1. Tales And Tactics
  2. News

Tales And Tactics News

PVP Alpha Update 7

Fixed an issue where many triggered effects that were self-targeted (such as On Survived Combat) stopped working a few hotfixes ago.

Reworded Horror's effect to be more clear on the fact that only your Horrors are affected by the damage bonus and immune to the stun. And made it more thematic!

Fixed an issue where, if you started another run immediately after unlocking the Bonus Traits unlock, that exact run would not choose bonus traits to enable for the run.

Fixed an issue where ESC would not close the pause menu if you've opened one of the settings submenus within the pause menu.

Fixed an issue where text in the Tutorial could be barely clipped on the rightmost side in some resolutions such as ultrawide.

Added tooltips to the Compendium Unit Filters to better explain what they do. The Bonus Legend filter is now off by default.

Fixed Compendium Unit filter UI clicks only having color while unclicked and being plain white when clicked.

Fixed summoned Flash's spawning on their back and staying there not animating.

Bounties can no longer be used in the Tournament or the room before it, due to all rewards being nullified. This is a temporary solution until our planned Tournament rework, where the final room will clearly be one room with a "gauntlet fight" instead of 3 distinct rooms.

Added a potential fix for a report with the Teak code Flamingo unit that could cause it to not return from the spectate area after combat.

Fixed Focus Fire/Focused Down DM warnings pretty much always triggering.

Fixed an uncommon issue where the Difficulty Selection UI wouldn't scroll to the default selection option when first revealed.

Fixed the alert that draws you to the Patch Notes screen triggering on hotfix patches. It now only triggers on major game updates.

Fixed the Bug Reporter rendering underneath Patch Notes, Settings, and "Are You Sure" confirmation screens.

Fixed the Patch Notes being formatted oddly in a very specifically sized box. Now fills the screen more adequately on any resolution.

Fixed units standing on top of each other in battle when Skeletons revived.

Fixed Gale flying off the screen briefly if her target died while she was in-flight.

Fixed all terrain tokens not appearing since Hotfix 6.

PVP Alpha Update Hotfix 6

Changed the rules for On Kill / On Death effects to make them more consistent and behave in the way players expect. Before, all on kill/on death effects did not work on temporary minions like Barq decoys. This was mostly to prevent larger On Kill effects like Storm from being incredibly more effective when Barq is around. Now, by default, On Kill/On Death do work on temporary minions, and will explicitly say when they do not by saying a "non-temporary Unit". The only things that do this currently are Beast and Storm. "Temporary Units" are things that have a fixed duration lifetime - Barq Clones, Champigno Turrets, etc. Summoned Units are not always considered Temporary, for example Glorp's splits or a mirrored unit from the Gemini Hex. These are full-fledged Units added to the fight, and are not considered Temporary.

Dweller Update - Geogukk is now visible as a statue on the side of the board, and leaps into the fight when summoned. The leap targets the enemy who has dealt the most damage since the start of the combat, and will stun and taunt any adjacent enemies near the landing points. Geogukk now has the base stats of a Common rarity unit, but the health gain per Tier of Dweller increased to 20% (from 10%). Dweller Stage 2 now increasese the health bonus to 150% (up from 100%) and the max mana to 50 (down from 70). The time to channel on the Dwellers is now actually 2 seconds as the tooltip listed (it was actually 3 seconds). Geogukk in statue form can be right-clicked to preview its skills and stats, and will dynamically update with the number of Dwellers (though may not reflect other things like perks). In early testing, both in theoretical 3v3, 5v5, and true army simulations, Dwellers should now be more on par with Demons, where before they always lost to them.

The above change fixes Vex's cast not bouncing if it was currently affecting a temporary unit.

Fixed an issue where Gale could be considered permanently not taking up a battlefield space, allowing others to enter her space.

Fixed the Saunek Necropolish act modifier effect not visually staying in sync with the number of units dead, and it being bugged by requiring "2 units from each side to die, THEN one more of any". It now functions as described and the obelisk will only glow/gain a rune when it progresses towards the zombie activation.

Fixed offboard units such as the Engineer Turret disappearing during act transitions.

Fixed some poor optimization in act transition logic that was spawning far more objects than it needed to. This will have fixed an FPS hitch that would occur at the very start of an act transition.

Fixed a rare case where the merge book helper UI could stop respecting exit commands.

Chester is now Uncommon, increasing its sell value and stats slightly.

Fixed Chester's special coin (and any other cases of instant kill effects) not triggering On Kill procs such as Wicked Khopesh, and not counting the death towards the killer's kill count in the combat recap.

Fixed a dev-only Compendium tool that allows us to rescale and move units for their Compendium view being exposed in a packaged build.

Added a potential fix for a rare case where, if a level up was pending immediatley after a Specialization choice, all options for the level up wouldn't be enabled as pickable in the UI.

The Crop Rotation specialization, when used to select two perks, will now lock the reroll button after choosing the first. The intent of the specialization was always "pick 2 from the next screen".

Further optimizations to pathfinding which may resolve rare crashes in complex combats.

Fixed Mushroom Turrets not having VFX sockets, resulting in most impact particles not playing on them.

Fixed Pct Damage reduction not reducing properly if the incoming damage was Attack Damage.

Fixed Pct Damage reduction being stored in the combat recap as "Damage Cap".

Fixed Adalon's extra boss modifier (manalocking units in the top and bottom rows) not functioning.

Fixed all tokens (such as pits) slightly hovering above the ground.

