Last month we got word of a patch planned for Wargroove, one of our favorite games of this year and a must have for strategy fans. Focusing on a mix of planned fixes and community feedback, the update dropped yesterday and looks to make an already great and accessible game even more great and accessible. You can skim the full patch notes below as well as on the official Wargroove blog.
Checkpoint system:
- While playing in campaign mode, you can set a checkpoint in a mission
- If you are defeated, you can retry from the checkpoint
- You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)
Difficulty system overhaul:
- Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom
- Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks
- Medium difficulty is a bit easier and still lets you obtain up to 3 stars
- Easy limits you at 2 stars
- Story limits you at 1 star, and is VERY easy
Multiplayer:
- You can now add CPU players to online games
- There’s now a message clarifying that you must join a match if you don’t have any in progress
- A number of fixes to Quick Play timers
- You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime
- 9 maps designed specifically for co-op have been added
- Fix issue where user’s couldn’t get into Online multiplayer
- Fix issue were main menu could not be invoked during opponent’s/AI turn
General Quality of Life
- The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative
- Skipping battles, captures and cutscenes is now much faster
- Display the S rank requirements on the overview screen for a mission
- “Exit” has been renamed to “Suspend” to avoid confusion
- You can now see teams on the Overview screen
- Fix international text input on Switch
- Display the Controller Select Applet on Switch less often
- Add Korean font
- Resigning will now destroy all units simultaneously instead of one at a time
New options:
- Add “Movement Speed” option that allow you to set all units to move faster
- Add “Confirm End Turn” option to avoid accidental end of turn
- Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage
Fog of War:
- Allies now share vision
- Eliminated players can still see their team vision; eliminated teams become spectators
- Spectators can view the current team’s vision
- Hide enemy income and funds
- Don’t spawn effects or show building colours inside fog of war
- Don’t show battle and capture animations unless at least one of the units is visible to the current player
- Fog of War now updates faster
- Fix “sonar” bug that allowed you to obtain extra information within fog of war
- Fix allies being able to move units into each other and becoming stuck
Fixes and tweaks:
- Fix Tenri’s groove charge rate to the intended value
- Change Nuru’s groove so that unit costs double the Gold when summoned
- Change Ryota’s groove to allow him to dash through his own units
- Fix team options; all teams should display correctly in 2v2 matches
- Fixes for Vines and Crystals acting as Units
- Fix for 7-2; commanders no longer change team after suspending
- Fix sound effects in Cutscene editor causing crash
- Fix Cutscene Attack animations causing crash
- Fix Empty dialogue event boxes causing crash
- Layering of actors and props in Cutscene editor should now work as expected
- Fix crash when entering non-numeric text into Counter events
- Fix issue with Tutorial 1.3 where user could get stuck when asked to select a barrack
- Misc language fixes
- Misc minor fixes