- Everpixel Tactics Devblog: 4-28-24 - 28 April 2024
Everpixel Tactics: Devblog - 4-28-24 Hey everyone! Sorry for the radio silence. My development laptop died a few weeks ago, and so I had to order parts for a new computer. As a tangent, that was first foray into trying to use a gaming laptop instead of a gaming desktop for development. Since the laptop only lasted about 2 years, I'd say it was a failed experiment. Anyway, I'm still hard at work on the game and will likely release version 0.6 of the game out into public release by mid-June.
- Beta Release: 0.6.0.BETA - 9 March 2024
Everpixel Tactics: 0.6.0.BETA I'm excited to (finally) announce that the beta release of the new, ground-up, completely rewritten Everpixel Tactics is here! If you wanna check it out, switch the game to the beta branch and give it a whirl. If you play the beta branch, expect bugs...and lots of updates! I'll be updating the beta branch frequently over the next month or two. I am hoping to polish the beta branch and fully release the new version of the game back into Early Access in a month or two. In the meantime, I'll be posting regular patch updates! List of known issues: There's sometimes a soft lock that occurs in the tutorial when users try to quickly skip dialogue Several missing tooltips Several AoE Melee attacks have faulty animations and/or don't work correctly Several racial perks are not implemented Several traits are not implemented
- Devblog - 3-3-24: Version 0.6.0b Update - 4 March 2024
Devblog It's. Finally. Almost. There. The ground-up rewrite of Everpixel Tactics took much, much, much longer than I'd planned. And it's still not done - there is still so much more to do. But the game is much better for it. If I may say so myself, the game both looks and feels much better than the previous iteration. For those of you who have been occasionally checking in on the status of the game - thank you. I was encouraged that several players felt that the game had potential; it definitely motivated me through the grind of rewriting the entire codebase. As promised in an earlier devblog, I'm going to release a "beta branch" for those of you who want to play the game before I'm ready to fully release the next version. In addition to the help I could use testing the game, I also want to release it because, frankly, I want to prove to everyone that I'm still dedicated to releasing Ev…
- Everpixel Tactics - Devblog: 2-12-2024 - 13 February 2024
Devblog I've been hard at work rewriting the game for what seems like an eternity, and I've been promising 0.6.0 of the game ever longer than that. Somehow, someway, I'm nearing an actual release - even if that release is two months behind where I had originally hoped for. I have only two remaining features to finish up before the new release is ready: campaign missions and the tutorial. I will finish up the campaign mission feature and then release a "Beta Branch" as I finish up the tutorial. Beta Release I'm hoping to release a Beta release branch so that players can "kick the tires" on the Beta branch as I develop the tutorial. While I have learned my lesson about committing to an actual timeframe, I'm guessing I'll have the beta branch ready for release in roughly two weeks. I'll probably leave the beta release out for a few weeks as bugs are identified (and commensurately squashed)…
- Everpixel Tactics - Devblog: 1-13-2024 - 13 January 2024
Devblog I didn't meet my self-imposed Christmas deadline to get version 0.6.0 of Everpixel Tactics released...but I have made good progress. I am no longer going to make promises as to when updates come out, but I am hard at work on the next one, rest assured. I fully realize that this is very George RR Martin-esque...but it is, after all, something I do in my spare free time. Anyway, I have been hard at work, and I hope to get the revamped game out soon. Rewriting much of the foundational perk code has been taking much longer than I had hoped, but now that it's in place, progress on re-implementing the perk trees is going smoothly. I've completed most of the core code: AI behavior trees, battle control flow, and most of the User Interface stuff. In fact, all that remains now is to finish a few more perk trees, add the actual campaign logic, and 0.6.0 should be ready to launch. I'm exci…
- A New Version Approaches... - 27 October 2023
Everpixel Tactics: A New Version Approaches... For those of you who have been checking in occasionally on the state of the game - thank you for your continued support. I've not pushed an update for the game for a long time for two primary reasons: Reason one: I burned out. And I burned out from overwork on the game and--frankly--because the bad code led to me having to work harder than I should. Keep in mind, I do this game as a hobby; a passion project (I have a real job as a software engineer that keeps me QUITE busy...) Reason two: I realized that reason one was in part due to bad code (and the bad code was in part from my trying to rush out features.) I've been doing software a long time - I should have known better. I doubled-down on my desire to not simply push a bad game out, but to push out a game that I myself wanted to play. So rather than continue to work with bad code, I opt…
