Updated to 1.4.0: Controller support

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]UPDATE 1.4.0[/h1] [h1]NEW[/h1] -Full [b]controller support[/b] added. The game is now fully playable from start to finish with only a controller and on Steam Deck the game is now also smoother to play. If you have any further improvement ideas or feedback for the controller support, let me know in the discussions or on Discord! [i](Note: If you are having any issues getting the controller to work properly, please first check the Controller settings in the game's Steam settings to make sure it says "Use default settings". On Steam Deck, make sure you are using the new default configuration)[/i]. -Added a movement preview arrow next to your current unit. This will be shown if you hover the mouse over a movement arrow or have the arrow selected with a gamepad. The preview arrow can be turned off in options. -Added a slider in options to adjust controller sensitivity. -Added a slider in options to adjust the size of combat log text. -Steam Deck: Updated the default layout configuration to "Gamepad with Joystick Trackpad", which works great with the new controller support. [h2]CHANGES[/h2] -Lower resolution screens [i](such as Steam Deck)[/i] will now by default have higher tooltip and combat log text sizes. These can still be adjusted in options though. -Adjusted the size of different windows & texts to look better on smaller screens. -Small navigation adjustments to better support controller navigation. -Small UI adjustments. [h2]BALANCING[/h2] I felt that with accessory slot items it was often too easy to go with limited number of powerful effects or items that give pure stats. So in this update I went through all the accessory items and buffed a lot of them that were situational or not as powerful as they should be. This should make the accessory choices more meaningful and increase build variety. [i](Rarity 1)[/i] Wizard Hat: +30 MP Crystallized Smoke: +5 Protection Storage Key: +3 STR Prickly Boots: +2 AGI Energizing Boots: +2 WIS Mana Conduit: +3 MDMG Procurement Order: +10 HP Earth Rune: +6 Protection Ring of Harmony: +3 VIT Bone Shards: +5 Critical chance Mana Stone: Reduction effect 33% -> 40% Tome of Invigoration: Restore effect 10% -> 20% Remote Detonation: Cooldown 3 -> 1 Expand Matter: Cooldown 4 -> 2 Reposition: Cooldown 3 -> 1 Freeze Soil: Cooldown 3 -> 2 Consume Mana: Cooldown 4 -> 1 [i](Rarity 2)[/i] Vampiric Greaves: Healing effect 3 -> 7 Electric Galoshes: Damage effect 10 -> 12 Jug of Acid: Damage effect 5% -> 10% Sigil of Concussion: Damage effect 7% -> 10% Defective Apparatus: Damage effect 7 -> 10 Demon Heart: Effect activation 25% -> 33% Vampiric Gloves: Healing effect 20 -> 25 Summoning Manual: +20 HP Summoning Stone: +4 VIT Alien Object: +10 HP, +10 MP Charged Crystal: +5 MDMG Ritual Skull: +6 PDMG, +6 MDMG Infectious Root: +25 HP Equalizer: +20 HP Vigilant Eye: +10 Critical chance Immovable Object: +10 Protection Rare Fossil: +4 AGI Helmet of Dread: +8 Protection Memento: +10 HP Pristine Crystal: +7 WIS Phantom Necklace: +3 PDMG, +3 MDMG Bonfire Gem: +10 Critical chance Soul Grimoire: +20 MP Heavy Shield: +20 Knockback chance Horn of Echoes: +12 Knockback chance, +30 MP Tentacle Surprise: Cooldown 3 -> 2, Charges 1 -> 3 Seizing Flow: Cooldown 5 -> 3, Range 3 -> 4 Acid Bomb: Range 6 -> 7 Revitalize: Cooldown 4 -> 2 Unleashed Energy: Base damage 1 -> 6 Unleashed Pressure: Cooldown 5 -> 2 Energize: Cooldown 6 -> 3 Spread Rage: Cooldown 5 -> 3 Scroll of Upheaval: +7 VIT Skewering Trail: LOS requirement removed, Cooldown 2 -> 3 [i](Rarity 3)[/i] Radiant Sculpture: +12 Critical chance Telekinetic Cowl: Knockback effect 3 -> 5 Necromancer Beads: +4 STR, +4 WIS Blightseed: +7 VIT Supply Signal: +4 AP Spiny Effigy: +7 PDMG, +7 MDMG Pulsing Device: Rarity downgraded Barrel Chain: Cooldown 3 -> 2 [i]I also felt like normal healing skills were often not very attractive choices so I buffed quite a few of them:[/i] Grand Fortitude: Base healing 6 -> 10 Warrior's Spirit: Base healing 6 -> 12 Absorb Blood: Bade healing 3 -> 5 Safe Zone: Base Healing 3 -> 10 Healing Touch: Cannot target self anymore Dire Salve: This skill is now instant Mending Waves: This skill is now instant, Base healing 8 -> 5 Blessed Touch: This skill is now instant, Base healing 7 -> 5, Cooldown 3 -> 4 Transfer Life: Mana cost removed Mend Spirit: Healing 20% -> 25%. Now scales based on missing hp instead of current hp. [h2]FIXES[/h2] -Fixed a bug where clicking the right mouse button would give a melee attack command to your unit instead of cancelling targeting. Also adjusted a few other things to ignore right mouse clicks. -Fixed a bug that caused some DLC content to not appear if player level was low. -Fixed a bug that caused the game to not remember Domination mode high scores. -Fixed a bug where the game remembered the last played game mode wrong if the player had not yet unlocked Endless mode and played one of the new game modes. -Adjusted the death animation of Wight boss to fit better within the tile it is in. -Electric Galoshes relic now properly deals piercing damage. -Fixed a bug where a skill removed in lvl-up window did not immediately visually remove it in inventory view. -Fixed a visual bug where skill buttons in battle sometimes stayed popped up after using them. -Fixed a bug where the skip button was visible for the first lvl-up reward, even if it was a stat increase. -Effects that gave a buff when unit was a victim of a knockback no longer activate if that unit is being pulled somewhere (instead of knocked back).