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Features in Detail:

New & Improved

- Main Menu - Overhauled to allow faster and more nature access to save games
- Questecution - Graphical overhaul
- Narrative Engine - Added full support for HP and SP manipulation
- Narrative Engine - Added full support for Party Supply manipulation and Polling
- Narrative Engine - Added Random String token allowing more variety in character responses
- Narrative Engine - Added Wait Token, allowing some encounters to take longer than others
- Narrative Engine - Added Turn Count Conditional for Narrative Branching based on length of playthrough
- Narrative Engine - Party Size Conditional for Narrative Branching based on non-dead, non-incapacitated party member count
- Narrative Engine - Hero Local Meta Roles
- Narrative Engine - Time Conditional token: allows for Narrative Branching based on how far into the day the party is
- Narrative Engine - Stage Trigger tokens allowing a specific stage, a random stage of a given stage type, or a random stage from a particular stage bucket to be encountered immediately after the current stage
- Facilities - Added confirmation pop-up support for switching from one facility to another
- Facilities 2.0 - New facilities management flow and related UI/UX: facilities are now featured prominently in the new management hub, depicted by facility bed slots with adventurer portraits and recovery progress indicators
- Tavern hub - Graphical and functional overhaul
- Tavern hub - Serve log overhaul to work with the new tavern hub
- Characters - Interaction UI pass
- Characters - Interaction Buttons beveled for cleaner look
- Facilities - Added clickability to occupied facility slots; same as clicking an empty "+" slot
- Facilities - Added button passthrough for facility slot adventurer tooltip
- Added/fixed top-of-turn recovery fill bar animation
- Created button on "checked out" facility state which resets to empty slot once clicked
- Tooltips - Added for effect description
- Tooltips - Added for duration comparison item delta
- Tooltips - Added for duration comparison item projection/result
- Tooltips - added XP, Wealth, and Friendship messaging to Adventurer Tooltip
- Tooltips - Redesigned effects custom tooltip, integrated with new effect list items
- Tooltips - Added a new custom tooltip for the recovery indicator
- Tooltips - Integrated effects/recovery tooltip across all three tavern contexts character interact, roster item, and character sheet
- Tooltips - More verbose tooltips added to effects items and duration comparison indicators
- Facilities - Effects progression and various aspects of facility upgrades have been integrated with data completed design and integration of new
- Expansions UI into management hub and new expansions management pop-up
- Tooltips - Added adventurer and effects/recovery tooltips to roster list item
- Tavern hub - Goods/Menu tab is now functional: contains summary of active menu, goods report message area, and button to access goods management
- Tavern hub - Goods management has been refactored as a pop-up: functionality of goods pop-up: order goods, view goods report, view order queue
- Tavern hub - The menu now has its own management pop-up
- Tavern hub - A static menu now exists in the turn pop-up and tavern hub
- Tavern hub - in the turn pop-up the menu management pop-up is accessed via button near the static menu
- Tavern hub - static menu depicts current price, friendship bonus, rep bonus, and stock
- Tavern hub - dual-rank boost/penalty toasts are displayed next to price/bonus values in accordance with any applied goods pricing tiers
- Level-up - Flow changed to happen exclusively via character interaction
- Level-up -Patrons display a level-up summons in the tavern when they are present and ready to level up
- Level-up -Patrons who are ready to level up and have not had a chance to summon yet: once clicked they will still display a level-up option for their default interaction state
- Level-up - Level-up UI mimics the character interaction panel shape for consistency
- Balance - Tavern AP reduced to 10 (was 15)
- Balance - Tavern level up schedule updated
- Balance - Personal story reward has been increased to 10 Rep (was 3)
- Balance - Updated procedural patron drink thresholds (tipsy, drunk, unconscious), randomized between: (1, 3, 5) (2, 4, 6) (3, 5, 7)
- Balance - Equipment of some characters modified and new characters given their appropriate equipment
- Basic Dying messaging - Heroes' Health Bars will now display DYING if dropped below 1 HP
- Tooltip - Added a descriptor that displays "Min" at -5, "Max" at +5, and "Neutral" at 0 for Mood Effectors
- Balance - Modified skill levels for the help wanted characters, addressed a lot of social quests without access to social characters
- Balance - Stances: Aggressive Refactored to boost Skill Power at the cost of Increased Damage Chance and Amount
- Balance - Stances: Cautious Refactored to Reduce Damage Amount at the cost of Skill Power
- Pop-ups now have dynamic hierarchy placement to keep them on top of other UI upon display
- Facilities - Added/improved effect list items messaging of characters already in facilities and related facility projections
- Facilities - Restored confirmation pop-up for checking in while assigned to a party
- Facilities - Restored confirmation pop-up for assigning to party while residing in facility
- First upgrade list item now hides its connector
- Facilities - UI polish on the facilities "confirm assign" pop-up
- Pop-ups are now spawned into the tavern scene at run time
- Facilities - Cosmetic improvements to "checked out" facility slot state
- Improved visuals on recovery messaging for effect and duration list items
- Tavern hub - now slides off screen with the notification panel during interaction and serve combos
- Hub serve log entries are now created in parallel with combo serve log
- Hub serve log now records single serves
- Characters - added a health/spirit widget to Interaction UI
- Characters - added a skill totals widget (displays all skill class values) to replace the skill focus (only showed the top two skills) to Interaction UI
- Facilities - Added description to facilities management screen
- Roster - Polish pass on roster list items: improved UI/colors/edges, added spirit bar, replaced skill focus with the skill totals widget, bevelized Join Party button, removed friendship indicator (deferred to adventurer tooltip)
- Consolidated tooltip spawners into single script
- Initial state of tavern hub is now the serve log if there are no facilities unlocked. Once there are facilities the hub, it will default to facilities from that point on
- Facilities - Facilities tab is now disabled until the first facility is unlocked for purchase
- When there are no serve log entries, the serve log pane displays a few stats regarding who is in the tavern, as well as the week and day to reinforce the start-of-turn messaging
- Tutorial: Facilities remove message, now points to the populated facilities slot
- Last Call - Cosmetic improvements
- Roster - Cosmetic improvements
- Character Sheet - Cosmetic improvements to skill list items
- Temporal effects now fully supported by system
- Tooltips - added to health/spirit bars in some areas
- Facilities - Facility slot time bar now represents the longest effect if multiple effects are active
- Bevelized the buttons in the turn pop-up
- Redesigned the turn pop-up "okay" button as an "open doors" button with a day/turn indicator
- Refactored code and UI design for landing main menu and related pop-ups
- Cosmetic improvements to top of turn "open doors" button
- Cosmetic improvements to roster list item empty state
- Redesigned summary UI, eliminating obsolete and nonfunctioning elements
- Tavern gold indicator added to goods management panel
- Bevelized/redesigned Order button on goods list item
- Maximized goods report content area in hub, turn pop-up, and goods management pop-up
- Goods report items have smaller font sizes that are more appropriate to their context
- Refactored nav bar design and aesthetics to account for recent migration of management functionality to the tavern management hub
- Navigation buttons are now square and bevelized, closer in appearance to the latest button motif
- Removed Menu/Stock, Expansions, and Equipment buttons from nav bar
- Access to Equipment management has been deferred to the Expansions area of the management hub, via future Equipment Shop expansion
- Quest and roster count displays are now more prominent and clearly labeled with icons and tooltips
- Slightly reduced vertical real estate of nav bar background due to reduced navigation button footprints
- Updated visuals on Last Call button including colors: default state is now blue, turning to orange at end of turn

Continued in pt.2!