Upcoming / In Development
In Active Development General Updates
- • In Active Development: Upcoming features, balance adjustments, and quality-of-life updates are currently in development.
Track the continuous evolution of Bribe The Brave. All releases, active playtest patches, balance adjustments, and work-in-progress features are logged directly from development.
Poacher Archer, Skeleton Archer, and Skeleton Crossbowman) oscillated forward and backward at standoff range or defaulted to melee punches, and equipped them with dedicated marksman/crossbowman ranged abilities, visible bows/crossbows, and back-mounted quivers. ChatBubbleUI) with a non-modal 6.0-second display duration, an automatic 1.5-second anti-overlap queue buffer, and queue cleanup protection so in-game dialogue flows naturally without clobbering or crowding active hero combat. .glb models adhering to Pixar-inspired aesthetics. Upgraded mountain palisades, forward watchtowers (with elevated platform decks at 4.4m), lost temple altars, convoy wagons with rolling wheel pivots and deployable mantlets, subterranean derricks with reciprocating piston animations, brood warrens, vault portals, and soul beacons. Rigged subterranean enemies (Armored Tomb Drudge, Crypt Crawler, Tomb Overseer, Ancient Dreadknight) to canonical 53-bone skeletons with 18.0m weapon culling, applied tiled PBR slate and marble materials to all 15 cavern floor slabs, and capped all embedded textures to <= 1024x1024 with normal map chrominance protection for mobile GPU performance. user://feedback_outbox.jsonl, support Discord Webhook and Email API endpoints, and provide seamless fallback buttons to join Discord, open a pre-filled email draft to [email protected], or copy the full diagnostic report to the clipboard. res://Assets/Animations/ExplosiveLLC/ (containing 1,157 specialized combat and locomotion animations across one-handed, two-handed axes, bows, crossbows, shooting, spears, staves, two-handed swords, shield tactics, unarmed combat, swimming, and climbing) across all 29 humanoid player units, all humanoid enemy units, and automated creation pipelines (EnemyUnitGenerator.gd, generate_enemies.py, unit_creator.gd). Runtime fallback guarantees in UnitAnimationComponent automatically link all shared libraries upon unit initialization, while animal rigs (spiders, bears, wolves, dogs) remain cleanly excluded with their baked animations intact. Socket_Head at 3.5m–12m while closing distance), and *Cinder Thrash* (15 Fire damage punch every 3.2s inflicting a 1.5s slow), alongside the reliable 20 Fire damage *Molten Claw Swipe* and passive death detonation. Zombie_Idle, Zombie_Walk, Zombie_Attack). Auto-Rig Pro's AI smart markers previously misplaced shoulders and wrists across non-human silhouettes, causing forearm and hand vertices to bind to head and distal bones. Calibrated exact anatomical marker positions matching the 1.95m mesh, baked twist bone vertex weights directly into primary upper and lower arm limb bones, and reconstructed the canonical 53-bone hierarchy, ensuring clean, natural skeletal deformation with zero elastic arm artifacts. .gdignore and .gitignore handling for res://Captures/ so exported PNG frame sequences are never imported by Godot's resource scanner or tracked by Git. Recalibrated sequence recording durations to automatically match playing animation lengths or turntable cycles instead of cutting off at 2.0s, and centered the capture viewport within the stage window during frame recording. @CharacterBody3D@2335) were displayed on the Town Notice Board pursuer breakdown and target labels instead of human-readable unit and enemy names. Responders are now cleanly resolved and grouped by hero type (e.g. 3 Responding (3x Warrior) or 3 Responding (2x Warrior, 1x Rogue)), explore bounties cleanly label "Unexplored Region", squad hover labels group duplicate followers cleanly, and unit spawning enforces readable node names. LivingElementalFlow.gdshader, and an articulated canonical 53-bone humanoid skeleton with complete vertex weight coverage (zero unweighted vertices, max 4 bone influences, zero cross-hemisphere bleed). Socket_Hand_R. ExplosiveLLC (2Hand Axe, Armed, Unarmed) and Mixamo animation libraries: *Ashen Poleaxe Slash* (18 melee damage, 2.5m range), *Cinder Guillotine* (heavy 28 fire damage strike with