Archive: Dev Blog

Let’s Get Physical!

Hi everyone!

We know a lot of you have been requesting it, so we have some awesome news for you today… Wargroove will be getting it’s very own physical release! That’s right, you’ll be able to walk into a shop, and hold Wargroove in your very own hands! (You could even buy it and play it at home if you want).

We’ve teamed up with the folks at Sold Out to release a retail version of Wargroove on both Nintendo Switch and PlayStation 4, called the ‘Wargroove Deluxe Edition‘. What makes it so deluxe I hear you ask? This physical ‘Deluxe Edition’ will include:

  • Physical disc/cartridge copy of the game
  • Downloadable version of the Wargroove Soundtrack by Phonetic Hero and Boss Battle Records
  • Commander sprite sticker sheet
  • Poster map of Aurania
  • Mini Strategy Manual with stats & tips on all units (available in English, French, Italian, German & Spanish)
  • Reversible coversheet – it’s a clean version of the key art without all those messy logos, but complete with standard spine so that it still looks normal on your shelf!

Wargroove ‘Deluxe Edition’ will be hitting good ol’ brick and mortar stores later this fall – specific dates to be revealed once we’re further along in manufacturing. It will SRP for £19.99 / $29.99 / €29.99 on PS4 and £29.99 / $39.99 / €39.99 on Nintendo Switch.

We’re incredibly excited to be working with Sold Out on a full retail release. This will be the very first time an in-house Chucklefish game will receive a physical version, so it truly feels like hitting a new milestone in our journey as an indie developer.

We hope you’ll support the physical launch on release, and will keep you posted once an official release date for both versions has been fixed.

Bye for now!

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PC Modding Beta now live!

Hello everyone!

Today we’re doing a public beta of a long awaited PC feature, modding! We’ve been testing it ourselves, but as you are all much more creative than us, we’d really like your help to break it as much as possible while creating cool mods!

How do I access the beta?

Good question! First of all – back up your save files

Next, you’ll find the beta is available on Steam by using a beta branch. In your Steam library, right-click on the Wargroove entry and select “Properties”. In the “Betas” tab, you should see a drop down and a textbox. In the textbox, enter the password ‘caesarisagoodboy’ and click “Check Code”.

If the code has worked, you should be able to select the ‘public-beta’ option from the drop down box. Once you’ve done that, Steam should install the beta and you’re ready to go!

How do I make a mod?

I’ve written a document to help you get started, which you can find on the Wargroove wiki! (Is this document just a thinly veiled attempt to get my dog more Instagram followers? Answer: yes). In addition, we’ve created a few little examples that you can find by following the file path C:\Program Files (x86)\Steam\steamapps\common\Wargroove\modpacker_bin

How do I share a mod?

Once you’ve created your mod, it should have put itself in your Wargroove appdata folder. You can probably find this at %appdata%/Chucklefish/Wargroove/mods. Copy the folder with your mod name on it and send it to a friend! They just put the folder in the same spot in their appdata folder.

How do I use a mod?

  • Custom Maps

If you want to create a modded map, go into a custom map and open the main menu. Hit the branch new “Mods” button, and you should see a list of your installed mods.

Just flip the switch for the ones you want to use and change the ordering if you need to. Hit “Save and Reload Map”. This should reload your map with the mods on. The “Add to Mod” button is for packaging maps within a mod, and you can read about it in the document linked in the “How do I make a mod?” section.

  • Local Multiplayer

If you want to use a mod in a map that already exists, go to local multiplayer and select the map. In the “Match Settings” window, hit the “Mods” button, and you should see a list of your installed mods. Flip the switches for the mods you want to use and change the ordering if you need to.

Hit close when you’re done and you should be using your mods!

Online Multiplayer

The only modded maps that can be used in online multiplayer are maps that have been packaged within a mod. All players must have the same version of the mod installed. If you do, when you go to host a game you should see the modded map available. Anyone with the same version of the mod installed can join the game like normal.

Will console versions receive modding tools?

Unfortunately not – this is a platform restriction we don’t have control over, so modding tools are a PC only feature. Console players will not be able to access any custom content or join any online matches which use PC mods, and instead will see an error message. 

I have more questions!

I’ll be on the Wargroove discord today to answer questions, and I’ll be available as long as I’m near my computer!

Something is broken! How can I report it?

First of all, thank you! We’ve set up a forum post to collect feedback HERE. You can also post on discord, but please post on the forum as well so that it doesn’t get lost!

Happy modding!

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v1.3.0/1 Out Today! (Korean, new features & bugfixes)

안녕!