- (Do not) Abandonware all hope, ye who enter here! - 16 July 2023
Everpixel Tactics: The (Not) Abandonware Update Overview Firstly, Everpixel Tactics is not abandonware - I have not abandoned the game. This last year has been crazy between work (lots of overtime), hobbies (training for jujitsu tournaments), and everything else, but I'm getting back to the grind of finishing the game. So why have I been radio silent? Firstly, I did burn out a bit on the game, and it was obviously of my own doing. In a rush to get the game out of the door, much of the code became of a very poor quality, and it was becoming increasingly difficult to both add new features and fix bugs. Additionally, I was growing increasingly unsure about the "campaign" portion of the game. Everpixel Tactics was always supposed to have a heavy focus on combat in a zany, procedurally-generated world. So, I spent a good chunk of the last year almost completely rewriting the core code of the…
- Everpixel Tactics Devlog 11 - 2 May 2022
Everpixel Tactics Devlog 11 Everpixel Tactics has always been envisioned as a dynamic, zany, living, breathing world. In order to make that happen, I'd planned on adding dynamic world histories, titans, and artifacts to the game by now. Unfortunately, I got caught working long, long hours in order to make a demo successful in my "real" job over the last month-and-a-half. I simply didn't have time to work on Everpixel Tactics while I worked towards said demo. The Last Month or So Prior to the demo, I'd been working simultaneously on an update that was going to add "Aquamancy" as a perk tree as well a dynamic world replete with a world history, titans, heroes, artifacts, and more. Since I've been radio silent for about a month now, I decided to at least get the aquamancy perk tree out as a small update for the players. I've also reduced the price of the game to $4.99 for now. As I don't h…
- Everpixel Tactics 0.5.0: Aquamancy - 1 May 2022
Everpixel Tactics 0.5.0: Aquamancy Overview Update 0.5.0 is out now! It includes the Aquamancy perk tree, a lot of changes regarding quality of life, and even a few balance tweaks. New Stuff Aquamancy: Players can now specialize mercenaries in the aquamancy tree! It's a "supports's support" kind of magic tree. Aquamancer Gear: Players can now obtain aquamancer robes, hoods, and staves. Aquamancer Affixes: Several new affixes can be found on equipment that boost aquamancy skill and reduce aquamancy spell costs. Water Flora: New and exotic flora can be encountered in areas of high water magic. Water Regions: Regions of excessive water magic and rain can now be encountered in the world. Enemies: Players can now encounter "Hedge Aquamancers" in the world as well as "Ocean Knights." Changes Armor Ignore: Weapons and abilities no longer gain bonuses to damage based on their armor penetration.…
- Everpixel Tactics Devlog 10 - 25 March 2022
Everpixel Tactics Devlog 10 The next update is probably going to be huge. I'm hard at work on it: I'm now generating world histories, titans, and artifacts. But the next update will also include a much-needed, top-notch support perk tree: Aquamancy. Aqumancy The next update will give players access to the Aquamancy tree, a slew of water-themed equipment, and a host of other, small, water-themed stuff. As has been mentioned, the next update will also include "titans" - powerful, god-like monsters who shape the very land around them. Don't be surprised if the next update showcases some titans who can sling water magic. But more on that in upcoming devlogs... For now, let's discuss the Aquamancy tree. Ultimately, there will be almost 20 magic trees in Everpixel Tactics, and it has always been a goal that every one of them is not only thematically-different, but functionally different. Aqua…
- Everpixel Tactics 0.4.20: Cryomancy - 11 March 2022
Everpixel Tactics 0.4.20: Cryomancy Overview Update 0.4.20 is out now! It includes the Cryomancer perk tree, a lot of changes regarding quality of life, and even a few balance tweaks. New Stuff Cryomancy: Players can now specialize mercenaries in the cryomancy tree! It's based around blasting your foes with cold magic. Cryomancers can do decent damage, but they excel at crowd-control. Cryomancer Gear: Players can now obtain cyromancer robes, hoods, and staves. Cryomancy Affixes: Several new affixes can be found on equipment that boost cold damage, cryomancy skill, and reduce cryomancy spell costs. Cryomancy Fatalities: Eliminate your enemies in style! Killing enemies with cryomancy magic results in ice-themed fatalities. Missions: There are a few more missions for players to accept. Enemies: Players can now encounter "Frost Samurai" in the world as well as "Hedge Cryomancers." Quality o…
- Everpixel Tactics Devlog 9 - 9 March 2022
Everpixel Tactics Devlog 9 I have stated numerous times that I'd planned on adding the "Quest" feature out in the next major update for Everpixel Tactics. However, as I've been mulling over that feature, I began to realize that I have the order wrong. I was going to implement quests and then a feature I called "Dynamic Events." But I realized that was totally backwards - in order to realize Everpixel Tactic's quests in my vision, I'd need the "Dynamic Events" feature in place. Thus, the next major update for Everpixel Tactics will not include quests, but will instead include the dynamic events system (and, by extension, procedurally-generated world histories!) So why "Dynamic Events"? Well, Everpixel Tactics is very much meant to be a brutal, tactical RPG. But it is also meant to be a story-generator in the vein of Dwarf Fortress or even Rimworld (but especially Dwarf Fortress.) Dynamic…
