Highlights
- A new final boss has been added to the game! Meet the Unstable Fighter in Sector 3!
- The Minotaur and Ice Minotaur have received reworks:
- During strikes, the damage outcome that ended up happening now remains visible on the screen, to make clearer which one happened.
Before the strike
After the strike (Previous to this patch, all possible outcomes got hidden)
- Units can no longer show multiple damage numbers at the same time on top of each other. There is now a small buffer (0.3s) in between simultaneous damage numbers that makes reading all of them easier.
Balance Changes
Enemies
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Default enemy trinket amount
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Sector 1: 1 (unchanged)
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Sector 2: 2 >>> 1
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Sector 3: 3 >>> 2
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Censorwing
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Base Max Health: 340 >>> 300
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Base Defense: 30 >>> 20
Classes
Thief
Thief Dagger
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Extra evasion when receiving an attack by a Blind enemy: [+30%, +40%, +50%] >>> [+20%, +30%, +50%]
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(Level 3) All allies receive 0 damage when evading attacks >>> Thieves receive 0 damage when evading attacks.
Bug Fixes
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Before this patch, your team's health was saved constantly during combats. Now, it only gets saved when you win the combat and come back to the sector map. So now, if your health changes during combat and you save and quit, when you come back your allies will have their health unaltered.
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Allies will now always leave and enter combats with a minimum of 1 health.
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When you lose, turns will no longer keep on advancing indefinitely. (Didn't have any gameplay importance, but it was a weird visual bug)
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Spellthief Goblin now gains attack after the strike's damage is done, not before.
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Units no longer display their attack and movement range on the map tiles when hovered during a strike.
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Archer Bow at level 3 no longer causes normal strikes to also ignore enemy defense. Only critical strikes ignore defense now.
Changed files in this update