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Tales & Tactics Update 3 Patch Notes

This update is focused on polish and bugfixing, with just a small amount of new content. Stay tuned in for something big to come very soon!

[h3]Featured Creator of the Month[/h3]

Pedguin - https://www.twitch.tv/pedguin


Ped was one of our earliest creators, showing the game before it even hit Early Access as part of the Yogscast Games network. The very first creator code was Ped’s, as the test for the creator code system!

[h2]Major Features & Improvements[/h2] [h3]Difficulty Update v2[/h3]
We’ve been collecting feedback on the Difficulty system since its deployment in September, and while it’s met a lot of our goals, there are some drawbacks to it that we hope to alleviate with this update.

The primary issue we’ve noted is that it’s generally more fun to have an increased amount of opposing difficulty that you need to tackle using the same general amount of resources as usual, where right now we have many difficulty options that take away resources, which takes away choice. Taking away choice means, for most people, less enjoyment of the game. So, we’re removing resource-related difficulty options and adding more that affect the core tactical gameplay and enemy difficulty scaling.

REMOVED the following difficulty modifiers:
Starvation (Less SP in combat rewards)
Paleless (Removes starting Pale Hearts)
Tough Start (Lower starting SP)
De-levelled (Lower starting XP)

REWORKED the following difficulty modifiers:
Hardcore: Now reduces starting Max Lives.
Cursed: Now adds curse when you slay a Boss instead of at the start of the run.

MOVED the following Unlocks into the Difficulty system:
Into the Void
Devil’s Deal (now with 2 curse as the penalty for skipping the Deal)
As usual, your Mastery will be automatically refunded if you purchased these.

ADDED the following new Difficulty nodes:
Leader Armory: Adds items to the Leader
Shadowstrike: Adds negative Hexes to your board each combat

ADJUSTED the following Difficulty nodes:
Small Pack: Now is a Unique modifier, and only reduces the pack size by 1.

As a result of these changes, which modifiers appear where in Challenge Climb has shifted greatly. The association of which Run Modifiers are associated with Difficulty nodes has also changed for Recommended difficulty.

[h3]Winter Legends[/h3]
Three new Legends have been added to the Bonus Legends feature! You can find them in the Unlocks panel, next to the first set of Bonus Legends. When added to your game, each run will randomly choose a Common, Uncommon, and Rare Bonus Legend to have on offer, adding even more variety to the runs.

Hinkle - A frosty snowman (common Magician) who combos with Crowd Controlling units. Any time a foe is stunned, knocked up, or interrupted, they’ll receive an icicle to the face!

Hugo - An abominable yeti (uncommon Vanguard) who excels at slowing the opposing Units it is tanking. If those Units are already Slowed, instead they are dealt massive Spell damage and are stunned! Combo with other Units who can Slow to bring the enemy army to a crawl.

Frost - An icicle golem (rare Skirmisher) who starts as a melee bruiser, but upon casting, teleports away and transforms into a ranged Spell damage dealer who scales damage based on Armor. Load up on armor and attack speed for this very unique hybrid carry.
Now that we have a true reference character, the FrostPrime character code now grants Frost instead of Adalon.

[h3]Other Content Updates[/h3]
Legends have been altered - you can now only have one Legend in your team. We want Legends to stand out and be powerful, but it has been proven that the stats required for them to do so means that they compound when using multiple Legends. If your team is all Legends, it overshadows the power of Trait effects, and we don’t want to nerf the individual Legend power any more than we already have. However, the Level 2 Perk ‘Living Legend’ now also removes this rule and lets you have as many as you want. Living Legend also unlocks all Bonus Legends for the run.

When you sell a Unit that is not in the standard pool (such as most Legends), if it is your last one of the same name, that Unit will stop appearing in future store rolls.

  • Community Request - Completing a Contract (from a Bounty Tale) no longer destroys the unit forever! The Unit will now disappear for one combat while they go perform the task, but return afterwards. Also cleaned up the terminology here as there were a few different terms in use. A Bounty Tale now grants a Contract that you need to complete. There should be no references any more to “a bounty” or a “side quest”.
  • Community Request - The Vault of the Void now gives full-scale Void Portals throughout the progression instead of lesser Void Portals leading up to full ones.
  • Community Request - The Oasis Act Modifier now uses two Sun Stones rather than one, mirrored and firing less often. This should mean less ‘randomly decided to strike down my team’ moments and more balanced tornado shots. We also fixed an issue where Sun Stone movement speed varied based on framerate, leading to inconsistent motion.
  • The Engineer Turret no longer cares about proximity unlike most Units. It will fire at the lowest health target (as all Units do), but will do so regardless of range. It will not care about distance.
  • Community EVENT - The Black Market event in Hexad City has been refreshed with a whole suite of new specialty items! While the original two remain, eight more have been added as a result of the Community Challenge #3! Look forward to the following items in the Black Market - 3 will be randomly selected from the total pool of 10 choices on any given visit to the Market.
  • Devil's Dagger - Wearer loses 20 Attack Speed and Attack Damage. Then gains +10 Attack Speed and Attack Damage per Curse. Submitted by sn0wy & SturmSang & SheepOfTheNight
  • Catnip - +40% Attack Speed, +10 Armor. The wearer starts combat Silenced for 30 seconds. Submitted by Akheon & Sturmsang
  • Thor's Thunder Ticklers - Wearer loses 50% Attack Damage but gains 30 Attack Speed and 30 Spell Power. When the wearer attacks, 1% chance to stun ALL foes for 1.5s. Submitted by sn0wy
  • Patchwork Banner - The wearer benefits from all active Traits, but does not contribute to any. Submitted by Flame & Kyn
  • Vigilant Vessel - 25 Spell Power, 2 Mana Regen. When the wearer heals or shields another ally, that ally gains +20 Attack Speed (stacks up to 3 times). Submitted by SheepOfTheNight
  • Basket of Unlimited Eggs - At the start of combat, the wearer steals 200 Maximum HP and 20 Attack Damage and Spell Power from each other ally. Submitted by Doomsday
  • Tungstivor - +40% Max Health, +20 Armor. The wearer starts combat Rooted for 30 seconds. Submitted by Akheon & Doomsday
  • Bonded Rings - Two items, the Giving Ring which sends all incoming damage to the wearer of the Receiving Ring. Submitted by FoxMan