- Everpixel Tactics Patch: 0.4.19 - 8 March 2022
Everpixel Tactics Patch 0.4.19 Quality of Life Enemy tooltips now show their current stats (health, stamina, etc.) Logger now displays most perks and traits if they "proc" Logger now displays more info about certain abilities (like slimes dissolving enemies.) Logging has been modified to show how much damage was resisted Logging has been modified to show how much damage was protected Changes Merchants now restock their inventories more-frequently, but replace fewer of their items. Missions now re-generate in cities more quickly. Damage calculations have been refactored. Generally, this means that characters deal more damage in battle. Additions Cryomancer gear can now be purchased - but there's no cryomancy perk tree (yet...) Brigands can be caught rocking cryomancer gear - but there's no cryomancy perk tree (yet...) Bug Fixes Natural warrior no longer boosts the pertinent skills unless…
- Everpixel Tactics Patch: 0.4.18 - 5 March 2022
Everpixel Tactics Patch 0.4.18 Quality of Life Added a battle logger Bug Fixes Numerous typos in the character compendium. Damage was being "double resisted" in many cases. Generally, players should see higher damage in battle. Fixed a bug preventing a lot of combat dialogue from occurring. Players should now see a lot more dialogue in battle. Weapon tooltips are now fixed.
- Everpixel Tactics Devlog 8 - 28 February 2022
Everpixel Tactics Devlog 8 It was a busy week. I'd hoped to finish up the Cryomancy tree and all associated equipment this weekend, but other priorities popped up. Namely, resolution issues. Instead of finishing up cryomancers this weekend, I added the ability for users to edit various display settings - but the game is much better off for having done so. I also both started - and mostly finished - the "character compendium" in the game. Over the next week or two, I plan on finishing up the Cryomancy stuff. When that's done, I'll get working on adding more cultures, monsters, and missions to the game. And when all of that is done, I'm going to break ground on the "Quest" feature in the game. I'll cover quests in more detail in an upcoming devlog. For now, let's take a look at the character compendium (already in the game) and the upcoming Cryomancy tree. Character Compendium Everpixel T…
- Everpixel Tactics Patch: 0.4.16 - 27 February 2022
Everpixel Tactics Patch 0.4.16 Quality of Life Players can now change their own game resolutions via settings Players can now change zoom settings in settings Settings are now available on the main menu as well as in combat A "Character Compendium" has been added to the campaign that lists all of the characters/enemies/creatures a player may come across - including ones that aren't implemented yet. Additions Mercenaries in your party should now explain the mechanics of special regions upon entering (provided you have other mercenaries in your party!) Changes The game no longer supports 16:10 resolutions by default. The game only supports 1920x1080 by default - players can configure other resolutions...but be warned that it may create a warped ui. Bug Fixes Brigands should no longer spawn without weapons Health sliders should no longer spaz out.
- Everpixel Tactics Patch: 0.4.15 - 26 February 2022
Everpixel Tactics Patch 0.4.15 Hotfix 16:10 aspect ratios were ACCIDENTALLY enabled, wreaking havoc on some players' games. 16:10 ratios have been disabled, and the game should load properly with 1920x1080 (or at the very least, 16:9.)
- Everpixel Tactics Patch: 0.4.14 - 25 February 2022
Everpixel Tactics Patch 0.4.14 Quality of Life Players can now abandon their current mission at any time. Changes The dialogue boxes in combat have been resized to be smaller. Added a warning box to the main screen of the game to set the mood. Agent healthbars have been reworked and resized. Balance All varieties of slimes have higher difficulty scores (this means fewer slimes in missions and in the campaign.) Early missions have lower difficulty scores (players shouldn't see as many 3-skull missions early on.)
- Everpixel Tactics Patch: 0.4.12-2 - 23 February 2022
Everpixel Tactics Patch 0.4.12-2 Change Tutorial now explains slime abilities and dissolving of corpses.
- Minor Content Patch: 0.4.12 - 22 February 2022
Minor Content Patch 0.4.12 Additions Bretons now rock crusaders in their parties. Bretons now rock heavy paladins in their parties. Changes Breton parties now have slightly-different party compositions. Fixes Might tooltip now displays properly in the squad management view. Mercenary backgrounds now render properly when hiring mercenaries. Quality of Life Arrows now displayed over mercenary portraits when they have experience or attribute points to allocate. Tutorial now explains in greater depth how to perform abilities in combat.