The first-ever patch notes for Legion Hearts are live! The 0.2 update brings significant gameplay changes to our original prototype.

New Things

  • ADDED UNIT DEFINITIONS
    Individual units now have their own attributes, targeting parameters and skills, and are assigned to one class as well as region.
  • ADDED THE TURN ORDER SYSTEM
    The turn queue defines in which order all units on the battlefield will act. You can now manually move your units in this queue during the setup phase to determine when they are scheduled to act.
  • ADDED UNIT STATES TO BATTLE SPRITES
    Unit states refer to things like channeling, attacking, wounded etc. These stills will later be used as the basis for sprite animations.

Changes

  • INITIATIVE NOW CHANGES AFTER EVERY ACTION
    We found the initiative rules for specific unit classes to be unintuitive. Supports and units requiring a turn to channel have been buffed to compensate for their initiative loss.
  • REMOVED BASIC ATTACKS
    Considering that supports have no inherent effect on their target other than their skills, we gave the same treatment to damage dealing units. Units with damage dealing abilities have been buffed to offset the loss of their basic attacks.
  • CATEGORIZED ALL SKILLS AND EFFECTS
    The primary goal here is to make it more easy to recognize what kind of effects a unit is affected by using similar names and imagery for similar skills and effects. As a result, all skills and effects now belong to one of 17 distinct categories.
  • REMOVED SKILL DISCTINCTIONS
    Skills are no longer segmented into action, bestowal of infliction skills. All skills now apply one or more effects that either resolve immediately or possess a set duration.
  • REMOVED DAMAGE MODIFYING EFFECTS
    Outgoing damage amplifiers and incoming damage boosters created a redundant effect category by itself, so they were removed as a similar outcome can be achieved through DEF modifying effects.
  • REMOVED UNIT LEVELS
    We found that unlocking a new unit always came with the sobering realization that you had to spend even more time on it to make it usable. And as there simply isn’t enough unique content to allow for this level progression to happen naturally, you would be subjected to a very repetitive grind. This wasn’t going to be fun, so we axed it and instead increased the effectiveness of equipment pieces.

Miscellaneous

  • NEW RELEASE NOTES FORMAT
    We’ll experiment with this format and get in the habit of documenting all our changes made to the game, both for archival purposes and to keep you up to date regarding what’s to come with the next public build.
  • NEW VERSIONING FORMAT
    The two version numbers are now incremented by major and minor game updates respectively.