Update 0.8.0.1

[b]Greetings, Mercenaries![/b] Update 0.8.0.1 is now available to download. It includes fixes to important issues found by our QA and reported by the players since the launch of Content Update 2, as well as balance changes aimed at improving the combat experience in Carrines Bay quests. As usual, we thank you all for providing feedback and helping make the game better! [h3]Bug fixes and improvements[/h3] [list] [*] Fixed a blocker issue at the end of Carrines Bay main quest chain where game would get stuck depending on a choice the player made. [*] Fixed an issue that allowed companion quests to be taken again after completion if initiating them in Carrines Bay. [*] Choosing to help Hilde or not at a certain point in Alchemist quest will now have intended consequences later in the storyline. [*] Ren dialogue in Central after leaving the Guildsman's house party will no longer retrigger when loading a save game made during that section of the game. [*] Normal NPCs will no longer be present at night after Guildsman's house party. There's a curfew, after all (new saves only). [*] Some enemies from the final fight had a mismatch in visuals and equipped weapons compared to the cutscene preceding that fight. The visuals should be matching now. [*] Improved the "Asking Beggars" step of the Alchemist main quest to make it easier to navigate. [*] Fixed some instances of incorrect objects, lighting scenarios or characters loading into a level when loading from save games. [*] Some characters were incorrectly being dissolved to skeletons on death. [*] One sleepy head kept sleeping after the fight at Fabian's camp. He'll be properly removed now. [*] The quest giver marker for Reginald's quest in Carrines Bay Outskirts will no longer be visible when Reginald is not present. [/list] [h3]UI/UX improvements[/h3] [list] [*] Contract quests now appear in a separate section within the journal. [/list] [h3]Balance fixes and changes[/h3] [list] [*] Final fight in Carrines Bay main quest chain has been rebalanced to be more manageable regardless of party composition. [*] Some characters (e.g. Crown Arcanist) didn't have a correct class assigned. They do now. [*] Some enemies in Carrines Bay quests had a tendency to spam the same ability each turn (e.g. Defensive Spin or Kick). Such enemies should behave more naturally now. [*] Added AI behaviors for Battlemage and Arcanist classes. [/list] [h3]Discuss the update with devs and other players![/h3] [url=discord.gg/q8VcWeB][img]{STEAM_CLAN_IMAGE}/34782113/c1a0cf4ebabede55cd0070577cb3c125aeb67f81.png[/img][/url]