PVP Alpha Update Hotfix 6

Tales & Tactics

Roguelike Squad-based Autobattler in a Tabletop RPG setting. Draft your army, carefully equip and position your units, make important choices, and meet a colorful cast of characters as you make ready for the Grand Tournament.

Changed the rules for On Kill / On Death effects to make them more consistent and behave in the way players expect. Before, all on kill/on death effects did not work on temporary minions like Barq decoys. This was mostly to prevent larger On Kill effects like Storm from being incredibly more effective when Barq is around. Now, by default, On Kill/On Death do work on temporary minions, and will explicitly say when they do not by saying a "non-temporary Unit". The only things that do this currently are Beast and Storm. "Temporary Units" are things that have a fixed duration lifetime - Barq Clones, Champigno Turrets, etc. Summoned Units are not always considered Temporary, for example Glorp's splits or a mirrored unit from the Gemini Hex. These are full-fledged Units added to the fight, and are not considered Temporary. Dweller Update - Geogukk is now visible as a statue on the side of the board, and leaps into the fight when summoned. The leap targets the enemy who has dealt the most damage since the start of the combat, and will stun and taunt any adjacent enemies near the landing points. Geogukk now has the base stats of a Common rarity unit, but the health gain per Tier of Dweller increased to 20% (from 10%). Dweller Stage 2 now increasese the health bonus to 150% (up from 100%) and the max mana to 50 (down from 70). The time to channel on the Dwellers is now actually 2 seconds as the tooltip listed (it was actually 3 seconds). Geogukk in statue form can be right-clicked to preview its skills and stats, and will dynamically update with the number of Dwellers (though may not reflect other things like perks). In early testing, both in theoretical 3v3, 5v5, and true army simulations, Dwellers should now be more on par with Demons, where before they always lost to them. The above change fixes Vex's cast not bouncing if it was currently affecting a temporary unit. Fixed an issue where Gale could be considered permanently not taking up a battlefield space, allowing others to enter her space. Fixed the Saunek Necropolish act modifier effect not visually staying in sync with the number of units dead, and it being bugged by requiring "2 units from each side to die, THEN one more of any". It now functions as described and the obelisk will only glow/gain a rune when it progresses towards the zombie activation. Fixed offboard units such as the Engineer Turret disappearing during act transitions. Fixed some poor optimization in act transition logic that was spawning far more objects than it needed to. This will have fixed an FPS hitch that would occur at the very start of an act transition. Fixed a rare case where the merge book helper UI could stop respecting exit commands. Chester is now Uncommon, increasing its sell value and stats slightly. Fixed Chester's special coin (and any other cases of instant kill effects) not triggering On Kill procs such as Wicked Khopesh, and not counting the death towards the killer's kill count in the combat recap. Fixed a dev-only Compendium tool that allows us to rescale and move units for their Compendium view being exposed in a packaged build. Added a potential fix for a rare case where, if a level up was pending immediatley after a Specialization choice, all options for the level up wouldn't be enabled as pickable in the UI. The Crop Rotation specialization, when used to select two perks, will now lock the reroll button after choosing the first. The intent of the specialization was always "pick 2 from the next screen". Further optimizations to pathfinding which may resolve rare crashes in complex combats. Fixed Mushroom Turrets not having VFX sockets, resulting in most impact particles not playing on them. Fixed Pct Damage reduction not reducing properly if the incoming damage was Attack Damage. Fixed Pct Damage reduction being stored in the combat recap as "Damage Cap". Fixed Adalon's extra boss modifier (manalocking units in the top and bottom rows) not functioning. Fixed all tokens (such as pits) slightly hovering above the ground. Thanks to the additional logging and reports, we've now fixed a vast majority of niche cases where a hex was not allowed to be used. There may still be others, but most remaining ones were caused by the issue that is now fixed. Fixed an issue where summons who inherit values from their owner were not doing so. Fixed an issue where, if interrupted durings his skill, Hudson would remain stuck mid-air. Fixed a fix-failed issue from a previous hotfix regarding Mages doing one attack in between their dual-cast. Fixed Superior Spear having no target filtration priority. It now targets random units. Fixed Volcanus' spin speed being affected by framerate (low framerate = low spin speed) Fixed the new Pivot descriptions showing {tokens} only in the description display in the Level Up panel Added yet another check to hopefully catch the user out there who is unable to see the corrupted save screen. Fixed Blook going absolutely bananas sometimes when trying to return to the hex it came from after using the possession skill. Fixed Blook's attack missile being spawned slightly late. Fixed an issue where automatic item removal such as due to removing the Royal or Trickster traits would cause a units' Item Slots to break. Fixed an issue where it was possible to see bad perks when getting the Level 4 perk-related perk choice. Fixed an issue where, if you had a unit that was rarer than currently available in the Unit Store, it would still be possible to rarely see that unit. Fixed an issue where Sanctus wouldn't trigger on-cast effects. Fixed an issue where it was possible to become locked out of starting a run after clicking the Draft button. Fixed an issue where Trickster's Twin Tricks perk wouldn't function. Fixed an issue where selling the last copies of your Bonus Legends would prevent them from appearing for the rest of the run. Fixed an issue where Monock took his Gargoyles with him when dying. Now, they may survive and slay your units - beware! Fixed an issue where it was possible to become unable to visit River in runs with certain save data from prior versions. Fixed an issue where, after fighting an opponent with the same Hex Modifier effect in PVP, your corresponding copy of the Hex Modifier would also vanish. For example, this would happen if one Gigantomancer fought another Gigantomancer. Fixed a longstanding issue where units could be stranded as Harmless Sheep forever. Text fixes on a few blessings and perks.