Today we’re launching patch v1.3.0/v1.3.1 across all platforms (PC, Nintendo Switch, Xbox One and PS4) which will primarily introduce Korean as a playable language. Thanks to our friends at Shloc for working on the Korean localisation!

This patch also contains a few new features and lays the foundation for PC mod support. Also included are some bugfixes, which you can find details of in the Version History section of the wiki – warning, version history includes some spoilers. Here’s the full breakdown of the new features added in the latest patch:

Added Features:

  • Add ‘delete progress’ option to the campaign menu for downloaded Campaigns
  • Add hotkey to change Players in Map Editor; users can now use Spacebar to toggle between players when placing units. [PC Only]
  • Add ‘Duplicate’ to Triggers, Flags, Counters, Conditions and Actions in Event Editor
  • Removed Weather from Quick Play
  • Added Korean support

PC players will also be excited to know that we’re planning to start the PC mod beta next week. We’ll let you know more information and how you can gain access the beta once we have a specific date set, so keep those eyes peeled!

We’ll be doing an AMA on r/PS4 today at 6pm UK time (that’s 10am PT / 1pm ET) so do join us and ask away!

Lastly, don’t forget to submit your map designs on this thread via the Wargroove subreddit for the chance to claim the next Community Choice Award winner! If mapmaking isn’t your thing, you can also show your support to fellow community members by voting for your favourite by upvoting their post on the thread.

감사드리며 재미있게 즐기시길 바랍니다! Chucklefish 개발진 올림.

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Future Tactics!

Hi everyone!

Happy Wargroove PS4 launch day! Wargroove is now officially available on the PlayStation Store across European and North American regions, so we hope PS4 fans will enjoy delving into the game today – thanks again for all your patience while the PS4 version was finalised.

But that’s not all we have for you today.

The Wargroove Discord members among you may have seen that last week Chucklefish CEO Tiy divulged some information on what the development team are currently working on, and details on what you can expect in upcoming minor and major patches across all versions. Today we wanted to go into a little more detail!

An official caveat though, the below isn’t a finalised list of content, nor can we 100% confirm that all of these features will make it into the upcoming updates, as some are still in development / testing stages, so keep that in mind! Updates also still need to go through various approval processes, so we can’t estimate exact release dates just yet.

So what’s next for Wargroove?

While we’ve been keeping our heads-down in development since the last major QoL patch, we’re constantly reading and listening to feedback from all around the player-base – be that from the online competitive scene, map-making fans as well as casual players who are keen to see more content to get stuck into. As such we have 3 updates in the works:

v1.3.0 ‘Minor’ Patch

  • Korean Language will be added! 이제 워그루브를 한국어로 만나보실 수 있습니다!
  • Bug fixes
  • Some technical stuff laying the foundation for PC Mod support

PC Mod Support Patch – PC Only

  • Adds mod support via Steam Workshop – check out this Commander mod preview where we recruited one of our office dogs!
    This patch will follow closely behind v1.3.0 and will be in open beta to get player feedback

v2.0 ‘Major’ Update

  • BIG brand new content – full details to be revealed at a later date…
  • Lobby listings, so that players can find publicly hosted games
  • Unit balance adjustments to a number of units and Commanders
  • Quickplay map rotation – New maps will be chosen and weather will also be turned off in Quickplay mode.

This update will also include new Map Editor options – there’s quite a lot of ideas we’re testing at the moment, so here we go…

  • Gizmos – New place-able entities with an on and off state such as levers and chests. Using gizmos you can override terrain (e.g. draw bridges) and will also be able to enter new actions to set and toggle the gizmo state, as well as new conditions to check it.
  • Counters – We’re adding new actions to perform arithmetic between counters as well as setting the counter to random value, and load/storing counter values to some other variables (HP, Groove etc.). There’s also a new condition to compare counters.
  • Actions can now play sounds
  • Metalocations – We’re adding support for ‘metalocations’ which indicate where things last happened on the map, for example the last attacker, last defender, last recruit, last unit used, last movement path, last death etc. There will also be new actions for locations, such as copying a location area, moving location by (x,y) and boolean operations between locations.
  • Unit Modifiers – We’re also enabling players to modify the damage that any unit/structure receives as a percentage, including making them invulnerable. We’re also looking into a teleport unit action for the editor.
  • Map upload slots will also be increased so users can upload more maps at once.

As we mentioned earlier, we want to keep you updated on what we’re working on, but be aware that not all of the above may make it into the final update list as we continue implementing and testing new features, so do wait for the final patch notes which will be revealed when each patch is ready to deploy!

