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v 2.5.0 Quest mode update

In this update, new features have been added, including turn skipping, the Doomsday counter, the safety system, and soul return when demolishing buildings. Additionally, the early game difficulty has been adjusted. A new feature also allows players to restart at a higher difficulty level while retaining existing assets after completing the quest mode.

1. New Features in Quest Mode

* Turn Skipping and Safety System
A feature has been added to skip turns without selecting a quest. Skipping turns will recover some health for all mercenaries, but the town's safety will decrease. If the safety is high, positive events such as gold or soul bonuses will occur, while low safety can lead to negative events like monster invasions that destroy buildings.

* Doomsday Counter Added
After a certain number of turns, evil spirits will invade. If the evil spirit invasion is not repelled, buildings will be destroyed. Success in exploration or boss quests will raise the counter and delay the invasion. The Doomsday counter can be enabled or disabled in the settings.

* Soul Return When Demolishing Buildings
Demolishing unused buildings will return souls. Demolished buildings cannot be rebuilt in the same turn, but this is designed to prevent resource waste when players are unfamiliar with building functions in the early game.

2. Completing and Restarting Quest Mode
After completing quest mode, players can restart at a higher difficulty level while retaining their existing buildings and mercenaries. This allows for continuous challenges.

3. Combat and Healing System Changes

* Adjustments to Healing Magic and Unit Recovery
The number of times healing magic can be used in quest mode has been reduced compared to dungeon mode. Units that haven't completed quests will recover some health without needing a church. If a church is built, recovery will increase, and additional healing can be purchased using gold.

* Combat-Related Changes
The amount of healing after combat is lower in quest mode compared to dungeon mode. Experience Orbs and Soulstones will spawn during combat, just like in dungeon mode. Boss difficulty has been segmented, and the difficulty of early exploration quest bosses has been lowered.

* Card System Added
In quest mode, cards can be obtained as rewards or purchased through buildings, just like in dungeon mode. Cards disappear after being used once.

4. Special Events Introduced
Special events, like in dungeon mode, will also occur in quest mode. Building an observatory will activate special quest events with a certain probability.

5. Special Mercenary Hiring
Once the tavern is built, special mercenaries with unique traits will appear with a certain probability, just like in dungeon mode.

6. Other Changes

* Novice Tavern Added
Once one or more regional bosses are defeated, the reward will be the ability to build a Novice Tavern. High-level mercenaries who haven't had their skill points distributed can be hired using Soulstones, allowing for greater unit customization.

* Hall of Experience: One free experience boost per turn.

* Potion Shop: One free healing potion provided per turn.

v2.4.4 - v.2.4.8

  • Now, even if the ‘Remove Ally Corpses’ option is enabled, weapons will drop from ally corpses after the battle ends.
  • Bug Fix: Fixed an issue where the Alchemist would not take the Philosopher’s Stone during the Philosopher’s Stone event.
  • Bug Fix: Fixed an issue where the description for Dual Gun Mastery was not displayed.
  • Bug Fix: Fixed an issue where summoned units' levels always appeared as 1.
  • Balancing: Changed ranged overwatch to apply only at the edges of the attack range.
  • Bug Fix: Fixed an issue where equipping a shield to a non-leader unit in the equipment tutorial made progression impossible.
  • Bug Fix: Resolved an issue preventing the settings menu from opening during the tutorial.
  • Bug Fix: In Quest mode, if the inventory is full when receiving a reward, the reward item is now sent to the storage.
  • Bug Fix: Corrected description of Extra attack skill

v2.4.1 - v2.4.3

v2.4.1

  • Bug Fix: Fixed a bug where a marker remained when returning to the main menu with in-game tips displayed.
  • Bug Fix: Fixed a bug where a pushed unit could still perform a close-range counterattack on a distant target.
  • Bug Fix: Fixed a bug where a stunned unit could counterattack.
  • Bug Fix: UI bug fixes.
  • Bug Fix: Fixed a bug where the AI strategy for plant pillars and bone pillars could be changed.


