Change Log

### **TinyGroove Change Log**

Check back here for details regarding updated versions of the TinyGroove Campaign with modified features and bug fixes.

#### **TinyGroove Campaign (Final) b4DLC- [VVCXFLEV] - v9**

Released on November 8, 2019, this version makes some anticipated unit balance adjustments for difficulty and in preparation for the "Double Trouble" DLC pack that was announced by Chucklefish in October 2019 after the previous "Final Version" of TinyGroove was released in September 2019.

* Fixes two substantial bugs introduced in the final version of "TinyGroove Campaign (Final)" (v8)
	1. Map 9, some players reported issues with receiving credit for defeating Koji or Ryota (or both to receive Achievement 12). This likely impacted unlocking the Chapter 3 missions in Map 12, and Map 13. This was fixed by updating the way Campaign Triggers were logged.
	2. Map 14, Chapter 3, Side Mission 1, the mission would instantly end in defeat if Dark Mercia isn't on the map (which at the start of the mission, she isn't). This version fixes this issue by modifying the trigger that ends the mission when your commander perishes to not take effect until after the first barge lands and after a pivotal event in the mission occurs.
* All missions after possessing Artefact 'A' start the player with 500 gold instead of the 100 initial gold to account for more expensive spearmen, and other new infantry units.
* Depending upon how the new unit types are added in the DLC, modifications may be needed to add these units (or remove them as a recruitment option), once "Double Trouble" comes out, which as of November 11, 2019, still has no release date.

#### **TinyGroove Campaign (Final) - [9SZ72UG8] - v8**

Released on September 20, 2019, this "final" version of TinyGroove added an epilogue mission and bonus missions and connections to the TinyGroove Tower Defense Mini-Campaign, a separate Tower Defense Campaign set in the same universe as this campaign.

* A huge epilogue mission is unlocked after beating the final map.
* Final Credits Cut Scene added and dual endings cutscenes expanded upon.
* Cut scenes for most main campaign missions were added, and some for side missions.
* Artefact 'X' translations for all Floran language signs across all missions were added.
* Connections for missions related to the Epilogue mission were added.
* Sedge and Greenfinger were added as recruitable commanders.
* Transitions between commanders (tag mechanics between Mercia and Dark Mercia, and transfers to Elodie and Mercival) are now retroactive for all main campaign missions where appropriate.
* Unit upgrades for Swordsmen, Spearmen, Mages, Dogs, and Archers now retroactively apply across all missions (not just those in Chapters 5 and 6).
* Artefact modifiers now retroactively apply to all missions as well (not just missions after they chronologically can be found).

#### **TinyGroove** **Version 7 - [ASJMUHB7]**

Released on August 9, 2019 with the announcement of TinyGroove's Community Choice Award, V7 updated the core TinyGroove Campaign with Chapter 6, Mission 2 (which was already technically accessible if Nuru was in your party in V6), and officially unlocked:

* Chapter 6, Mission 3: The final main campaign mission

##### New Features

This update is more of an intermediary update over Version 6, while introducing the final main campaign mission. There remains 1 Artefact (Z), and one character (Greenfinger) which the player still cannot collect, which will be added to Map 26 in Version 8, the intended final release of the Game. The final release will also add intro and outro cut scenes to all maps, a denouement/credits sequence, and an intense Epilogue map for players with >80% campaign completion, but V7 has added:

* 13 new cutscenes interspersed through the prologue and Chapters 1-3
* 1 new Artefact
* Fixed an issue on Map 20 (issue introduced in V6) which made the map too difficult without Artefact 'S'. Players could still decrease the map difficulty using the in-game toggle or possess the artefact to beat it, but this new issue was fixed/patched in V7.

* The game explains the campaign's unique commander exchange mechanics with cut scenes after you recruit Elodie and after you recruit Mercia and Mercival now:

* Brief 1-min. Tutorial In-Game Video: https://youtu.be/7c1\_MA1Bt8Y
* Long-Form 3 min. Tutorial In-Game Video: https://youtu.be/osCBaj-VPXI

* The game does an even better job of informing you via in-game text notifications when an artefact is influencing a battle than in V6. e.g. (Artefact 'C' responds to Mercia's Demise) to introduce Elodie to the battle.

* Previously implemented only in Chapter 6, Mission 1 in V6's release, the full commander exchange system including Mercival and Mercia are now included in the campaign throughout Chapters 4 (castle), 5, and 6 (where appropriate in the story line). V8 will retroactively do the rest of the missions with a stronghold

* Unit upgrades provided by completing achievements (vertically by column for Soldiers, Spearmen, Dogs, Mages, & Archers) now take effect throughout the entire campaign (not just Chapter 6), to make S-Ranks easier to retroactively return to get for Completion.

