[1.0.18] - Patch
Firstly, thanks to everyone for playing! The response has been quite overwhelming, and brought a welcome burst of enthusiasm to the playerbase.
We've been listening to all your feedback since our launch into full release, and this patch aims to address much of that.
[h2]Informant Escape Scenario[/h2]
One thing that became clear was that our intent for the design of the new Informant Escape scenario was not being well communicated, causing some frustration among players. This, along with many fixes, is the focus of this update.
The Escape scenario was meant to test your card draw, however it became clear that the fight was insufficiently difficult, meaning if you lacked the necessary draw, you would enter into a long and drawn out fight that could even lead to an impossible stalemate. This obviously isn't how we want any combat in the game to play out, so we've made some changes!
The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. New enemies will spawn after this, but
only whilst the gate is below the threshold value of 15, after which they will stop spawning, and the fight will work like any regular combat.
We had some other design changes in mind for this fight, but we wanted to address the immediate issues and alleviate the frustration for now. This probably won't be the last tweak we make to that combat, and we'll continue to listen to feedback about whether we need to increase its difficulty further, or make other adjustments.
[h2]Quality of Life[/h2]
Feedback concerning certain Quality of Life features also hasn't gone unnoticed! Some of these issues require changes that aren't as simple as they seem, so haven't made it into this update, but rest assured, we've heard you! Improvements in this area are planned and on their way.
For those playing on controllers, we're also hoping to bring some of the improvements we're currently making to the Switch build over to the PC version in the coming weeks.
Overall, we hope you enjoy the update!
[h2]Full release notes below[/h2]
[h3][Changes][/h3]
- Characters no longer show "The Hammer" underneath their surname.
- Recruitable characters will no longer spawn with Heavy armour unless their Stamina is greater than or equal to 4.
- Spitter and his Gang Bruisers now have reduced Max Vitality.
- Barricades in the fight with Spitter now start with 20 Defence.
- The Informant Escape scenario (sewer gate combat) now behaves differently. The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. However, new enemies will only spawn whilst the gate is below the threshold value of 15.
- Removing an upgraded card from your deck will now automatically store the token in your token book, avoiding the need to do it by hand.
[h3][Fixes][/h3]
- Fix for three Hare talents (Pivot, PlanOfAttack and Urgency) spawning as Skills.
This does mean loading a run with these cards will load them with a dead wielder, so they will be removed from your deck after your next combat.- Fix for Spymaster TrueStrike intent causing a softlock if the Spymaster is targeting the character in front of the shadow, and they evade the Shadow's attack
- Fix for the bonus campaign cards being added to the beginning of the run before they would have been unlocked by the player.
- Fix for statuses still alternating the turns on which they tick in "that" fight.
- Subtle fix / change for Zealot, where it will now trigger if the character with Zealot has a status effecting them that banishes cards (e.g. Exertion).
- Fix for Grave passive not triggering if your banish pile reaches 12 by cards banishes that happen during cleanup (stashed weapons, or cards with dead wielders). Cleanup may now also trigger any other similar banish related effects.
- Fix for Akimbo consuming Charge prematurely when dual wielding, and therefore not working with the Mouse Racial Ability correctly.
- Fix for a lockup in the second combat tutorial if you chose a card that already appears in your deck (e.g. Rush) as a reward for the first combat.
- Fix for statuses still alternating their effects based on rank, even when both ranks are active
- Fix for input bug that would cause the opening Informant card to be selected along with Forgotten Tunnel, meaning after the first combat, you would return to find the Informant card missing.
- Fix for screen prompts (shown by campaign cards that require selecting a lane) being left on-screen when exiting to the main menu.
- Fix for being locked out of the tutorial if you quit to the main menu before the "Party Screen" prompt.
- Fix for Provoked blocking Beavers from selecting their barricades (e.g. using Craftsman)
- Fix for Greataxe not dealing additional adjacent damage if the target had a status/passive that gave them more defence when their defence was broken (e.g. The Warden).
- Fix for preselecting a talent allowing for that talent to appear twice in the final selection.
- Fix for HiddenStrike intent setting the spawned card's wielder to a null character (appearing dead) when targeting barricades. HiddenStrikes targeting barricades will now set the wielder to a random party member.
- Fix for cards with special per-instance values (e.g. Oathkeeper) displaying "PARSE_FAILED" when they were obtained by re-rolling or transforming.
- Fix for being able to hover campaign cards over certain hot spots when viewing the party screen.
- Fix for an issue where defeating The Warden in a run from an older version of the game could move to the Unlocks Screen without awarding XP, and without deleting the save game. Players who have encountered this can now Continue their campaign, and should now be awarded appropriate XP for the run.
- Fix for Akimbo working inconsistently with weapon-handing.
- Fix for RecklessCleave only dealing a base damage of 15
- Fix for Charge not being consumed correctly with certain cards, e.g. DancingBlades
- Fix for a soft-locking exception under very specific circumstances, for intent-dependent cards/passives (e.g. Battleaxe).
Bug report info here:
https://www.montebearo.co.uk/bor-bug-report/