Tales from Oddwater Back to Oddwater
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Alpha Testing Notes

5.1.5

Build 3

What’s New Since iOS Build 2

This update focuses on clearer combat, improved navigation, character customization, and the adventure finale.

Combat

  • Reorganized the combat screen, with target artwork and stats above the action buttons.
  • Added persistent highlighting for selected enemies and friendly targets.
  • Added shield badges showing each party member’s current Armor Class, including temporary effects.
  • Improved roll results with prominent outcomes, clearer calculations, and bold final totals.
  • Player dice now land consistently on the left; enemy dice land on the right.
  • Enemy dice use red, or dark gray when the player uses red.
  • Better synchronized dice animations with combat results.
  • Added glowing VICTORY! and DEFEAT! announcements and a brief pause before the results screen.
  • Simplified Flee to a compact red button; its confirmation explains the gold penalty.

Dialogue and Adventure Finale

  • Added Xov’s dialogue and recruitment sequence.
  • Returning to a completed conversation opens its final page, with earlier pages still accessible.
  • Added a post-boss conversation when returning to Xov before recovering the seal.
  • Xov’s introductory encounter appears only on the Basic run.
  • Smoothed dialogue paging and corrected Xov’s displayed size.
  • Shortened the prologue and cleaned up narrative text, spacing, and malformed characters.

Character Customization

  • Purchased skins can now be equipped directly from the shop.
  • The shop portrait updates immediately when equipping a skin.
  • Base skins appear first and are always available to equip.
  • Xov’s former cloaked appearance is now her base appearance; Hydra remains her purchasable skin.

Navigation and Presentation

  • Enlarged toolbar buttons and reclaimed space previously used by the outer page border.
  • Map and ledger toolbar buttons now toggle their respective views.
  • Fixed the ledger opening to a gray screen.
  • Location-exit buttons use the red style for clearer navigation.
  • Standardized scene-object sizing between exploration and constructed artwork views.
  • Removed foreground silhouettes from constructed art boxes while retaining them during exploration.

Adventure Cycles

  • Renamed progression tiers to Basic → Expert → Advanced → Master.
  • Improved the next-cycle button’s placement and glow.
  • Cycle glows now use red for Expert, green for Advanced, and blue for Master.

Suggested Testing

Please focus on combat readability and targeting, victory/defeat transitions, shop skin selection, map/ledger navigation, Xov’s finale conversations, and saving/reloading progress. On iPad, also check touch targets, text fit, and background/resume behavior.

These changes passed Windows checks and visual review. Validation of the new iOS build is still pending.