Cantata

Launch Patchnotes | Patch 1.0

Afterschool Studio

Commanders,

Launch day has finally arrived! Cantata has been a collective journey and we want to give a huge thanks to the EA players for their patience and feedback as we turn this dream into a reality. This drop brings three new chapters of gameplay, a fresh tutorial, updated UI, bug fixes and much much more.

A few words from Lead Developer Kyle Kukshtell...

"With our official 1.0 release, Cantata has truly moved into the best version of itself. With the extensive feedback from all the EA players, we've done a lot to really "listen" to what the game is and try, at every step, to get out of the way and help the game blossom into itself.

With this release we think we've gotten there. The Campaign is now fully in focus, offering nine compelling maps across the strange planet Shoal that sees you alternating points of view from Commanding Officers from three very different factions. We estimate it's about a 30 hour game when played at a normal pace, and as such are excited to hear everyone's tales about what they see and feel as they explore the world we've created for you all. Explore the map, find Shoal's secrets, and see what it is that 10 Crowns feels here...

This patch sees *massive* performance gains in the game and most all lag has gone by the way side. It required a substantial overhaul of core parts of the game, but the game is so much better for it and plays more smoothly than ever before. We're also excited to talk soon about what the post-1.0 life on Cantata looks like, but for now, take a nice long sip of your favourite beverage, and jump into Cantata 1.0 to see what all we've got waiting for you!"

If you have any feedback, feel free to reach out on our Discord server !

See you in the field!

Afterschool Studios & Modern Wolf

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1.0 Patch Notes

Major Features

Adds in final Campaign Chapters 7, 8, and 9

Adds in a new comprehensive tutorial for the game

Adds in new UI look for The 111th Reign of Harmony and Prosper

Adds in a new UI look for The Unified Spirit

Adds in a new UI look for The People of Sun and Shadow

Adds in a a "Neutral" UI look

Adds in much cleaner tooltips for units and buildings

Adds in more nested tooltip items for various tooltips

Adds in final sounds and music for all campaign chapters and units

Audio is now spatializes for most on-map entities in game

Massive performance increases around all elements of the game

Massive performance improvements around AI processing times + game no longer lags during AI turns

Makes AI smarter and more proactive

Large performance improves when multi-select moving units

Adds in loading screens that contain hints and lore about the game

Adds in nice transitions to starts of matches

Adds tooltips for Region UI elements

Adds in "Neutral" player that can be used as a special team for purposes of resource gathering (Scrap + Remains)

Projects can use health costs for execution

Projects can build to region inventory

Adds in images for all remaining unit projects

Adds in images for all perks

Adds in images for all radiant and granted passives

Adds in sounds for later chapter events

Adds indication in tooltip if pop is preventing unit build

Adds note in notification if damage was from surge

Gets rid of weight as a consideration for map tile occupation - weight now only matters for loading

Region nameplates simplified to show only the information you care about

Heavily improves time to load save menu

Juices up attacking with sound and visual cues (for some real 1.0 UMPH)

Improves game start-up time

Adds in indication in tooltip if a unit would be killed with an attack action

Bugfixes

Fix issue where you could load enemies into your storage

Fix issue where dead units would cause audio fetch issues

Fix issue where non-visible AI units wouldn't path to their target locations

Fix issue where multi-selected units couldn't move into tiles occupied by units of the same multi-select

Fix issue where outposts built in owned regions wouldn't radiate supply into tiles of non-owned regions

Fix tile outline for double height units

Immobile mining units are blocked from being built on non-resource tiles

Fix issue where projects could execute out of range

Fix issue where units in persistent visible tiles only were "warping" between destinations

Fix issue with projects not implicitly checking their execution range

Fixes bug where you could build units in tiles you didn't have vision of

Fixes issue where we were hearing duplicate button sounds when selecting a menu option that had a file browser in it

Fix issue where region UI close sounds were playing on dialog advance

Fixes issue where you heard region capture sounds at the start of loading new maps

Fix issue where all players would see resource depleted notifications even if they weren't on the depleted resource

Fix dialog text showing tag annotations

Fix issue with tooltips clipping when trying to be repositioned on the screen

Fix tooltip text for passives

Fix lots of UI overlap and overrun errors when encountering large numbers

Fix issue where units that killed themselves would error in tooltips

Fix issues around counter attacking and opportunity attacked units erroring the game

Adds in a default elimination victory for scenarios

Fix issue where storage UI wasn't updating

Fix issue where region nameplates weren't centred on regions

Fix issues with player de-sync in multiplayer

Fix issues where game would sometime leave lingering preview lines on the map

Fix issues where some instances of previewed infrastructure placement would error the game

Fix issue where outline colours weren't updated for units if their team was changed

Fix issue where spawn triggers weren't properly accounting for spawned tiles

Fix issue where you could see threat lines for non-visible units

Scenario Editor

Adds ability to move selected units in editor

Adds in ability to animate units to locations as a Trigger Action

Adds in ability to hook into match failure with a custom trigger

Triggers updated to no longer need "Target Player" — everything can be set in the scope of the conditions of a Trigger itself

Objectives migrated to now have "Target Player" but this only matters for the purposes of what players see the Objective in their UI

Maps can be set to have a target VP condition, a turn limit, both, or neither.

Triggers have new timing options to better reflect the lack of player attachment

Any trigger assigned to GameStart will play properly before the match starts, allowing you time to do match setup

Adds in ability to test scenario editor maps without needing to go back to the main menu

Adds in ability to press Enter in long text entry fields and not have the text box defocus

Adds in grouping ability for objectives

Various new trigger conditions and actions

Adds in ability to flag existing units as impassable and adds triggers to set the option on specific units or location units

Adds in ability to declare a starting camera position for a map (the camera is moved here before the map is faded in)

Adds in ability for objectives to have "hint" locations that are displayed on mouseover and not necessarily attached to a condition

This announcement was originally published by Afterschool Studio on Steam on Aug 15, 2023.

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