There’s still even more announcements on the way for Wargroove, so plenty still to look forward to in 2019! For now, come join us on the Wargroove Discord where we’ll be chatting about some of the changes we’re making, and don’t forget to submit your maps ahead of the next Community Maps Spotlight this Friday. You can also vote for your favourite map to receive the Community Choice Award in the Wargroove subreddit.
Bye for now!

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Wargroove PS4 launches July 23rd!

The wait is nearly over!

Wargroove’s PS4 edition will be available digitally on the PlayStation Store on Tuesday July 23rd!

As we mentioned in the last PS4 Progress blog post, our main priority for this release was to ensure as much parity as possible between each platform version of Wargroove. The PS4 version will have all the content you know and love (aside from cross-platform multiplayer);

  • A 20hr+ story campaign told through dynamic cut-scenes
  • An Arcade mode where you’ll take on a series of opponents in quick succession
  • Puzzle mode challenges you’ll need to solve in just one turn
  • A robust map, cut-scene and campaign editor, where you can even change the rules of the game without any mods or external tools
  • Both local and online play with competitive and co-op play, as well as complete rule customisation
  • Secrets and unlockables, including a fact-filled Codex, Jukebox and Gallery

Rest assured – PS4 players can also download any of the many community-made map designs on the in-game Share tab, as well as uploading their own maps and campaigns to share between platforms.

Big thanks to Blitworks who worked on both the PS4 port, as well as the Xbox One version. The team here at Chucklefish can’t wait to see what new PS4 players will make of the game, and we’re looking forward to checking out what creative maps, cut-scenes and campaigns you come up with! Do join us for a chat in the Wargroove Discord server, or you can find us on Twitter or Facebook too.

P.S. Don’t forget to submit your maps ahead of the next Community Maps Spotlight on July 26th. Even if you’re not a mapmaker you can take part too by voting for the Community Choice Award in the Wargroove subreddit!

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PS4 Progress Report

Hi everyone!

Today we wanted to give you a quick status update on how Wargroove’s PS4 version is coming along.

We know a lot of you have been excitedly waiting for it’s release, so we’re pleased to say the wait is nearly over! The PS4 version is now in the final stages of CERT (the platform-holders approval system) and we should be able to announce the release date very soon! As always, we really appreciate your patience and support during the porting process.

The PS4 version took a little longer than anticipated for a number of reasons – some of which we can talk about about, such as some technical problems that had to be solved around how multiplayer and content sharing would work, and other elements we’re not allowed to talk about for NDA reasons!

We wanted to ensure as much parity as possible between all the different platform versions of Wargroove, so the PS4 version has the exact same content as all the other versions, aside from cross-platform multiplayer which unfortunately will not be supported. Players can however still download community-made map designs and content share between platforms, including PS4!

Big thanks to the team at Blitworks who have been working hard to deliver the PS4 port and also worked on the Xbox One version of the game.

We’ll be sure to share the PS4 release date as soon as we can, but in the meantime do join us on the Wargroove Discord server where the developers are lurking, or reach out to us on Twitter or Facebook with any questions.

Until next time!

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Community Maps Spotlight #7

Happy Friday everyone!

Before we get started, those of you in Japan may be pleased to hear that Wargroove will be at this year’s BitSummit in Kyoto on 1st – 2nd June. You’ll find Wargroove (and Stardew Valley!) at Nintendo’s Indie World stand, so do pop by and play if you’re going to the show.

While this Maps Spotlight had no theme requirements, next time we’d like to set another map design challenge! As many of you know, we’re soon to be launching Starbound’s 1.4 update, where players will be able to take on the role of an intergalactic bounty hunter. Since Wargroove’s Floran (as well as our quick-witted Commander Nuru) originally appeared as a playable race in Starbound, what better way to celebrate the upcoming 1.4 update than to create some luscious forest biome themed maps, with maybe even a bonus cutscene featuring the Floran Tribes or Nuru in particular!

To make sure we spot your map when we come to selecting the Community Maps Spotlight #8, make sure to post your creation to the Wargroove subreddit using the ‘maps’ flair, or drop them in the Custom Content channel on the Wargroove Discord before June 14th (you get an extra week this time while I’m away).

Now, on with the maps!