forward cleave swipe VFX, 5.0s cooldown), *Sweeping Halberd Cleave* (22 fire damage sweeping strike, 6.5s cooldown), *Pyre Eruption* (distance gap-closer spell casting a 20 fire damage magma geyser with 1.8m splash and burning DoT up to 8.5m), and *Immolation Pulse* (reactive close-quarters burst dealing 12 initial fire damage + 8 fire damage/sec ticking aura over 4.0s within 3.5m, boosting chest light energy to 2.6). magma_ghoul_emission_mask.png). LivingElementalFlow.gdshader with upper-torso vertex breathing (COLOR.r), a shadowless flickering chest light, rising GPU embers, fire-shatter death dissolution, a 20-damage *Molten Claw Swipe* fire melee ability, and full zombie/ghoul locomotion, attack, and death animations. LavaPulseVFX) and *Flame Eruption* (a continuous 0-6.0m ground fire geyser dealing 20 Fire damage + burning DoT spouting from under the target's feet via FlameEruptionVFX), while preserving its 12.0m preferred artillery standoff range. ScorchPatch.tscn) with dual terrain-conforming Decal nodes (GroundDecal + counter-rotating LavaChurnDecal, cull_mask = 4, 8.0m vertical projection depth) so burning ground conforms seamlessly over hills and slopes without clipping, paired with organic charred/molten fissure textures and lightweight unshaded FlameLicks and LavaBubbles GPU particles (<= 24 total particles). 75° arc, 8 Fire damage) and directional flame/spark burst (FireChargeConeVFX) when the melee Fire Elemental impacts its *Flame Leap* charge target, upgraded *Fiery Claw Cleave*, Boss *Colossal Magma Slam*, *Flame Nova*, and death combustion bursts with fire impact eruptions, and enhanced *Magma Lob* and *Boulder Toss* projectiles with emissive molten cores, additive flame/spark trails, and unshadowed point lights. 8.0x, ~7.62m × 6.91m × 7.11m) to match the horizontal footprint of the *Barracks* (~7.54m × 7.60m), recalibrating root and hitbox colliders, navmesh obstacle carving, lighting/particle/health bar heights, and spawn clearance (max_spawn_range = 7.5m). Socket_Head, Socket_Hand_L, Socket_Hand_R, Socket_Chest). fluid_body_breathing mode for Water Elemental allowing smooth, full-body liquid undulation without distorting solid stone heads on other archetypes. This completely eliminates the need for redundant second-pass inverted balloon hulls and billboard cross-quad cards, halving material passes while delivering vivid interior energy. LivingElementalFlow.gdshader directly into ShaderPrewarmer.gd combat pipelines to ensure zero runtime compilation stutter during horde spawns, while strictly maintaining the unshadowed chest light and 60-particle mobile performance budget. NecromanticAnchor.tscn) with a bespoke stylized 3D model (Necromantic_Anchor.glb): Socket_SoulBeam at $Y = 6.5\text{m}$, Socket_CrystalCore at $Y = 3.38\text{m}$, Socket_ChainAnchor at $Y = 0.3\text{m}$), dynamically aligning rising soul particles and shadowless necrotic core illumination (#26D9F2) under the strict Zero Baked VFX rule. FogVisibilityComponent to both Thermal Rift fissures and Volcanic Vent landmarks, completely shrouding their glowing magma meshes, dynamic accent lights, and rising GPU embers in unexplored black fog until hero exploration. AncientSarcophagus.tscn) with a production-ready, stylized 3D model (Ancient_Sarcophagus.glb): SubViewport-based building queue with a stylized low-poly 3D notice board (BuildingNoticeBoard3D.tscn) mounted directly to building anchor sockets across all guildhalls and research structures: ProductionProgressQuad.gdshader), eliminating mobile Vulkan performance penalties while rendering crisp, burnished gold radial progress fill around the active icon. +2). When idle and unselected, the notice board cleanly hides. PlazaNoticeBoardModal.tscn) and transparent in-world indicators to demystify autonomous hero AI decision-making: +50G, +100G, and +250G buttons. Topping up immediately wakes up idle and roaming heroes via Behavior Tree rethink triggers (needs_rethink), instantly redirecting autonomous heroes toward newly lucrative objectives. [ 150g (👤 2) ]) and pulsing amber warning flags on neglected targets (e.g. [ ⚠️ 50g (👤 0) ]). SupplyCaravan, LeadSiegeWagon, RelicCarriage) and remote outposts (ExcavationDerrick, ForwardHearthBrazier) now feature forward gold deposit points powered by ForwardDepositComponent.gd. Heroes pursuing