Scout, loot, and get out in Spirited Thief, a tactical turn-based heist simulator with a twist. Search ahead as spirit, Trin, and grab the goods as thief, Elaj. Just make sure you have the loot before the guards come looking!
Hello Thieves!
This update focus on abilities, with a new unique abilities for each of your companions! But there's also buffs to existing abilities that were a little undertuned. Unlockable abilities in the shop are not meant to replace the starting ones - and are often more specialized - but they still need to relevant!
[h3]Abilities[/h3]
[list]
[*]One new loyalty ability for Besk, Iwie and Sunyang
[*]Pet rat: range melee -> 3. Pet rat is about making pickpocket more convenient, so a little more convenience was needed to justify its use.
[*]Chaos Strike: 1 -> 0 action cost, and is now "quick". Chaos strike has already a lot of restriction to its use (melee, and at high danger only), so it could use some love.
[*]Decoy: 5 -> 3 turn cooldown.
[*]Spirit Curse: 2 -> 3 uses.
[*]Deadly Nightmare Curse: 1 -> 2 uses.
[*]Fear Curse: 2 -> 3 uses.
[*]Chaos Glyph: 2 -> 3 uses.
[*]Fear Glyph: 2 -> 3 uses.
[*]Hook: 1 -> 0 action cost.
[*]Disguise: 1 -> 0 action cost, added a 5 turns cooldown. Since using disguise has now some real downside (being close to a guard will reveal it), the action cost was excessive. Instead the cooldown make it a commitment for a couple of turns.
[*]Caltrops: 1 -> 0 action cost.
[*]Madboom: 1 -> 0 action cost, and is now "quick".
[/list]
[h3]Changes[/h3]
[list]
[*]Easy difficulty setting now has reduced guards and simpler puzzle by default (like Story difficulty setting)
[*]Soul lantern: minor changes to the anti-Besk boulder.
[*]Spider Burrows: only one enemy is possessed instead of 3.
[*]Spider Burrows: modified the "suicidal" cutthroat's patrol path so that she doesn't jump into a trap.
[/list]
[h3]Fixes[/h3]
[list]
[*]Pushed enemies correctly trigger traps.
[*]Evil spirits can now target tiles with smoke.
[*]Trin could get blocked while using long range teleport.
[*]Cave: enemies don't forget their patrol after a rewind.
[*]Cave: music isn't stopped after a rewind.
[*]Guards' tower: Trin/Dumdum can't trigger the office cutscene.
[/list]
Thank you for reading! You can follow the game on [url=https://twitter.com/spirited_thief][b]Twitter[/b][/url] and join the [url=https://discord.gg/gCzgu8s8zJ][b]Discord community[/b][/url]!