Wanted to get out this siege battle added to the game ASAP so people can test it out and provide feedback. Not a very large patch, but the depth issues have been worked out and the Glacier Fields battle is in.
We're in the process of readding Glacier Keep, as well as considering ways to make the Glacier Fields bit (hunting the Penguine Scouts) more exciting. More on this to come.
Here's the patch notes-
0.506
Removed the test Leylight from the hub
Fixed a bug that prevented a targeted ability in sieges from going off on the first click
Enemies in sieges are now highlighted when they can be targeted for attacking, when units are selected
Ranged units in sieges can now try and disengage from melee combat and resume shooting from afar
A deployment phase has been added to siege battles, allowing you to reposition your units before it begins
Armies are now automatically arranged at the start of a siege before the repositioning can be done
Waypoint flags now appear to indicate where a siege unit is moving to or what they are attacking
Stamina from sprinting is recovered faster when Ser's maximum stamina is increased (was 1 per sec, now (spMax / 15) per sec)
Removed the stone doorways from Everharsh Fields and replaced them with doorway glow sprites
Fixed a borked function in the tutorial dialogue that was throwing an error and preventing the poster from being stolen
New siege UI is in, courtesy of Unyin
Removed a minor red error thrown at the start of sieges
The animated ser sprite no longer has bits and pieces appearing both in front and behind objects
Removed A BUNCH of minor red errors thrown at the start of sieges
Siege battlefield navmesh data is now handled correctly
The Glacier Fields siege battle has been added back in; special siege battles can now be handled by the game
Ser stats now modify the Ser siege unit stats
Removed the test Nega Duke from the tavern
Uncle Shackler no longer lets you keep the 20 Silver while at the same time taking 20 Silver from you
Ser can now* use ranged weapons (if equipped) in siege battles
All 2d sprites should now have the depth script applied; will look much better now when near Ser
Added an unstuck command (unstuck) that will attempt to place Ser back on the dungeon floor if out of bounds
Fixed issue with 2d sprite depth not working as intended in the hub room; will likely need optmo in the future