1. Legend of the Mirror Pool by Lyle – Code: X5TNNX22

We’ve been sharing a lot of competitive multiplayer maps lately, so here’s a cool single player campaign worth checking out! Lyle has created a fun, non-linear Commander collect-a-thon, which follows the story of Mercia and Emeric’s quest in search of the fabled mirror pool. Legend has it that the pool makes copies of whoever stands before it, so you guessed it, you’re in for a battle against your reflection! To help you on your quest you’ll need to get help from other ally Commanders, who you can recruit along the way to build the ultimate party. A lot of hard work has gone into each level, so give it a go!

2.  After the Flood by Fadedsun – Code: UPGQELWP

Fadedsun is on a bit of a roll. Last time we featured their Port Island Panic map, but we’re equally impressed with this well-executed 1v1 competitive skirmish. Having the terrain split up with swathes of water tiles, and the odd floating bridge adds an interesting dynamic to the battlefield, making you consider your unit movement and best route carefully, using amphibian and flying units to your advantage to move more freely.

3. Burning Sands v2 by Kodama – Code: AML3DSB2

If you have a few friends over (3 to be exact) and are looking for an awesome 4 player scenario map to challenge one another at, this one is absolutely delightful. Burning Sands splits you into 2 teams for a good ol’ fashioned desert brawl. Each day you’ll take damage from having units placed on the harsh desert sand, whereas finding shelter in the cool oasis water dotted around will heal you instead. The aim is to wipe out all enemy units, not just the opposing Commanders. There’s also a rather handy Commander-reviving mountain to the centre which you might need to scramble quickly for.

4. Groovehold – Team Defense by RibbonPen – Code: S69EU6UD

If destroying waves of enemies is your jam, grab 3 friends and team up to take on Groovehold, a great 4 player team defence scenario. Player 1 sets the number of waves (5x waves is a ‘short match’), and jump straight into the phases, looping between Recruitment, where players each have 1250 gold to spend to bolster ally ranks, and then the Battle phase, where you’ll take on hordes of AI outlaws. To win you and your allied Commanders will need to survive each wave, and keep your Stronghold safe and sound!

That’s about it for now. As always, we look forward to seeing what wonders you create for your forest biome / Floran themed maps, so be sure to share your map or campaign before June 14th. If you’re looking for even more community maps, or want to create and share your own strategic masterpieces, you can find them in-game in the Custom Content section, as well as a great selection on the Wargroove subreddit! Until next time.

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Community Maps Spotlight #6

Hey everyone!

Some of the eagle-eyed of you may have already spotted that we had two exciting Wargroove-flavoured tidbits since our last blog entry. On May 2nd we announced that Xbox players can now get access to Wargroove via Xbox Game Pass (Xbox Wire post here!) – we’ve been super pleased with the reaction so far, and are of course excited to welcome more players to the Wargroove community.

Last week we also teased a preview of Wargroove’s modding support for PC, which Programmer Krakauer has been working on lately. The below image is an example test mod of our tiny office dog Tolstoy, flexing his might as a Commander – complete with his own totally-not-Caesar-based portrait.  With the upcoming PC mod support, he could even have his own Groove and new abilities too! We’ll be letting you know closer to the time when you can expect it.

Floran fans may also be interested to hear that our first in-house game, space sandbox Starbound, has a new update (v1.4) on the way. In v1.4 players will be able to take on the role of Bounty Hunters, chasing down wanted galactic criminal gangs and restoring law and order in the universe! There’s also lots of other content to discover including new dungeons, monster variants, new items, furniture pieces and more. If you want to test it out and provide feedback, we have released v1.4 on Starbound’s unstable Steam branch. Please be aware that the update is still in development, and the unstable branch isn’t necessarily representative of the final implementation. Expect some bugs and incomplete content, so back up your saves before playing. You can find more info about the v1.4 update and Starbound in general on our Dev Blog.

Now, on with the maps!

For this Spotlight we tasked you with showing off your best desert biome themed maps, to celebrate the recent release of fellow pixel art strategy game, Pathway, by our friends at Robotality. We’ll go back to random entries for the next Spotlight, but will return to more themed challenges in the future!

1.  Port Island Panic v2.2 by Fadedsun – Code: 8AUM5FQE

I’m a big fan of small PVP maps, which encourage players to get stuck into the heat of the battle as quick as possible. This little skirmish from Fadedsun is a nicely executed battleground, with some skirting deep sea tiles to encourage naval movement/combat around the island, with space for strategic action to kick off on the central island. You’ll need to quickly utilise the ports and barges on this one to recruit and distribute troops swiftly, in order to take control of the sandy mass in the centre.