bounties on remote and escort missions no longer trek across the entire map to town to deposit carried gold. Hero AI behavior (FindPlazaAction.gd) dynamically targets the closest valid deposit point with dynamic radial arrival standoff slots. When a hero deposits gold at a forward node, DepositGoldAction.gd triggers a 12.0m squad proximity banking sweep, crediting carried gold for all nearby allied heroes directly to the treasury (GoldManager.current_gold) with floating gold indicators. InputRemapManager autoload singleton, bindings use layout-independent physical keycodes (AZERTY/QWERTZ friendly) and standardized controller deadzones. Players can interactively rebind actions via an interactive capture modal, swap conflicting keys symmetrically with warning feedback, and restore factory defaults at any time. Custom control configurations persist automatically to user://input_bindings.cfg. Engineer.tscn, EngineerData.tres). Recruited from the Hideout via Action_HireEngineer.tres, the Engineer wields tactical explosive ordinances including Demolition Bombs, Chemical Fire, Healing Canisters, Fire Bombs, and Wrench Throws. Full backward-compatibility aliasing (ARCHETYPE_ALIASES in TechTreeManager and SaveManager) seamlessly maps legacy save games and campaign levels to the new Engineer archetype with zero progression disruptions. PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). Recalibrated opening roving packs and initial raids to feature skeletal infantry (SkeletonMageFrost, SkeletonCrossbowman) and Zombie Dogs; restricted Polar Bone Constructs to distant rings (≥120m) and late difficult raids (Day 6+). Tuned FrostspireCryptData active maintain count to 2 and burst count to 1 to satisfy elite spawner concurrency caps. PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). Calibrated roving packs to open with skeletal infantry and ranged units; gated Dread Death Knights behind distant rings (≥120m) and late difficult raids (Day 6+). Reduced Gatehouse normal spawner maintain count to 2. PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). Opening roving packs feature Skeleton Crossbowmen, Skeleton Mages, and Frostbound Draugrs; Dread Death Knights are restricted to late difficult raids (Day 6+). Reduced Cathedral Courtyard normal spawner maintain count to 2, and whitelisted CathedralCourtyardManager.gd in Level25Data.tres scripted_encounter_scripts. PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). Recalibrated generic roving packs and raid waves to open with skeletal infantry and Draugrs; Dread Death Knights are restricted to late difficult raids (Day 6+). Malakar and soul conduit guardians remain strictly scripted climax arena encounters. PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). PacingProfile_Late with Day 3 raid start and safe spatial distance rings (45m/75m/120m). normal_spawners.spawner_pool now contains exclusively Cooling Conduits); bosses exist solely as scripted arena encounters. Level22.gd scripted climax ambush minion waves in Level22Data.tres scripted_encounter_scripts. PacingProfile_Standard, deferred initial raids to Day 3, and calibrated roving packs to safe spatial rings (45m/75m/120m). Replaced placeholder Mummy Warriors at renegade camps (RenegadeArcaneCamp, RenegadeSanctumCircle, WardBastion) with context-appropriate Hedge Mages and Poachers. Capped Corrupted Golem Forge active spawns at 2, and restricted Corrupted Golems and Mummy Warriors to distant roving rings (≥120m) and late difficult raids (Day 6+). PacingProfile_Late with 5,000G starting treasury and Day 3 raid start. Removed Earth Elemental Bosses from spawner pools, gating Granite Monolith Keep earth boss summons and Mud Fusion Pit automatic merges behind late-game muster (Day 10+). PacingProfile_Late with 5,200G starting funds, Day 3 raid start, and an expanded 17-day completion window. The Relic Carriage now holds departure and defense bounty posting until Day 3 with at least 3 active defenders. Air Elemental Bosses removed from spawner pools, and Cyclone Vortex Spawner titan ambushes are gated behind Day 10+. CaravanManager, enforcing departure gating and filtering out high-tier elite ambushes. BaseEnemy deferred initialization governed by active pacing profiles. Extra dynamically spawned Tier-3 elites beyond profile caps are cleanly vetoed before