[Changelog] First Major Update

Inkulinati

Inkulinati is a turn-based strategy game straight from medieval manuscripts, where a rabbit’s bum can be deadlier than a dog's sword. Become a master of the Living Ink, build your own bestiary, defeat medieval superstars and collect perks to unleash hidden powers.

[h3]Hello, here's the changelog for our first Major Update![/h3] [u][b]Update version 1.31.0.0[/b][/u] This Early Access update includes brand new content, as well as a list of fixes and balancing changes [u][b]New Content[/b][/u] [list] [*] Added new Tiny Inkulinati Boss - Francis, who is also available in Duel Mode [*] Added new playable Tiny Inkulinati in Journey Mode and in Duel Mode - Andreas from Pentiment [*] Added new Beast army: Pigeons (Sword-Wielding Pigeon, Spear-Wielding Pigeon, Bow-Wielding Pigeon), Sheep Devotee and Wolf Pilgrim [*] Added 6 new Talents: Daily Prayer, Daily Heresy, Aspiration, Beast Friend, Blessed Anger, Cheaper-plated than cheap [*] Added 3 new Hand Actions: Add Armour, Add Armours, Stigmat Laser [*] Added 2 new Status effects: Armour, Cooing [*] New Battlefield object: the Pilgrim's Shrine [*] New Journey Mode minimaps and Battlefields, which some of them are also available in Duel Mode [*] Added new Prestige level in Journey Mode (7000) [*] Added Dante profile without Talents to Duel Mode [/list] [u][b]Balance[/b][/u] [b]Bosses, Beasts and Battlefields:[/b] [list] [*] Godfrey on Act 2 have “Inky Business” instead of “Healing Grief” [*] Deleted one of Hildegard’s Hand Actions on Act 2: “Greater Blessing” [*] Battlefield with Death are easier for Easy and Normal [/list] [b]Death has fewer and a little different Talents:[/b] [list] [*] until the player defeats Death for the first time, Death will no have Talent “For the love of Hell’s Maw” [*] Death don't have “Healing Grief” Talent [*] Death have “Cheaper than cheap” Talent instead of “Cheaper Beasts” Talent [*] Death don't have now “Inky Business” Talent that grant her Ink every Chapter [/list] [b]Hell Balance:[/b] [list] [*] Boss Dante: “Scorching Flames” Talent replaced with “Thorned Fingers” [*] Boss Dante Act 4: Hand Action “Draw Lazy Hell’s Maw” replaced with “Let them Bleed” [*] Apocalypse in Hell Battlefields will starts later [*] Decreased the number of Hell’s Maws during One-sided Apocalypse [*] [/list] [list] [*] Cook Exploder action (“Bean Time”) range has been increased from 2 to 3 [*] Miraculous Healing Hand Action range has been increased from 4 to 5 and cooldown reduced from 2 to 1 [*] Jaw Exploder attack damage has been increased from 3-5 to 3-6 [*] Hat Exploder attack damage has been increased from 2-4 to 2-5 [*] Bean Exploder attack damage has been increased from 2-3 to 2-4 [*] The Bishop Cat's health has been decreased from 13 to 12 [*] Consistent Gate health in Duel Mode – all Gates have 12 health [*] In the first act, during the Boss fight, the Head Exploder will not appear [/list] [u][b]Rebalanced minimaps[/b][/u] [b]Tweaked certain Battlefields in Journey Mode:[/b] [list] [*] all Battlefields in Journey Mode have been rebalanced – they should be easier at lower difficulty levels [*] the difficulty level should increase gradually [*] excluded Skeletons army from few small Battlefields [/list] [b]Limited the number of Donkey-Bards Godfrey draws during Boss battle:[/b] [list] [*] Act 2 - none [*] Act 3 - max 1 Donkey-Bard [*] Act 4 - max 2 Donkey-Bards [/list] [b]Prestige adjustment after Boss battles:[/b] [list] [*] Act 1: from 35 to 20 Prestige [*] Act 2: from 20 to 35 Prestige [*] Act 3: from 20 to 50 Prestige [*] Act 4: from 20 to 75 Prestige [/list] [list] [*] Plague Cloud should spawn less often on lower difficulty levels in the first Acts [/list] [u][b]Changed difficulty level parameters in Journey Mode:[/b][/u] [u][b]EASY:[/b][/u] [b]Starting stats