Hey everyone!
The Steam Spring sale is here, and The Iron Oath is 10% off for the duration! We've also just updated the public test branch with the latest build. This will be the last update before we push it live on the main branch. We're still tweaking a few things and fixing some remaining bugs, but It's just about ready and will be released during the last week of March.
Patch Notes for 0.6.006a
Special Notes
- Saves from other branches should now work (feel free to test them and report back any issues!)
- Due to a few balance changes all character's stats and ability upgrades will be refunded, so be sure to reallocate them when you load your game (this includes saves already started on the test branch)
New
- Added a tooltip to the contract difficulty skull icons, giving you a recommended party level
- We've enabled enemy vulnerabilities, giving most of them a weakness to a damage type (eg. Demons take more damage from Holy attacks)
Fixes
- Adjusted the difficulty of the city defense mission in the prologue, which was unintentionally made too difficult due to recent changes
- Fixed a few instances where ranged units could shoot through their allies to hit enemies without incurring a partial Line of Sight penalty
- Units can no longer target other enemies with a ranged attack if they have an adjacent enemy
- When attacking an adjacent enemy with a ranged attack, units do 50% damage
- If you Wait on your turn, the duration of buffs and debuffs will no longer tick down until you actually take an action
- Outlaw Deadeye will now more properly target enemies with his channeled attack
- Fixed an issue that prevented the Outlaw Thug and Backstabber from attacking on their turn after they had moved
- Fixed various bugs dealing with ability upgrades (primarily with Pugilist and Icebinder)
- Ability upgrades that refresh Damage Shields will now properly update the tooltip with the correct values
- Fixed a softlock that occurred when enemies stepped on the Cold Feet trap
- Starting Accuracy for characters should now be properly configured. It was previously lower than it should have been (should be around 10% higher on average now)
- The 'Hag' enemy now uses their proper sprite sheet
- The 'Outlaw Deadeye' now uses their proper sprite sheet
- Abilities and upgrades that grant temporary immunity to conditions should now work properly
- All damage shields on the Valkyrie should now work properly (and her passive damage shield is now displayed with a status icon)
Balance
- Tuned the 'Adventurer' difficulty, slightly reducing enemy Power and Evasion, and giving fewer traits to enemy Elites and Bosses
- The Guardian's passive ability now needs 4 Radiance stacks to activate (previously 3)
- Tweaked some settings around enemy encounters and adjusted the ratio of how many elites appear
- Limited the amount of enemies that can appear up front in combat, depending on the encounter difficulty and tileset (such as the Fort). Any remaining enemies will instead enter the battlefield as reinforcements (this will be a more frequent occurrence in overworld combat)
- Modified the effects of various character Traits
- Modified the values given when ranking up attributes. Power now grants 2 (down from 3) per rank, Mending grants 3 (down from 4) and Crit Chance now grants 2/1.5/1/0.5 (down from 2.5/1.5/1) depending on the rank
- Elite enemies now get a flat +50 to Mending
- Poison now lasts for the entire combat encounter (or until cleansed). Targets take damage equal to 10% of their current Health on their turn (previously it lowered a unit's Max Health every turn)
- Removed the Reckless trait from Euric on new saves
- Tweaked the values of various abilities and upgrades
- Valkyrie's Damage Shield from her passive ability now has a base value of 70 instead of 50
- Adjusted the XP tables for leveling up (particularly reducing the XP required beyond level 10)
Thanks for all your help in testing so far. We really appreciate your feedback and support!
-Curious Panda Games
Changed depots in dev_branch branch