acting across all spawn pathways, while authored level guardians remain exempt. SectorGridManager with strict minimum distance rings, preventing secondary spawners and roving packs from being placed inside settlement safe zones even when candidate rings are depleted. FODDER, STANDARD, ELITE, BOSS), providing structured gating for spawn cadence, elite concurrency caps, and distance safety rings. EncounterPacingProfile resources (PacingProfile_Standard and PacingProfile_Late) defining stage thresholds, distance safety buffers, raid wave gating, and muster power models. test_pacing_muster_threat.gd (-Suite pace) to continuously audit campaign encounter data against muster progression curves, spawner burst limits, escort timing windows, and baseline immutability for early levels (Levels 1–5). AuraComponent to track per-target damage history within an 850ms window. Multi-enemy aura overlap is now capped at a maximum of 2 stacks with diminishing returns (Stack 1 = 100%, Stack 2 = 50%, Stack 3+ = 0% damage), eliminating instant hero wipes from overlapping Mummy Warrior decay auras. Tests/Campaign/test_campaign_balance_harness.gd (run_m5_tests.ps1 -Suite balance), systematically auditing all 26 campaign levels for economic viability, raid pacing, spawner definitions, and aura mitigation integrity. 1Hand, 2Hand Axe, 2Hand Bow, 2Hand Crossbow, 2Hand Shooting, 2Hand Spear, 2Hand Staff, 2Hand Sword, Armed, Armed-Shield, Climbing-Ladder, Climbing-Ledge, Crawl, Relax, Swimming, and Unarmed) with corrected 180-degree rest-pose orientation and full 53-bone humanoid retargeting for all units and enemies. Act6OutroCutscene.tscn) concluding the 26-level Bribe the Brave campaign, depicting the shattering of Arch-Lich Malakar, the collapse of the Dread Citadel spires, the lifting of the continental undead curse with warming northern sun and green sprouts, the allied triumph of Chancellor Edmund, Grand Magus Vesper, and all hero guilds upon the frozen dais, the restoration of kingdom-wide trade across all six provinces, and the coronation of the Magistrate as Grand Champion of Aeterna with royal credits roll. Victory on Level 26 transitions smoothly to the scorecard with a dedicated 'Watch Grand Epilogue 🎬' prompt, while War Table Node 26 maintains perpetual epilogue replay access. SaveManager securely records Level 26 completion, sets acts_completed["act6"] = true, tracks act6_outro_viewed = true, awards full 78-star Grand Champion campaign completion across all 26 levels without progression regression, backed by comprehensive automated test suites certifying 100% green pass across the entire campaign arc. marker_type = 1), MatchBriefingModal narrative lore and tactical briefings, and Cleanse Mastery tracking for defeating Malakar without suffering any guildhall destructions, backed by 100% green automated headless test suites. EliminateEntitiesTracker evaluated uncompleted elimination objectives as completed upon match victory, ensuring bonus stars require fulfilling all target kill requirements. .glb handheld weapon, shield, and prop models in Assets/Equipment/ using Pillow Lanczos downscaling. Tangent-space normal maps preserve full 4:4:4 chrominance (quality=92, subsampling=0) to eliminate vector smearing and specular banding on metallic surfaces, while Base Color, Metallic-Roughness, and Emissive textures are compressed with high-efficiency Q88 encoding. glTF 2.0 binary chunks maintain sequential bufferView indexing with strict 4-byte alignment and space/null chunk padding. .jpg files and their .import files whose image data was already self-contained within .glb containers. Whitelisted and downscaled the 4 shader-referenced Spellblade Greatsword textures (Spellblade_Greatsword_base_color.jpg, Spellblade_Greatsword_normal.jpg, Spellblade_Greatsword_metallic_roughness.jpg, Spellblade_Greatsword_emissive.jpg) required by dynamic shader controllers, reducing total Assets/Equipment/ disk footprint from 730.76 MB to 22.03 MB (a 708.7 MB / 97.0% asset footprint reduction) and purging over 1.82 GB of uncompressed GPU .ctex cache. Tools/verify_release_health.ps1 with Pillar 5 (Asset Footprint & Texture Resolution Budget), enforcing automated assertions for <= 60 MB equipment directory size, exact 4 loose Spellblade shader textures, zero loose PNGs, uniform 1024x1024 texture resolution cap