Patch 1.195

Our Adventurer Guild

Become the new Guild Master of the Adventurer Guild and lead your adventurers in explorations and turnbased tactical battles. Will the Guild strive under your leadership? Or will it finally disband under it?

Bugfix: - Fixed an issue where the enchant earth skill is missing the earth tag - Fixed an issue where the BP-gain did not increase correctly with higher Bravery. It used to only consider bonus Bravery from traits and equipment in the calculation - Items with skills that have limited charges will now also recharge if they're in the party inventory at the start of the quest - Fixed a bug where if you level an adventurer with level cap on, while they're already over the level cap, the game would level the adventurer indefinitely - Fixed a bug where multiple equipment items of the same type would be displayed as one stack in the loot window, making it potentially look like you duplicated items when adding them to your inventory Gameplay changes: - Due to the bravery fix, the BP-increase for bravery has been set to increase by 1 per 20 bravery now instead of 10. This should make little difference in early to mid game. Overall BP-gain will be higher for high bravery adventurers later on - Sadist bp gain will no longer scale with bravery. You will now gain flat 2 BP each time you damage an enemy. - Increased Dexterity-Requirement of bard to 10 to better fit with the requirements for other T2 classes - Kester's hide skill will no longer give a permanent Hidden status. It will expire after a few turns which will make it possible for parties with no tools against hidden to have at least one turn where they can target him before he goes into hiding again - The Flaming Weapons skill of Greater Aspect Of Lucifer will now cost 3AP instead of 0. - Melee Archer title will now also get the Counter I skill at the 2nd stage Quality of Life: - Changed the red color for negative text in tooltips to a lighter tone to make it easier to read - You can skip battle dialogues with left click now - The healing bonus of kind/improved Healing I/II will be treated like Healing Empowerement and will appear as bonus in the stats page - You can now exit a location in the hub with the Esc key - The skill tooltip will now also mark the range of a ranged skill if it is affected by the melee archer skill if you have it - Increased the contrast between the experience bar and the background Misc: - I made a restriction regarding save names in the past, because windows does not like certain characters when creating files. I've removed space from the restriction because that should be fine - New game setting will now start with the ironman setting toggled off Created a new beta-branch for patch 1.19