough AP, the currently-filling block will flash red and a sound effect will play
- Characters now flash more prominently - white when attacked, yellow when AP is full, red when low on health
- The white destination bubble for link gem icons now shows a faint, pulsing version of the icon
- Updated the test combo wheel in the Details menu to be the same as the new in-battle version
- Added an outline to AP cost number for special attacks in the combo wheel
- The team UI for the player is now on the left instead of the right
- Added numbers next to characters in the team UI that correspond to their keyboard selection shortcut
- Added outlines to the individual AP chunks in characters' AP bars
- Added outlines to each character's HP bars
- Changed color of AP bars to be less brown
- Other minor UI tweaks