[b]Greetings, Mercenaries![/b]
Update 0.7.0.5 is now available to download. This one is focused on balance changes and fixes to major bugs, e.g. quest progression blockers, but it also adds some requested QoL features. Read on for the full notes!
[h3]Bug fixes[/h3]
[list]
[*] Fixed door in Merc Inn not being interactable under certain circumstances.
[*] Resolved the issue with certain characters not being interactable or re-appearing upon loading into an area.
[*] Fixed the issue with some side-quests being impossible to complete after a certain point in the game (Birgit should now revert to normal dialogue based on the player's side quest progress).
[*] Percentage-based stats will now correctly be capped at 100%.
[*] "A Man Who Cried Wolf" quest reward issue fixed (requires new game if quest already completed).
[*] Fixed Reginald starting with incorrect XP value in 1H stance group.
[*] Fixed incorrect settings for class abilities causing passives like Patience and Charge to be lost when switching classes.
[*] Fixed cut-ins/defeat message staying behind when restarting and some other ultra-rare edge cases.
[*] Fixed rare bug where a character would be skipped when reverting action and would not be able to re-assign order until next turn.
[*] Fixed the calculation bug for buffs providing temporary increase to Engagement capacity, reapplying them will not drop the Engagement with one of the targets.
[*] Multitude of fixes to collision, camera and cutscenes.
[*] Fixed certain DoT debuffs (including Fireblast) incorrectly updating damage done.
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[h3]UI/UX improvements[/h3]
[list]
[*] [b]Auto Follow Cam toggle option added (On by default).[/b]
[*] [b]HP bars will now be shown in action phase when a character's HP changes.[/b]
[*] Empty Engagement slots will now also be shown next to selected/targeted character portraits in combat.
[*] [b]Engagement break will now be shown as an icon on top of character portraits in the timeline (including enemies)[/b]
[i]Developer note: Engagement mechanic is at the core of our combat. Moving forward, we want to make it as clear as possible to the players who's engaging - or not engaging - whom, and showing who's about to break their Engagement is an important first step.
We'll continue monitoring feedback and adjusting as necessary.[/i]
[*] DoT damage spells will now show remaining damage as stacks.
[*] [b]Added Roadmap to title menu screen.[/b]
[*] [b]The game will now tell the player when the available main story content is finished.[/b]
[*] Character codes (previously shown via numbers for NPC characters) will now be shown via letters to avoid confusing them with character levels.
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[h3]Item changes[/h3]
[list]
[*] Fixed items using incorrect (outdated) scaling values: healer staff, forest staff. These two items were much stronger than most other weapons, including higher rarity ones. They have been adjusted to match their rarity. Don't worry, they're still good ;)
[*] Old warrior axe - rarity changed to blue (Rare), stats increased accordingly.
[*] Added a couple of new accessories, see if you can find them.
[*] Minor balance tweaks to multiple other items.
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[h3]Balance fixes[/h3]
[list]
[*] Balanced the difficulty in the majority of early game content. Fights will still vary in difficulty depending on what choices you make, but should all be possible to complete without relying on luck.
[*] Iron Peak mines: Fixed an issue with the boss in Iron Peak mines not receiving a certain buff.
[*] Iron Peak mines: Reduced overall damage dealt by trash mobs, but added some new abilities to compensate and make fights against them more interesting.
[*] Mountain forest: Reduced the damage that the enemies deal, but increased defenses of some of the enemies.
[*] Adjusted the difficulty of contracts.
[/list]
[h3]Ability Changes And Fixes[/h3]
[list]
[*] [b]Increased the acquisition speed of starting abilities in all weapon stance groups, but made high level abilities (Requiem, Execution etc.) harder to unlock.[/b]
[i]Developer note: We noticed an issue where the players would unlock a lot of powerful high-cost abilities quite early into the game, but would never actually use them because of their prohibitive costs.
These abilities will now be available later in the game. On the other hand, switching weapon stances in early game should feel less punishing.[/i]
[*] Character's Action Points now cap at 99.
[*] Command and Alacrity buffs no longer stack with themselves.
[*] One-Handed: Requiem animation restored.
[*] One-Handed: Butterfly Evasion bonus down from 65% to 50%, now lasts a single turn.
[*] One-Handed: Blink Strike now correctly affects Engagement. Tooltip updated to reflect that.
[*] Two-Handed: Cleave AP cost reduced from 3 to 2.
[*] Dual Wield: Flurry is no longer a generator.
[*] Dual Wield: Alacrity now correctly states that it refunds AP cost on use.
[*] Dual Wield: Double Strike is no longer a generator, but generates AP on critical hits. Damage scaling increased.
[*] Dual Wield: Abilities now scale equally between Str and Vers.
[*] Dual Wield: Blade Dance will now correctly affect the whole Engagement.
[*] Dual Wield: Defensive Spin now stacks up to three times, first stack gives 20% and 1 Engagement. Second stack increases Evasion bonus to 30%, third to 35%.
[*] Two-Handed: Intimidating shout now correctly reduces enemy attack power (phys/mag), no longer mentions morale.
[*] Two-Handed: Battle Shout now correctly affects the whole party.
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[h3]Discuss the update with devs and other players![/h3]
[url=discord.gg/q8VcWeB][img]{STEAM_CLAN_IMAGE}/34782113/c1a0cf4ebabede55cd0070577cb3c125aeb67f81.png[/img][/url]