about 5 years ago - /u/SuperconsoleKaty - Direct link

EDIT: Patch 1.2.0 now live, full patch notes here - https://wargroove.com/qol-1-2-0-patch-out-tomorrow/

Hi everyone! Yesterday we ran a Twitch stream to give you all a first-look at our plans for the upcoming quality-of-life / community feedback patch for Wargroove. The release date of this patch is still TBC, but hopefully you'll be looking forward to the features we're adding and addressing:

  • Checkpoint systemWhile playing in campaign mode you'll be able to set a checkpoint in a mission, and then if you're defeated you can retry from this checkpoint. You can set a checkpoint whenever you want, but you can only have one active at a time (previous gets overwritten)
  • Difficulty system overhaulFollowing player feedback we're now adding 5x difficulty presets - Story, Easy, Medium, Hard (Default) & Custom.Hard is the standard rules of the game and the only mode where you can obtain S-ranks.Medium is a bit easier and allows up to 3 stars, Easy limits you to 2 stars & Story to 1 star (and is very easy indeed!)
  • MultiplayerYou can now add CPU players to online games. There’s now also a message clarifying that you must join a match if you don’t have any in progress.A number of fixes have been made to Quick Play timers, and you can now no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be real-time.Seven maps designed specifically for co-op will also be added.
  • General Quality of LifeThe effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative!Skipping battles, captures and cutscenes is now much faster, and S Rank requirements will now be displayed on the overview screen for a mission.“Exit” has been renamed to “Suspend” to avoid confusion and you can now see teams on the Overview screen.Fix has been made to international text input on Switch, and the Korean font has also been added.Display the Controller Select Applet on Switch less often (so only shows up when using local multiplayer).
  • New options:We're adding a “Movement Speed” option that allows you to set all units to move faster, as well as a “Confirm End Turn” option to avoid accidental end of turns.A “Damage Range” option is also being added to display minimum and maximum damage on previews, instead of average damage.
  • Fog of War:Allies now share vision, and eliminated players can still see their team vision - thus becoming spectators.Now spectators can only view the current team’s vision, rather than the whole whole map.Enemy income and funds will now be hidden! Spawn effects and building colours will also not be shown inside fog of war. Likewise, battle and capture animations won't be shown unless at least one of the units is visible to the current player.Fix made to “sonar” bug that allowed you to obtain extra information within fog of war.
  • Plus further fixes and tweaks

If you want to check out the full stream VOD you can find it here: https://www.twitch.tv/videos/380591385We'll release a full changelog once the patch is available. In the meanwhile, we hope this list addresses a lot of the community feedback so far. Thanks for playing!

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about 5 years ago - /u/amzeratul - Direct link

Originally posted by SchwaAkari

No listed changes to the Map Editor yet, hmm? I guess the main game does take priority.

We creators would love a Copy/Paste feature for the Event Editor and Cutscene Editor, though, as if you've not already very likely heard. It seems to be the #1 requested feature in the official Discord's #custom_content channel.

Nonetheless, I'm pleased to see the changes up ahead, and doubly pleased to see Hard Mode is to be the considered canon difficulty; having already beaten the main game on default slider settings I'll have something to rub in the faces of my friends forever now who keep struggling with certain missions ;p (I'll display this theoretical trophy right next to my theoretical Dark Souls 2 pre-patch Bow-less Shrine of Amana plaque!)

We're hoping to do a separate patch focused on the map editor (QOL + new features) at a later date! Right now we're focusing on the main feedback points within the game itself!

about 5 years ago - /u/SuperconsoleKaty - Direct link

Originally posted by DougyDangerD

I am blown away by how responsive to feedback the developers are and how quickly they implemented these changes. Thank you!!!

Thanks for the lovely message, we just want the game to be as good as it can be! :)