v2.4.2

  • Game mechanic: Class base stats (STR, DEX, INT, AGI, CON) are now retained upon rebirth.
  • Bug Fix: Fixed an issue where newly constructed buildings in the village had a level of 0. (e.g., Healing Potions in the Potion Shop showed only 1 instead of 3).
  • Bug Fix: Equipment in village shops now spawns appropriately based on difficulty before entering the Abyss Gate.
  • Bug Fix: Fixed an issue where elite weapons had the same price as regular weapons.
  • Bug Fix: Fixed an issue where units under the Confusion status could use items from their inventory.
  • Bug Fix: Fixed an issue where units immune to freezing could still be frozen by Frozen Spirits or other perks.
  • Bug Fix: Added missing Korean text.


v2.4.3

  • Changed the classes of mercenaries spawned in the Demi-human Mercenary Camps
  • Bug Fix: Fixed an issue where quest markers on the minimap would display incorrectly and fail to disappear when the screen is rotated.

v2.4.0 Class update

This update aims to balance and strengthen unit classes. The Engineering and Druid classes have primarily been reinforced, and Thief classes have also been added; however, the AP skills of the Assassin and Berserker have been weakened in exchange. The rebirth feature was also too powerful, so it has been weakened as well.
*I have many concerns about balancing AP-related skills and the reverse mechanic. Please feel free to drop by Discord anytime if you have any advice to offer.
edit: Discord link

Reverse Changes:
  • Only knowledge and skills are carried over when reversing, while base stats and mastery are not inherited.


Druid Class Revamp:
  • The Druid’s upper class has been changed, and a new base class, Disciple of Nature, has been added.
  • A Warmth skill has been added, which either removes water puddles or melts snow.
  • A Wildfire skill has been added, which sets grass on fire.
  • Terrain-based support skills have been combined into one skill, which operates differently depending on the terrain tile.
  • Summoning skills are similarly combined.
  • Most nature-based attack skills have been adjusted to receive force-type damage that gets an INT bonus.
  • A skill called Identical Twins has been added, which summons two creatures per skill use.


Mechanic Class Revamp:
  • Mechanical units now leave scrap instead of a corpse when they die.
  • The Tinkerer now needs scrap to create machines, starts with three scrap, generates it when a machine is destroyed, and has a skill to automatically collect scrap.
  • The Mechanazzle has been changed to a physical attack unit instead of self-destructing.
  • Rocket-type and gun/grenade skills have been added.
  • Construction of the Helidrone has been added.
  • A dual-wielding gun class called Gunslinger has been added as an advancement for the Gunner.


Archer Tree Revamp:
  • Scout, which can use both swords and bows, has been added and can also use nature school skills.


Noble Starting Party Re-added:
  • The Noble starting party, removed in version 1.0, has been re-added.


Thief Class Revamp:
  • The passive AP increase for Thief classes has been removed, replaced with a skill called Nightshade Burst, which increases AP for a certain number of turns and puts the user to sleep afterward.
  • The Assassin’s Instinct continuous skill has been modified to trigger only once per turn, and instead, a Rage skill that sustains Assassin’s Instinct for a certain number of turns has been added.
  • A new upper class for the Assassin, Shadow Master, has been added.
  • An upper class for Brigand, Dreadnought, has been added.
  • An upper class for Outlaw, Shadow Striker, has been added.
  • Dark Warrior has been changed from a tank-style class to a warrior type, advancing from Fighter and specializing in dark magic and two-handed weapons.
  • A new class similar to the previous Dark Warrior, Terror Knight, has been added.

v2.3.14 - v2.3.16

Bug fix: Fixed a bug where pressing the cancel key while entering a name would close the input window.
UI: Added the ability to confine the mouse cursor to the window (in the display settings tab).
Bug fix: Fixed a bug where the preview incorrectly showed traps being destroyed when dealing poison damage.
Bug fix: Fixed a bug where lifesteal would activate even when damaging oneself.
Bug fix: Fixed a bug where perk costs in custom parties were not updating.
Bug fix: Fixed a bug where more than 6 quick slots could be assigned.
Bug fix: Fixed a bug where the game would crash when sorting the town storage.