Thanks to the additional logging and reports, we've now fixed a vast majority of niche cases where a hex was not allowed to be used. There may still be others, but most remaining ones were caused by the issue that is now fixed.

Fixed an issue where summons who inherit values from their owner were not doing so.

Fixed an issue where, if interrupted durings his skill, Hudson would remain stuck mid-air.

Fixed a fix-failed issue from a previous hotfix regarding Mages doing one attack in between their dual-cast.

Fixed Superior Spear having no target filtration priority. It now targets random units.

Fixed Volcanus' spin speed being affected by framerate (low framerate = low spin speed)

Fixed the new Pivot descriptions showing {tokens} only in the description display in the Level Up panel

Added yet another check to hopefully catch the user out there who is unable to see the corrupted save screen.

Fixed Blook going absolutely bananas sometimes when trying to return to the hex it came from after using the possession skill.

Fixed Blook's attack missile being spawned slightly late.

Fixed an issue where automatic item removal such as due to removing the Royal or Trickster traits would cause a units' Item Slots to break.

Fixed an issue where it was possible to see bad perks when getting the Level 4 perk-related perk choice.

Fixed an issue where, if you had a unit that was rarer than currently available in the Unit Store, it would still be possible to rarely see that unit.

Fixed an issue where Sanctus wouldn't trigger on-cast effects.

Fixed an issue where it was possible to become locked out of starting a run after clicking the Draft button.

Fixed an issue where Trickster's Twin Tricks perk wouldn't function.

Fixed an issue where selling the last copies of your Bonus Legends would prevent them from appearing for the rest of the run.

Fixed an issue where Monock took his Gargoyles with him when dying. Now, they may survive and slay your units - beware!

Fixed an issue where it was possible to become unable to visit River in runs with certain save data from prior versions.

Fixed an issue where, after fighting an opponent with the same Hex Modifier effect in PVP, your corresponding copy of the Hex Modifier would also vanish. For example, this would happen if one Gigantomancer fought another Gigantomancer.

Fixed a longstanding issue where units could be stranded as Harmless Sheep forever.

Text fixes on a few blessings and perks.

PVP Alpha Hotfix 5

Thanks to the additional logging and reports, we've now fixed a vast majority of niche cases where a hex was not allowed to be used. There may still be others, but most remaining ones were caused by the issue that is now fixed.

Fixed an issue where summons who inherit values from their owner were not doing so.

Fixed an issue where, if interrupted durings his skill, Hudson would remain stuck mid-air.

Fixed a fix-failed issue from a previous hotfix regarding Mages doing one attack in between their dual-cast.

Fixed Superior Spear having no target filtration priority. It now targets random units.

Fixed Volcanus' spin speed being affected by framerate (low framerate = low spin speed)

Fixed the new Pivot descriptions showing {tokens} only in the description display in the Level Up panel

Added yet another check to hopefully catch the user out there who is unable to see the corrupted save screen.

Fixed Blook going absolutely bananas sometimes when trying to return to the hex it came from after using the possession skill.

Fixed Blook's attack missile being spawned slightly late.

PVP Alpha Update: Hotfix 4

Corrected a failed fix for the 'corrupted save' not triggering in an earlier hotfix. The window is now confirmed to appear on a corrupted save.

Fixed an issue where bench hexes would become permanently consdiered occupied in special cases of units being destroyed manually, such as when the Dragon Egg hatches.

Fixed the Spooky legend set added with the Added Legends unlock never appearing.

The "Trait Pivot" perks no longer have manually assigned rewards, but now state "Gain 8 Star Points worth of random (Trait) Units". This allows them to follow the same rules as other random rewards such as respecting the banish list.

The "Trait Improvement" perks no longer grant a single specific unit reward. They didn't really need that in order to be competitive choices, and removing the unit grant will make the new Pivots more viable.

Added a "Legend Pivot" perk - no reason the Legends can't be a part of the Pivot fun!

Added a new "Legendary Duo" perk, as Legend had no entry for level 3 Trait Improvement perks.

PVP Alpha Update: Hotfix 3

Removed an AI logic optimization that seems to have been causing units to rarely get in situations where they stop acting completely. This will likely increase CPU usage some, but should also prevent these issues involving Units no longer acting.

Fixed another case where the first time user main menu panel could get stuck on, effectively creating a softlock.

Fixed a logic issue for the Focus Fire/Focused Down DM help that was causing them to trigger far more often than intended (and has been the case probably since they were added).

Fixed an issue where the first Challenge Climb level would not unlock after winning a run on recommended.

Fixed old PVP fights in our server pool that were from before the hex modifier fix, causing the hex modifier problem to resurface, pass the bad data into the person receiving the fight, who then sends the bad data back into the pool.

Fixed a rare issue where when returning units from combat, one of your units may never return if that unit was the one whose death caused the last combat to end.

Fixed a bug where previous saves could technically have the Added Legends unlock but without any of the Legend Packs, resulting in blank legend entries on new run launch.

Fixed an issue specific to the Engineer turret which caused it to think slower (and thus fire slower). Conveniently this also made us discover 2 more optimizations to the AI logic code.

Fixed Tinker sometimes not granting Engineer ammo.

Fixed in PVE, shops no longer rerolling in between shop rooms (accidental PVP code slipping into PVP). This also may have caused PVE shop rooms to sometimes have fewer items.

Fixed an issue where Blood wouldn't function properly.

Fixed an issue where placing units while they merged could cause Ghost Units to appear.

Fixed an issue where the River's Basics perk triggered on equipped units instead of unequipped units.