We batched this one up, probably for too long… but there are a ton of changes that just went out today. Windows, Mac, and Linux are all built to the same point.
Early Access still has a good bit left (some online wonkiness & a lot of AI changes), but there is quite a bit of progress in this release.
Here is what changed in this update:
- TRANSLATION: Now has Spanish translation.
- TRANSLATION: Now has Polish translation.
- BIG BUGFIX: The online play was completely broken in Mac OS X on most users' computers (but not all) due to a very complicated issue with Mono. This current release is expected to work with all versions of OS X that we support.
- Added a bunch of new animations: the dragons on the board have an "idle" animation & there are now dragons grappling on the main menu.
- BUGFIX: The Steam Notifications were getting out of sync any time a user did an "escape" (where they spend one die to escape entanglement). As far as we know, Steam Notifications will stay in sync now.
- BUGFIX: The names in the HUDs now wrap, so the name of the Hardest AI doesn't overflow.
- BUGFIX: The Steam Notifications now have text in them!
- The cursor needed to be different. It was some old conjuring circle from Khet which was meant as a placeholder. It is now a bunch of triangles pointing inward. It fits much better.
- BUGFIX: The "chat" button was showing up in the wrong spot.
- Added SDF font effects (glow)
- Removed the "normal mapping" and "antialiasing" settings from the AppSettings Dialog since those were 3D settings and this game is 2D-only
- BUGFIX: When entering the arena the "ghost tile" would show up where the cursor was last.
- BUGFIX: the AI was showing dice during its opponent's turn, after it had to pass using one of its own turns (thanks the_bentley_maniac!)
What we have on deck for the remainder of Early Access:
- Follow along on our Trello Board to see what we're working on and what's lined up.
- We have a bunch of AI work to do still. The current percentage of users who beat "Hardest" is ~18.8% but we've found that 5-6% is a much better target to maximize fun. Anything lower is too annoying and if it's higher, serious players are disappointed. We have a lot of work scheduled to do this & are pretty confident that we can get it to a good spot.
- TRANSLATIONS! We've done a lot of work to create an entire web-app for translation to make it easier for translators to translate our games & it's been working great so far. If you'd like to translate, please sign up at Röksten.com then find the Tatsu project and volunteer to translate! :D …we are especially interested in German, French, and Italian.
Thanks to everyone for your support during Early Access.. you've been a great community & we've done some really exciting things together (for example: this will be our first game released with more languages than just English on launch-day!)
You are all the best <3
- Sean & Geoff