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Patch notes

Significant changes (good ones!) to Battlemage and Lich. Also, continued bugfixes and quality of life stuff.

BATTLEMAGE:
  • all ranks of Surge now have knockback 1
  • Surge 1 damage buffed from 30 --> 35
  • Surge 2 damage buffed from 45 --> 50
  • Surge 3 damage reduced from 60 --> 40, +💧 reduced to match Surge 2, but now has LONG CONE shape
  • Thirst 1 shape changed from CONE to FIXED LENGTH (2) LINE
  • Thirst 2 damage nerfed from 35 to 25
  • Thirst 3 damage nerfed from 45 to 25, but now has SQUARE shape
  • new ability Stalagmite 2: increases range from 1 --> 2 over base spell
  • new ability Stalagmite 3: changes shape from CROSS to SQUARE
  • Immovable is now available as an affinity option for earth affinity breeds


LICH:
  • Dragonbreath 3 damage reduced from 60 to 40 but now has LONG CONE shape
  • new ability Leach 2: reduces damage from 40 to 30 vs base spell but changes shape from NONE to CROSS
  • new ability Leach 3: increases range from 2 to 3
  • new ability Nimble 2: upgrades +move from +1 to +2


ASSORTED BUG / QOL STUFF:
  • fix to a bug that mightve caused flickering or misplaced pointers
  • fixed a bug causing the 'goblins rescued' ui to not autohide when entering the party menu or a new combat
  • fixed a bug causing 'crater' to not hit the caster
  • status effects in the overhead display will now autohide while in combat completion so they dont obscure exp numbers
  • fixed a bug causing the loot display to not show the 8th item. additionally loot will now be sorted by quality/tier so that when there are too many items to display in the current UI, which only has 8 slots, the least interesting items will be the ones hidden.
  • added (experimental) support for DX12 as a fallback for cards that don't support DX11 for whatever reason (should have no effect on you unless you're having trouble launching the game)
  • fixed a bug causing spirits to sometimes spawn on top of buildings
  • fixed a bug where if you started a combat in the middle of a big collider (like if you managed to worm your way on top of a building or something), it would essentially break your save. If you had a save file stuck in this broken-combat-setup state, loading it now will send you home. In general starting combats in these impossible locations will send you home in the future.
  • added a note 'hits entire battlefield' to the tooltips for relevant abilities
  • fixed a rounding error causing the scrollbar in memory selection to not show up until you had one row + 1 extra memory to display.
  • you now get pointers to the nurseries (when nearby) if you skip the memory quest and go straight to the castle