2. Crossfire 1.2 by Val-Valdor – Code: 3QTZTTQN

Player Val-Valdor uploaded a few clever desert-themed maps recently (Mountain Throne – EP8KW55S &  Income War – ZKYGA4E7 to name a few), but Crossfire is probably our favourite to play. It’s a 2v2 skirmish map which takes place across a wide island connected by tiny bridges. Together with your teammate you’ll need to gradually build up your forces to assert dominance across the sandy plains. You’ll need to watch out for the sandstorms reducing ground unit range in particular though!

3. Turtle Island 2v2 by SGswift – Code: TY3JXHS8

Another 2v2 map, but this time designed for fog of war play. The central island is littered with various structures to capture, so you’ll have to carefully plan out your movement across the map in order to balance recruitment and aggression with income management, together with your allied faction. User SGswift has a number of very pretty map designs, so if you give Turtle Island a go, make sure to click on ‘More from Author’ too and check out their others.

4. Shipwreck Showdown by Pnoir – Code: QFEMX42S

This map by Pnoir has a fun theme around a shipwreck with sunken treasure at the centre, but has a lot of chokepoints and long bridges to contend with! As their first map submission, we thought this was a great initial attempt, and with some balancing tweaks to sort out areas which could be exploited by smart positioning of defensive ranged units, Shipwreck Showdown could be refined into a fun, small rectangular free-for-all!

That’s all for today’s Spotlight. Big thanks to everyone who shared their desert-themed maps. If you’d like to see more community maps, or create and share your own, feel free to peruse the in-game Custom Content section, as well as taking a look over at the Wargroove subreddit (there’s a ‘Map’ flair for easy searching too)!

Until next time.

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Community Maps Spotlight #3

Hello everyone!

We’ve got another Community Maps Spotlight to share some player created content.

Recently, NintendoLife held a custom map competition. We checked out some of the submissions and there were loads of really excellent entries – great job everyone who participated! Here’s a selection of a few interesting maps which were entries in their contest.

1.  Wagon Escape by Landmine752 – Code: DXNXA3DT
This unconventional map requires the player race in a Wagon to escape Sedge in persuit. Mercia has a variety of switches which can be triggered to enable the wagon’s escape. Every move counts in this fast paced wagon-ride of a map, which prioritizes movement strategy over combat!

2.  Wargroove: The RPG by Monkiikong – Code: PKPRHBKF
This map has Mercia explore the map to recruit a party to confront the Undead army. There’s lots of hidden items to find, objectives, and events, to build your party before confronting the final battle!

3. Labyrinth of Daedalus by EGYP7 – Code: 5LJQ3YPE
This map supports 1 to 4 players where you can play alone, against AI, or with up to three other friends to find treasure inside the labyrinth, and avoid the monster that roams the halls. If the monster sees you – run and hide! This maze also features moving gates, changing the layout as the match continues. The commander to find and collect the most gold and survive to escape wins.

4. Glory and Gold by Braeden – Code: FBFT47RY
Another gold collecting map. This battle is a two player skirmish to take the opponent’s commander or stronghold – but with the additional twist awarding a win to the first to reach 100,000 gold. Capture villages while defending your stronghold – but be as thrifty as possible!

5. A Foul-mouthed Standoff by TheOnly8Z – Code: HLA2GAYX
This was the winning map selected by NintendoLife! It puts Mercia between two enemy armies, and she’ll need to storm inside both their castles to win. She can hire ships and equipment to help her defend against overwhelming forces on both fronts! You can check out NintendoLife’s stream of this map if you want to see it in action!

In case you missed it there was a big update this week with a number of quality of life improvements! We hope you’re all continuing to enjoy Wargroove – and if you’d like to check out more custom maps you can find them all in the share section in game, and a great selection have been shared on the Wargroove subreddit!

Until next time!

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QOL 1.2.0 Patch Out Tomorrow

Hi all,

Shortly after launch Tiy mentioned in a blog post that we were working on a quality of life patch, combining some community feedback we received and adjustments we wanted to make. Well good news –Wargroove Patch 1.2.0 is out this Wednesday 6th March (tomorrow!) at 13.00 GMT / 14.00 CET / 05.00 PST / 08.00 EST across PC, Nintendo Switch and Xbox One.

A quick PSA, in-progress online matches will be incompatible at the time the patch goes live, so we’d recommend not starting any strategic showdowns around then! You may also find yourself needing to update to the latest version in order to access the game’s online features after the patch, so do make sure you’re up to date if you have any issues.

Following the patch going live, if you do by chance find any bugs please do report them to the support section in the Wargroove Forums. If you’d like to chat to the developers and share your thoughts, you can also find us lurking in the Wargroove Discord server!

Check below for the full patch notes:

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

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