* As has been the case since V3, Elodie will sub in for Mercia upon death on any map in the campaign with a stronghold as long as you have her in your party and the Wellspring Whetstone (Artefact 'C', which mediates the trade). What is new is the swap for Mercia beyond Chapter 6, and Mercival before Chapter 6.

* Fixed the Achievement 4 information from not displaying in the library.
* Updated the total Campaign Progress Bar, to properly count S-Ranks on some missions which were not correctly aligned.
* Updated the TinyGroove Campaign Completion % counter to accumulate from 10% to 1% intervals (as promised in the V6 update if the copy/paste trigger option for the level editor was added by Chucklefish - which it was and massively decreased the programming tedium).
* It starts notifying you of your % completion as the “mission objective” in the Achievement Castle after the first 1% is complete, an improvement over v6's 10% minimum before your completion score began tabulating.
* After each 20% of the campaign is completed, the gates change to red in color as the ”completion meter” fills, and this allows the player to destroy the gates to unveil treasures hidden by the gates. When the player collects these treasures, they trigger detailed cutscenes with spoilers about the campaign’s suggested strategies for success in each Chapter, Mission, and Map, providing some insights on the campaign’s development. The first 2 of these are complete, and the rest will be included in V8 (the intended final release).

#### **TinyGroove** **Version 6 - [N24VMWY7]**

This version includes numerous updates over the previous Version 5, including several suggested by players via DM, emails (for those who make it to the last mission of any given release, there is an email address you may direct your suggestions, comments, praises, and grievances. I attempt to make changes as expediently as I can, but since this is a campaign, you won’t see changes until the next major release, and even then, the campaign will need to be played from the start once more, since there is no way to carry over progress from prior campaigns at the moment...)

##### **New Features**

* Added 4 new missions (3 missions remain and will be added in Version 8, with an unknown release date, but presumably in September):

1. Chapter 5, Side Mission 1
2. Chapter 5, Side Mission 2
3. Chapter 5, Side Mission 3
4. Chapter 6, Mission 1

* Fixed an issue on tidal inundation maps where navigating units out on to some beaches could cause them to become permanently stranded there.
* Fixed an issue on a few multi-commander MOBA-style maps where attempting to spawn new commanders (for you or the enemy) where there wasn't space for them perpetually deducted lives or money or other resources. This was not intentional.
* Changed all [ brackets ] in game to ( parentheses ) since brackets are used in-game to code some unique font colors and styles and caused some odd text display issues for some players on varying platforms.
* The game also does a better job of informing you via in-game text notifications when an artefact is influencing a battle. e.g. (Artefact 'C' responds to Mercia's Demise) to introduce Elodie to the battle.
* Added a total Campaign Progress Bar, which measures your TinyGroove Campaign Completion % in 10% intervals (will consider adjusting this to 1% increments if the copy/paste trigger option for the level editor is added by Chucklefish and if the ceiling triggers/mission are increased (there is a limit, and the Achievement Castle has nearly reached it). It starts notifying you of your % completion as the “mission objective” in the Achievement Castle after the first 10% is complete.
* After each 20% of the campaign is completed, the gates change to red in color as the ”completion meter” fills, and this allows the player to destroy the gates to unveil treasures hidden by the gates. When the player collects these treasures, they trigger detailed cutscenes with spoilers about the campaign’s suggested strategies for success in each Chapter, Mission, and Map, providing some insights on the campaign’s development. The first 2 of these are complete, the rest will be included in V7 (the intended final release).
* Added map numbers for Quality of Life for players discussing maps on Reddit and Discord. This also makes it more obvious where there are maps that can still be unlocked by the player as they are numbered chronologically.
* S-Rank requirements were also added for all map descriptions, e.g. (S= 10) on the world map, as some platforms hide S-rank turn completion requirements for Fog of War maps.
* Added 3 new artefacts in Chapter 5.
* Connected Achievement-driven unit upgrades to new missions for Chapter 6. The game notifies you each mission when they are in effect.

#### TinyGroove **Version 5 - [SLHK8ASC]**

This version changes the name from "A Tiny Map Quest" to its present name, "TinyGroove" and adds Chapter 4 and its side missions. The addition of the Channelwood as the final mission at the start of Chapter 5 was added in this version as well. This version was featured by Chucklefish in their 8th Community Maps Highlight on their WarGroove Blog in June 2019.

* Some bug fixes over previous versions were made, but those versions have since been deleted due to significant changes in TinyGroove's story/plot to make it more dynamic across the campaign.
* The addition of unit upgrades to the achievement library was also added in this version.

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