In this dystopic sci-fi Tactical RPG, save your patients from themselves. Craft your skills among millions of combinations, heal the mind and face ever growing nightmares in 10mn runs. Will you overcome the insidious being chasing you across minds?
[h3][b] Hello dear players![/b][/h3]
We have just released our second patch for the Early Access. You found and reported the majority of these bugs, and wouldn’t have been fixed nearly as fast without your help.
One of the key changes we implemented was a first nerf to the first major boss... It was, to say the least, a bit on the rougher side. Oops!
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[h2]I - BUG FIXES[/h2]
[list]
[*] Fixed a bug where new enemies would die during their introduction sequence, causing the game to soft-lock.
[*] Fixed a bug where combining form synapse summons with the Barrier effect would prevent you from loading your save.
[*] Fixed a bug where dismantling an equipped skill wouldn’t properly unequip it, making it impossible to load the save.
[*] Fixed a bug where the “Trust” mind tree perk wouldn’t properly unlock. Attempting to unlock a buggy mind tree perk will now automatically refund your tree and display an error message (let us know if it happens!).[b] If your save already has buggy stats, you can either respec the tree to fix it, or contact us on Discord.[/b]
[*] Fixed a bug where refunding the mind tree could yield more learning points than it should. [b]Refunding your mind tree will restore the expected number of points.[/b]
[*] Fixed a soft-lock when trying to open the Transposer log in transposition while not having unlocked any of the biome’s entities.
[*] Fixed a soft-lock in rare cases where an entity died mid-interaction.
[*] Fixed a soft-lock when facing a specific Tier 4 enemy (Abandonment).
[*] Fixed a bug where the hub would become unusable after dismantling a skill from the Forge tab and moving other skills onto the dismantled skill’s slot.
[*] Fixed a bug where dismantling a skill from the Forge tab wouldn’t properly dismantle it.
[*] Fixed a bug where synapses would be wrongly marked as “in use” and cause all sorts of odd behaviors, such as tooltips not showing or dismantling of other skills when forging new ones. There may be other causes to this bug, we’ve fixed certain use cases.
[*] Fixed a bug where Flash with +1 added range would have its discipline cost increased.
[*] Fixed a bug where the “Skill set” dropdown on the Patients menu wouldn’t work.
[*] Fixed incoherent behaviors when using Grunt Mk.2 trinket.
[*] Fixed a bug where certain enemy replicas gained extra Instability stacks on spawn.
[*] Fixed a bug where Blood burst synapses would change damage type when combined with high effect power multiplier efficiency synapses or awakening. This fix will only apply to newly dropped blood burst for the moment.
[*] Fixed a bug where the “Lesser regret” patients on day 3 could all have the same dialogue line.
[*] Fixed a few typos and wording discrepancies.
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[h2]II - IMPROVEMENTS[/h2]
[list]
[*] Being Invisible (not Concealed) now counts toward the “End your turn outside enemy line of sight” objective.
[*] The Wound and Fragilize effect tooltips have been made clearer.
[*] An indicator has been added to Mind tree tooltips to let you know you can hold ALT to display more details. We’ve also added more detailed descriptions there for some base stats such as Melee and Ranged damage (though many are still missing).
[*] The tutorial tooltip that introduces optional Unique patients now mentions that they’re usually very difficult and that you should allow yourself to face them later before you start pulling your hair out!
[*] Loading screen tips about optional unique patients and the transposer log were added.
[*] Some tutorial wording has been adjusted for clarity.
[*] Some enemy skill descriptions wording has been adjusted for clarity.
[/list]
[img]{STEAM_CLAN_IMAGE}/41455251/d5e2e962777a3107737225bfabcb128ff7e26fb9.png[/img]
[h2]III - BALANCING[/h2]
[list]
The following balancing changes are just an initial batch to ease a few outstanding pain points. Broader, more impactful balancing updates will come in time, with early game difficulty adjustments among their main goals.
[/list]
[list]
[*] The first main story line boss (the one who shows up on day 5) now waits a couple more turns before expanding corruption again.
[*] The first main story line boss (the one who shows up on day 5) now has slightly less hp.
[*] Enemies no longer attack memories if you’re invisible or if they’re stuck (this does not apply to special enemies that have memory destruction as part of their core behavior). They can still destroy them as collateral damage.
[*] Temptation (Elite enemy) no longer keeps running away all the time. He’s still a pain to deal with, though.
[*] Additional discipline cost for the “Added duration” and “Added effect slots” modifier was removed.
[*] Foul ground damage and healing has been reduced from 5% to 4%, so it’s half the value of Fiery ground.
[*] Tear pool healing has been reduced from 10% to 5%.
[*] Hollow’s Tear pool spawning has had its cooldown increased.
[/list]
[img]{STEAM_CLAN_IMAGE}/41455251/d5e2e962777a3107737225bfabcb128ff7e26fb9.png[/img]
[h2]IV - KNOWN ISSUES[/h2]
[list]
[*] Reaching Renowned reputation in any area doesn’t work properly.
[*] The Transmute fusion recipe lets synapses go beyond their assigned maximum quality.
[*] Removing equipped gloves may fail to change your Punch back to its original version.
[*] We might still have use cases where synapses wrongly state that they are or aren’t in use
[*] When holding [Alt] to display extra information on item modifiers, it’ll sometimes show a modifier as being above its maximum tier.
[*] Multiple typos have been identified but not yet fixed.
[*] Certain rare situations may cause Innar trades to act as if you have no Awareness left, when you actually do.
[*] Certain keyboard input indicator show the wrong text (“Echap” instead of “Esc”)
[*] Detonating a Dousing impulse in a room with Dark secrets (Mimics) may cause you to become Dormant while out of combat, possibly keeping you from completing the transposition.
[*] There may be some cases where changing an inventory’s sort mode doesn’t properly alter the item’s display order.
[*] Balancing in general still needs work, and in particular It is currently fairly easy to reach unreasonable amounts of damage in the endgame.
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[img]{STEAM_CLAN_IMAGE}/41455251/d5e2e962777a3107737225bfabcb128ff7e26fb9.png[/img]
[h2]Help us Shape the Future of Wantless[/h2]
Wantless is a labour of love by a small team of passionate developers. Your input will be invaluable in shaping the final release! So be sure to engage with fellow players, share your experiences online, and provide feedback. We have set up a [url=https://wantless.featureupvote.com/]dedicated website[/url] to collect everything you have to say! We cannot wait to read about your experience.
[h2]Join the Community![/h2]
You can find us on [url=https://twitter.com/WantlessGame]Twitter[/url], or you may head over to our [url=https://discord.com/invite/ABKvJdbxhy]Discord[/url] server. We have also set up a community section over on [url=https://www.reddit.com/r/Wantless/]Reddit[/url] where you can freely share and engage in discussions about Wantless.
Stay tuned for more news and updates!
Thanks again for your amazing support, it means the world to us!