Dusk Tactics - 2020 [Part 2] Progress & Bug Fixes


As I have mentioned in previous posts, going forward these lists will be much shorter and I will post them more frequently. If you are interested in the latest updates, please check out the Dusk Twitter as that's been my main method of keeping everyone updated.

The video attached to this update shows a special scenario that will be included in the Alpha Demo!

New Features

  • Resolution is now setup for 720p, 1080p, and 1440p.
  • World Map grid has been removed allowing for free cursor movement, pathing, and locations.
  • World Map now scrolls with the selector when it reaches the edge of the screen.
  • World Map is limited by a larger area depending on what locations have been unlocked, you can no longer scroll endlessly wherever you want.
  • Unit Management has been fully implemented. This allows an overall view of your current army and the ability to order the units by various stats or manually.
  • Unit Management now contains Job Management. This allows a unit to learn/equip new Jobs depending on their progress.
  • Unit Management now contains Ability/Passive Management. These screens allow you to view all possible Abilities and Passives a unit can learn with the option to learn abilities for a displayed cost (more on this below). Passives and Abilities can also be sorted and equipped to units.
  • Unit Management now contains advanced custom sorting which allows you to designate a representative unit which will appear in shops and towns. Default is the main character.
  • Unit Management has an 'Information' screen which shows a large portrait of the unit, some descriptive info, a whole slew of stats such as Jobs Learned, Battles Participated In, Kills, Total Damage, etc. It also displays the new Accolade system (more on this below).
  • JP or Job Points have been revamped into several different categories to be used for different things. When JP is earned it immediately adds a Job-based SP on a 1:1 ratio. SP is used for purchasing new abilities and passives for that specific Job. JP also earns the unit as a whole something called CP, which is also on a 1:1 ratio. CP is not Job specific and is combined from every Job to allow for the purchase of new Jobs when requirements are met. All three types are independent, using SP does NOT use up CP and vice versa. JP is now simply for display purposes when tracking Job Progression.
  • Units now carry a set amount of items around in a 'Bag'. They no longer have access to your entire inventory. Items will need to be equipped to these 'Bags' on an individual basis before battle in order for the unit to be able to use them (similar to equipment). The default # of items in a Bag is four (4) however some Jobs have access to more and Passives exist that further extend this value.
  • The Wait arrows now correctly show which direction the unit will be waiting in when ending a turn.
  • A new camera system has been created which supports interpolation and smoothing during gameplay.
  • A new type of Projectile has been added that uses particle effects and lighting.
  • New Ability Types have been added. This includes Weapon Arts which require a certain weapon be equipped in order to use.
  • Status Effects such as Buffs and Debuffs are now visible on the Status UI.
  • Stat buffs and debuffs will be visible in the stat tooltip window, so you can see exactly what is modifying a specific stat.
  • Auras have been added. These act similar to Zones of Control and surround units who have them equipped (as Passives). They appear when the unit is selected.
  • Each Aura will have it's own style of overlay on affected tiles. For example, the Guard aura blocks adjacent enemy advances and displays round shields over affected tiles.
  • Automated 'info' status effects have been implemented. These will be automatically applied when certain conditions are met. For example, when HP is below a certain %, the HP Critical status effect will be enabled on the unit and be visible.
  • General XP/JP pools have been added. These pools collect XP/JP that is earned outside of a unit's normal turn. For example, is a unit dies because of a poison debuff, that potential XP/JP will be sent to a central pool and divvied up at the end of battle as bonus XP/JP.
  • When a unit is selected, they will be highlighted in the Turn Queue UI if they are currently on it. This allows you to see when a selected unit will receive their next turn more easily.
  • With new abilities that have a knockback effect, fall damage has been integrated. The formula increases damage the further the unit falls.
  • Enemies now have Loot Tables which determine, to a certain extent, which items they will drop upon defeat. If the unit has any items equipped, these may drop as well.
  • Depth has been added for Water Tiles. There are many different movement types and when it comes to water, most units will be able to tread shallow water. More advanced units will be able to tread deep water, or even walk on top of the water's surface (i.e. the Ninja).
  • When traversing water, the unit will spend extra movement points depending on their expertise and will also appear halfway submerged. There are other benefits and negatives that go along with being in water that tie into stats and elemental affinity.
  • Around 20 different Weapon Classes exist, divided into attack types such as Melee, Ranged, and Special. Among the melee group, certain Weapon Classes can attack in special ways.
  • Polearms can attack two tiles deep (always damaging units on both tiles) in a given direction (N,S,E,W).
  • Foils are similar to Polearms except they can choose to only damage a single unit if there are two units in a single direction.
  • Flails can attack one tile in both straight and diagonal directions (N,S,E,W,NE,NW,SE,SW).
  • Projectiles when fired by Bows will travel a parabolic path, while Crossbows and Pistols will use a straight path.
  • Projectiles may be blocked by terrain. If this happens the trajectory line will turn red and the accuracy will show up as <1% on the attack UI.
  • When a scenario allows you to choose where to place your starting units, you can now properly change where they are set, remove them, and choose less than the maximum amount.
  • The Battlefield camera now has limits on how far it can be panned in any direction.
  • Consumable Items have been added that add/remove status effects including revival.

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