across loose and embedded images, strict path isolation guardrails protecting hero units and buildings, and an optional -VerifyBuildBudget export package budget assertion. export_presets.cfg, significantly trimming export build sizes and eliminating file bloat. Configured a 2.0 GB pre-upload safety guard and diagnostic reporting in GitHub Actions to prevent release upload failures. Added dry-run pattern validation to local release health checks. Assets/Marketing/Steam/Description/. Tools/build_youtube_banner.py) and visual overlay guide. Invalid access to property or key 'health_component' on MeshInstance3D) when temporary visual effects, explosions, or smoke puffs were present on the battlefield, safely verifying unit identity before attempting to serialize health data and parenting world effects to the current scene. UnitMovementComponent during match loading by preserving NavigationAgent3D on prewarm dummy units and adding graceful fallback guards for off-screen prewarm instances. Lambda capture at index 0 was freed. Passed 'null' instead) that occurred when closing the game session or when enemies were defeated mid-combo during delayed multi-hit attacks (such as Berserker and Rogue combos), by migrating timer lambdas to node-bound tweens and safe instance ID tracking. Can't use get_node() with absolute paths from outside the active scene tree) in TechTreeManager when exiting the game, and resolved an issue where the Temple failed to display the construction progress shader while being built. LevelLifecycle and premature closing signal emission in CustomGameScreen. Could not resolve level ID for scene path: res://Scenes/Levels/CustomLevel.tscn) by isolating custom procedural match snapshots into a dedicated encrypted save file (user://custom_game_active.save), protecting campaign save slots from pollution, preventing campaign progression overwrites, and adding resume support. ComicCutscene.tscn) that plays seamlessly on startup before the Main Menu, introducing players to the core indirect-control bounty mechanic with dynamic camera acting, synchronized music, and skip controls. Trying to assign an array of type "Array" to a variable of type "Array[String]") when casting Chain Heal by enforcing explicit typed array initialization for friendly and hostile targeting filters. Windows Desktop Demo. Also corrected duplicate resource UIDs across Level elevation curves. lb_royal_treasury_gold) and Enemies Vanquished (lb_enemies_vanquished), tracking persistent gold stashed and cumulative enemies defeated across all campaign runs with offline fallback caching and automatic save syncing. HitboxComponent Area3D nodes and duplicate capsule shapes across all units and enemies, routing detection directly to CharacterBody3D colliders to significantly reduce physics broadphase collision checks in large raids. res://Scenes/Spawners/Graveyard/ utilizing the SpawnerGenerator tool and updated stronghold victory tracking. _exit_tree() signal unhooking on BeehaveTree nodes during unit and enemy death. nav_obstacle_size on BuildingData rather than footprint_size, ensuring smooth collapse animations and dust shock ring effects play properly. !is_inside_tree() warnings. entity_died broadcast in SpawnerBase.gd, enforcing strict mutual exclusivity between spawner and unit kill sensors in EliminateEntitiesTracker.gd, and adding guards against redundant death triggers. material_casts_shadows null material) caused by dynamic material allocations and transient mesh cleanup during combat VFX, stealth toggles, status effect tints, and bounty collections by caching persistent materials and safely detaching material overrides before freeing geometry instances. make_animation_instance: Condition "animation.is_null()" is true) by pre-initializing state machine animation nodes and blend spaces before activating the tree, resolving non-existent animation clips across all unit scenes, and adding self-healing fallback logic to UnitAnimationComponent. Thrust_Slash, Double_Blade_Spin) in their ability files and configuring UnitAnimationComponent arrays. ShadowWarpVFX.gd when spawning Nightblade's ghostly echo trail echos by replacing invalid set_delay call on Tween with tween_interval. Rogue.tscn and RogueData.tres), restoring original visual model attachments and unit data properties. /root/FogManager.