Godless Tactics

Godless Tactics 1.06

Version
1.06
Version Date
May 22, 2020
Links

Patch Notes

Patched 1.06 -> 1.07

A couple of handy features have been added, plus some fixing/balancing.

ADDED:
- A New Game Plus option called 'Attack Debuff Mode'. This makes ALL attacks have the effect you can get via the AML HQ upgrades, where it reduces the target's stats for a turn. This includes attacks against you! You can still get the HQ upgrade, which should make it twice as powerful for the player i.e. you get 2 debuffs per hit. Have only tested for like 5 minutes, so this may be terribly unbalanced; consider it an experimental mode.

- You can now click on the little Map that comes up via the 'Map' button, which will jump the camera to the corresponding point in the world.

- You can hold the Space bar while moving around the world, and the usual camera jumps will not happen. So it won't move the camera to show nearby AI moves, or jump back to you at the start of your turn. Use to explore the map while the AI is doing stuff or your party is auto-moving somewhere. But use carefully, don't walk into a load of enemies while not looking!

CHANGED:
- I have changed the rules for when AI parties fight. They had a rule similar to the player where 1* battles guaranteed no casualties. However, there are actually cases where they should lose a 1* battle, such as having a vast party of low level agents - their large agent count and cumulative level can potentially make the difficulty calculation go low, but those agents would actually be useless in battle. The change is that the AI no longer gets the 'autoresolve safe' rules when attacking a) player bases or b) settlements given to allies by the player. This will make these settlements more likely to hold against spammed lower level parties, especially if they are much lower level.

Barely tested this, and it might make no difference at all, but let's see how it feels.

FIXED:
- You could load the 'start of last turn' save right after a cutscene plays to get put back just before the cutscene, but then it would no longer play and basically break the story mission sequence. It was meant to skip making these saves so you couldn't do this, but my genius code actually didn't work as I thought. Now it does not save on turns where a cutscene plays, so loading the autosave will put you back to the start of the turn on which the cutscene was triggered e.g. before attacking enemy capital. Tested a grand total of 1 time, on 1 cutscene, so advance with care. Or, don't save scum the story decisions, cheaters!

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Probably going to only do weekly patches from now on, unless urgent bugs come up. Got a couple of other balancing and QoL things to look into. Keep an eye out for glitches folks!