City of the Shroud Changelog

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