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1.2.4 patch note

[p]Hello everyone!

This is a smaller patch, slightly tweaking a few things, plus a few bugfixes.[/p][h2]Balance changes:[/h2]
  • [p]Reduced Giant bats' min/max damage by 3.[/p]
  • [p]Two-handed axe's Overhead strike skill got a bit overtuned with the recent changes, so the extra 3 damage on crits has been removed.[/p]
  • [p]Throwing daggers' min/max damage has been reduced by 1.[/p]
  • [p]Bows' min/max damage has been reduced by 1.[/p]
  • [p]Crossbows' min/max damage has been reduced by 1.[/p]
  • [p]Crossbows' point-blank shot skill now can't be used when adjacent to a melee enemy, similarly to how other ranged skills work.[/p]
  • [p]Steady aim marksman skill has been replaced by Adaptive aim skill. New effect: Gain +10 ranged attack and critical threshold (so in practice, only increasing hit chance but not crit chance) for every missed ranged attack (max +30). Resets when you hit with a ranged attack. (Note, attacks blocked by shields reset this bonus as well).[/p]
  • [p]Inquisitor arbalest perceptive skill has been replaced by the new Adaptive aim.[/p]
  • [p]Layered armour utility items now provide an additional 10/15/20 critical threshold increase per tier to attacks against the user, making them a bit harder to crit.[/p]
[h2]Bugfixes:[/h2]
  • [p]Counter attack skill no longer triggers on attack of opportunity and counter attack. This stops the silly contest between 2 units with counter attacks to see who can hit the other first (or run out of stamina). [/p]
  • [p]Fixed the relentless offensive skill, which only increased melee attack. Now it properly increases ranged attack as well.[/p]
  • [p]Fixed combat music sometimes bleeding over into the teleport room after combat.[/p]
  • [p]Open door command no longer removes concealment.[/p]