Here are the change notes for the 0.8 update! We’re still working with a not-so-pretty debug UI for the time being, so we’ll show you the corresponding design docs in lieu of actual screenshots.
- ADDED BASIC ATTACKS
All units now either have an attack or heal stat and will perform a basic attack or basic heal on their turn.
- ADDED ABILITY COST
Abilities now cost energy to activate, which must be done manually. Units with an activated ability will use it on their turn while still performing a basic attack or basic heal.
- ADDED UNIT ABSORB
Fallen units can now be merged into deployed units after a battle to pass down base stats, abilities and perks.
- ADDED PERK SYSTEM
Perks provide passive bonuses that will stay with a unit for the entirety of a campaign, and you can select one after each battle.
- UNITS AND HP ARE NOW PERSISTENT
Deployed units can no longer be recalled to your hand, and your battle grid will remain persistent throughout battles in a campaign.
- UNITS GENERATE ENERGY
Deployed units now add their energy deployment cost to your total energy pool. That means the more expensive units you have deployed, the more expensive abilities you can use in battle.
- UNITS CAN BE RELOCATED ON THE GRID
You can now drag units directly on the battle grid to change their position.
- DEPLOY AND TURN ORDER HAVE SEPARATE BUTTONS
This button that acted as a switch tab caused a lot of confusion for first time players. Consequently, we split up the two buttons for clarity and locked the battle start button until the turn queue has been interacted with at least once.