Playtest Update: Narrative Intro

[h3]Narrative Intro[/h3] [img]{STEAM_CLAN_IMAGE}/43885588/7091a5a288585af3d6f09bd0da5dc2a7208b060a.png[/img] In this monthly update we're rolling out an intro to establish the foundation for the narrative of the game. This comes with the following changes: [list] [*]Revamped title screen. [*]The first time the game is open a new language menu will appear. [*]The new intro will play after choosing a language and each time you open the game [i](a new setting option will allow you to disable it)[/i]. [/list] [h3]Quality of Life Changes[/h3] The focus of the following changes is to improve how we communicate info in the game, as well as communicating previously hidden info. [list] [*]Dialogue now appears faster (~66%). [*]Added a reroll tooltip in the reward menu. [*]The trait panel is now interactable in the reward menu. [*]The trait panel now grows larger to use unoccupied inventory space, showing up to double the amount of traits at once. [*]Trait tooltips in the trait panel now highlight their current bonus. [*]Reward options with traits you already have are now highlighted with an animaiton. [*]Hovering over a character, item or spell will highlight their traits in the trait panel with an animation. [*]Rewards granting traits on pickup now show the new total points you would have for those traits after picking that reward, as well as indicating the new bonus with a change of color. [*]The combat logs now show all bars at the same time, with the individual buttons working as sort orders. A single set of buttons at the top of the panel now works for both teams. [*]Added combat log tooltips showing further details about the sources of damage and healing. [*]Added a visual indicator when tooltips are hidden, with an icon indicating the reason. [*]Tooltips are now hidden during active combats [i](a new setting option was added to show them)[/i]. [*]The Energy Charges and Barrier keywords now have clearer descriptions stating their consumption. [*]All status effects are now shown on hovering a character's status panel [i](this requires the tooltip details to be toggled on)[/i]. [/list] [h3]Enemy Skill Changes[/h3] [list] [*]The [b]Perennial Fruit[/b] skill from [b]Aloeva [/b]now grants Armor at lvl 1 and 2 [i](instead of Healing)[/i]. [*]The [b]Hemosynthesis [/b]skill from [b]Muertocho [/b]now targets their default target [i](instead of the lowest Health one)[/i]. [*]The [b]Regurgitate [/b]skill from [b]Snappet [/b]now targets the farthest enemy of highest level [i](instead of the lowest Health one)[/i]. Its Skill Power scaling was also increased by 10%. [*]The [b]Restorative Crop[/b] from [b]Dermagora [/b]now targets the ally with the lowest Health of highest level [i](instead of only the lowest Health ally)[/i]. [*]The [b]Spar [/b]skill from [b]Crocky [/b]was renamed to [b]Hook [/b]and now has a +60% Skill Power Multiplier while Flanking. [*]The [b]Precipitation [/b]skill from [b]Pinice [/b]and [b]Nail Insertions[/b] skill from [b]Cadoovoor [/b]had their Skill Power scalings reduced by 10%. [/list] [h3]Character Skill Changes[/h3] [list] [*]The [b]Intonjutsu [/b]skill from the [b]Ninja [/b]now teleports him to the closest enemy of highest level [i](instead of lowest Health enemy)[/i]. [*]The [b]Riot [/b]skill from the [b]Punk [/b]now has +100% Health Steal [i](instead of granting him Defiance)[/i]. Its Skill Power scaling was also increased by 10%. [*]The [b]Bastion [/b]skill from the [b]Knight [/b]now grants him Defiance. [*]The [b]Crash [/b]skill from the [b]Football Player[/b] and [b]Fracture [/b]skill from the [b]Viking [/b]now apply ~20% more Bleed and less Poise Damage. [*]The [b]Atone [/b]skill from the [b]Baby [/b]and [b]Absolve [/b]skill from the [b]Messiah [/b]now also scale with 40% of Total Resistances [i](instead of applying 1 Cleanse)[/i]. [*]The [b]Bless [/b]skill from the [b]Baby [/b]was swapped with the [b]Judgement [/b]skill from the [b]Nun [/b][i](as well as their lvl 3 versions, the Pact skill from the Devil and Oblation skill from the Priestess)[/i]. [*]The [b]Judgement [/b]skill from the [b]Baby [/b]now also scales with 20% of Missing Health. [*]The [b]Pact [/b]skill from the [b]Devil [/b]now also scales with 30% of Missing Health and targets the closest enemy of highest level [i](instead of their default target)[/i]. [*]The [b]Oblation [/b]skill from the [b]Priestess [/b]now applies Heal with +1 Skill Radius (instead of granting extra Health). [*]The [b]Curse [/b]skill from the [b]Witch [/b]now applies 40% of Skill Power as Chill per target in radius [i](instead of always applying 60% Skill Power)[/i]. [*]The [b]Unnerve [/b]skill from the [b]Mage [/b]skill now deals damage with +1 Skill Radius [i](instead of applying 1 Dispel)[/i]. [*]The [b]Pyrotechnics [/b]skill from the [b]Archer [/b]was renamed to [b]Explosive Arrow[/b] and now uses 60% Skill Power to deal Skill Damage and applies 1% Skill Power as Crush stacks to their default target [i](instead of using only 30% Skill Power in an area of effect)[/i]. [*]The [b]Treat [/b]skill from the [b]Scout [/b]now shoots a projectile against their default target [i](instead of a random one)[/i]. [*]The [b]Toxins [/b]skill from the [b]Huntress [/b]now shoots projectiles againts targets in her Attack Range [i](instead of random ones)[/i]. [/list] [h3]General Changes[/h3] [list] [*]The [b]Stealth[/b], [b]Concentration [/b]and [b]Endurance [/b]traits now have bonuses at 4 -> 8 points [i](instead of bonuses at 3 -> 6 -> 9 points)[/i]. This effectively removed their first bonus to lower the requirements for their second and third one. [*]Increased the base Critical Attack Multiplier in characters and from all sources by 50%. [*]Increased the Skill Combo Multiplier from all sources to by 50%. [*]Increased Health Steal on Hit from all sources by 33%. [*]Base Mana Regeneration is now 1% of Unavailable Mana (instead of 1% Missing Mana), allowing Reserved Mana to also count. [*][b]The Fish [/b]spell now gives +1 Mana Regeneration and +25% Mana Reservation Efficiency [i](instead of +25% Cooldown Recovery and +25% Mana Reservation Efficiency)[/i]. [*][b]The Crab[/b] spell now gives +25% Cooldown Recovery and +1 Spell Range [i](instead of +1 Mana Regeneration and +1 Spell Range)[/i]. [*]Added a screen shake effect on character deaths and combat loss [i](with a new setting option to disable it)[/i]. [*]Added a [i]Hot[/i] easter egg. [/list] [h3]Fixes[/h3] [list] [*]Fixed combat timer resetting the seconds displayed after reaching a minute. [*]Fixed run timer resetting the minutes displayed after reaching an hour. [*]Fixed tooltips from characters not hiding after death. [*]Fixed combat log highlighting dead characters. [*]Fixed combat log not highlighting characters after a combat reset. [*]Fixed projectile skills failing to apply their effects to an ally if the ally becomes Hidden before the healing projectile reaches them. This was causing Chombie and Dermagora skills to be wasted. [/list]