Updated to 1.1.0

Mortal Glory 2

Manage a team of traveling gladiators in this turn-based fantasy roguelike. Find the best recruits, discover powerful item combinations and come up with clever tactics on the battlefield. The tournament awaits those who desire MORTAL GLORY!

[h1]NEW[/h1] -New setting: Compare equipment (shown as a tooltip when looking at new equipment). This is enabled by default but can be turned off in options. -New setting: Tooltip size scale. Set to minimum by default, which is the same as previously. Can be adjusted in options. -New setting: Run in background toggle. Enabling this will keep the game running if you alt tab to another window. Disabled by default, but can be turned in options. -The shop will now warn you if you already have a unit of the same race in your team. -Added an additional tutorial tip about gameplay options. If you haven't checked it out yet, there are many settings in the main menu options (especially under the advanced section) that you can adjust to tailor the gameplay more to your liking. -Added visualization to difficulty selection. [h1]CHANGES[/h1] -Changed the battle challenge of one of your units being stunned for the whole fight to only apply for the first 5 turns of a battle. -Stats gained from level-ups are now shown in stat tooltips. -All neutral units are no longer tagged as summoned units (for example units from the "Third Team" battle challenge). These units will now give slightly more XP when knocked out (overall the amount is small). -Damage and knockouts dealt by the destruction of barrels will now give XP to the character whose turn it is. Environmental tiles and debuffs caused by the destruction of barrels will also give XP to the same character if they deal damage or knockouts. -Moved details about skills gaining charges into the text description of skills. Previously it was opened from the small icons. -Characters in Roster now also heal after battles (so in higher glory levels with reduced healing you can benefit from switching characters). -Telekinetic Cowl will now activate after most other effects that activate at the end of turn. So you can for example debuff surrounding units with Blightseed and then knock them back with Telekinetic Cowl. -Toned down Hasty perk. -Clarified description for Invigorated Perk. -Clarified description for Banish skill. -Added description for difficulty setting. -Added progression% info to inventory stats page. -Otherworldly Blade: Removed need for charges, +1 cooldown. -Vile Rain: Damage 7% -> 10%, Healing 40% -> 50%. -Toned down fire demon boss slightly. -Improved skeleton king boss slightly and adjusted the skillset. [h1]FIXES[/h1] -Randomizing stats through the mushroom event no longer gives too many extra stats. Also removed the unlikely possibility of ending up with 0 in some stat. -Fixed a bug that allowed many different effects affecting damage (like Predator perk) to also affect healing. -Fixed a bug that prevented Puppetmaster perk from affecting Umibozu's racial skill. -Fixed a bug where a medium sized blood elemental could be resurrected (despite no corpse remaining), which would then softlock the battle. -Using Split with Glass Helmet (= resulting in death of the caster) will not spawn a 1 HP clone instead of a 0 HP clone. Possible similar interactions will also now always spawn with 1 HP instead of 0. -Fixed a bug that could sometimes prevent AI units from attacking a target if the damage was estimated to be very low. -Previously AI units with very low physical damage didn't attack targets with very high protection if they knew they would deal 0 (non-crit) damage and there were no other viable targets around. Now they will prefer to attack these targets instead of just moving around. -Small technical fix where changing languages in middle of a game could cause unnnecessary warnings.