changed:[/b] [list] [*] starting Health changed from 18 to 25 HP [*] amount of starting Quills increased from 4 to 15 [*] starting Gold increased from 200 to 300 [*] starting Ink increased from 15 to 16 [*] Boss starting Ink now increased every Act by 1 (not by 2) [*] More Prestige bonus after successful run: from 0 to 400 Prestige [/list] [u][b]MEDIUM:[/b][/u] [b]Starting stats changed: [/b] [list] [*] starting Health changed from 15 to 20 HP [*] starting Ink increased from 12 to 14 [*] amount of starting Quills increased from 3 to 5 [*] starting Gold increased from 150 to 200 [*] Boss starting Health increased every Act by 2 (instead of 3) [*] More Prestige bonus after successful run: from 250 to 800 [/list] [u][b]HARD:[/b][/u] [list] [*] More Prestige after successful run: from 1000 to 1400 [/list] [u][b]UI and Effects[/b][/u] [list] [*] Added the ability to control the camera by using RMB [*] Added new animation for the “Pet” Hand Action [*] Improved UI of AOE actions (ex. the fields that are excluded from the Action are now highlighted in purple, now UI shows that flying Beasts can’t occupy enemy closed Gate) [*] Effect range of Hand Actions and objects (Tomb and Belfry) are no longer shown on Abyss [/list] [u][b]Bug Fixes[/b][/u] [list] [*] The Altar object will now disappear after being devoured by Sir Snail [*] Apocalypse Fire no longer skips fields [*] Beasts, which are immune to infections, will no longer be affected by the 'Stinking Breath' Beast Action [*] Enemy Beasts will no longer self destruct by walking through Campfires if their health is lower than the damage taken for stepping on Campfires [*] Triple-field Actions are now usable when the selected middle field is an Abyss field [*] The 'Dance Macabre' effect can be now dispelled by receiving damage from Bonfires [*] Beasts can no longer create field effects on fields that are occupied by undestroyable objects (ex. Boulder, Rock) [*] Fire Sparks can be created now on fields, that are occupied by a destructible Battlefield objects, such as Belltowers or Altars [*] Created Fire Sparks will now overwrite positive effect fields, such as Divine Clouds of Inspiration which will cause them to disappear [*] Decreased game stuttering before AI actions [*] Cook Exploder attacks no longer pass through Gates [*] Removed a bug where doors wouldn't open when AI was drawing a Beast on them [*] Increased the chance of a new different Battlefield in the next battle location in Journey Mode [*] The player will no longer get stuck if exits the campaign after losing a Boss fight [*] Fixed bug with incorrectly Boredom counting in the non-battle location “Inkulinati Guild” [*] The game got stuck when Sir Snail on the gate was about to move [*] Strange Beasts are displayed in proper order [*] Fixed bug: Items in shop repeat themselves if Beast or Hand Action was not collected or bought from previous shop visit [*] Other minor bugs have been fixed [/list] [u][b]Texts and Localization[/b][/u] [list] [*] Improved descriptions of Beasts [*] Localization updated for all languages [/list] [u][b]Other Changes[/b][/u] [list] [*] AI logic has been improved [*] There should be no NBL “Masters Cousin Twice Removed” and “Inkulinati Guild” in Act I [/list] [u][b]Known Issues[/b][/u] [list] [*] We are aware and actively working on the issue regarding the Tiny Inkulinati getting stuck in the Shift animation in the beginning of a battle [*] Campaign difficulty tooltip HP displays wrong value after returning without starting the Campaign [*] Bug that occurs when the Beast occupying the Gate is devoured by Hell's Maw - the Gate remains open and the Hell's Maw doesn't devour it [/list] Thank you for all of the feedback, reports and suggestions! Keep them coming, as we continue our work on further updates. https://store.steampowered.com/app/957960/Inkulinati/