Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
I removed the fog from missions. I don't think it added anything to the ambience of the game, and it just reduced the clarity of the game.

The card distribution in the Fortify mini-game is now more intelligent. Before, the player would draw random cards. Which means a player could draw multiple defensive cards, even if they used an offensive strategy. To better aid the player in their strategy of choice, the game now distributes each card type evenly to the player. So the player will always frequently draw a card that suits their strategy.

The level editor now handles the guard patrols differently. Before, the level editor was optimized to easily draw and share text versions of a stealth level. The text levels were missing information on guard patrols, so the game would improvise those. Now the level editor will respect the guard patrol waypoints in the order that the player places them and remember this waypoint order. This gives the player more control over guard movement.

In summary, the list of changes for v1.3.1 are:
  1. Removed the fog in missions to improve the graphical clarity of the game
  2. In the Fortify mini-game, intelligently hand out card types so that the player always has a variety of card types in their hand, instead of accidentally ending up with a hand of cards of a single type
  3. Fixed a bug in Fortify mini-game, where the opposition plays a 0 damage card, lowering the player wall to 0
  4. Fixed a bug where a revived re-knocked out guard can no longer be carried by the player
  5. Add numbered waypoints to community levels, so that the player can make guards follow exact paths in the level editor instead of forcing auto-sorted paths
Windows 64-bitEnglish Depot 1599931
  • Loading history…
Ad-free Steam data for everyone since 2012
Support SteamDB • Donate or contribute
Open link