Cantata Released into 1.0!

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!

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