[h3]Polish[/h3]
Community Request - Added a player-facing “Purge” button to the Unlocks screen. This allows you to remove all Unlocks and reset your Mastery to 0, effectively deleting the save file. More than a few players have requested this, and deleting the save file manually in a way that Steam Cloud won’t automatically restore it is a little tricky, so we’ve made an exposed option for it.

Community Request - Updated the Draft Mode UI to show Unit and Item previews for character features that use them, so you can preview exactly what the Unit or Item does.

Community Request - Improved the missile tracking logic such that it can track vertical changes, such as when a Unit is knocked up. This doesn’t actually impact gameplay as even a unit in flight only moves their model, their collision always stayed on the ground, but it looks nicer now seeing missiles be able to track airborne targets.

Updated the End of Run sequence, both for defeats and for victories. Victories in particular have a new celebratory animation and have a placeholder stub for an end-of-run comic panel! We’re in progress on making the art for these panels, so for now they remain a bit of a preview, but eventually these will have your character shown celebrating their victory, earning their Aspiration, and returning home.

The End of Run sequence now awards “medals”, based on various things you did during the run such as number of tier 4 units, number of bounties completed, devil’s deals taken, perfect fights (fights where you never lost a Unit), and many more. These each have an associated point value, and Mastery is now derived from your end of run medals rather than being strictly based on the floor reached. The art for these medals are temporary and will be replaced soon.

On average, the Mastery gained from Medals is roughly TWICE that of the previous system! With our updates to difficulty, better onboarding, and ability to turn off unlocked features, we’ve decided our gain rate for unlocking things was a little slower than what we expect most players would like. The Unlock system is intended to be a bit of an extended tutorial, ramping up complex systems and features.

At the End of Run screen, there are now a few additional buttons:
Recap (you can now bring up the Recap for the final fight optionally, instead of it always being there)
Run Summary (brings up the Run History screen for this Run)
Unlocks (end the run by going to the Unlocks screen, which is now no longer mandatory)
Main Menu
Quick Restart (restarts a run with the same settings as this run, same character and difficulty)
Fixed the Fight Button / top panel having mismatched opacity in the black UI elements behind it, creating an unpolished appearance.

The Shop UI’s scroll bar is now once again visible, and is no longer default white. It matches the color scheme of the UI.

During the end of combat animations, the Hearts in the top panel no longer fly out and scale up. Instead, a duplicate set of Hearts are shown. The Hearts flying out has never worked fully in resolutions other than 16:9, they don’t come anywhere near the center of the screen, and adds a little bit more motion to that animation flow than we would like. The duplicate Hearts are cleaner.

Community Request - We have added some QoL surrounding which Unlocks are associated with and automatically also unlock each Difficulty node. Locked difficulties will now state which Unlock you need to activate it instead of stating just “Locked”, and Unlocks in the unlock UI will state in their tooltips if they unlock a new difficulty node.

The Mastery Gain animation in the Unlocks panel now no longer plays if you gained no Mastery in that run. It will also no longer play if you’ve already unlocked everything that is currently available. This includes abandoning a run from the main menu or pause menu, this will know to not switch to the Unlock screen or play the animation if there is nothing to show or do there. When the animation does need to play, it does so now at double the speed.

Adjusted the Cavern’s Act Modifier visual effects to not be quite so bright and more transparent. Fixed one of its visuals not appearing at all, which connects the pulses after the first to the crystal by way of a projectile that fires towards the center of the board.

[h3]Bugfixes[/h3]
Fixed a long-standing issue where our Bug Reporter was not able to process Chinese characters. We still would receive the reports, but had to use the screenshot and game log only to find the issue instead of the written description.

Fixed the Unlucky Lass being able to select traits that require 3 Units. This was the case in previous builds, but broke recently.

Fixed a major issue where the Unit Store could be stuck not fully animated up in a very specific circumstance - if you enter a Rest Site while not having just gained a level, and entered by rapidly clicking Travel as soon as the panel appears (while the Unit Store is still animating up), which could only happen in Ultrafast mode. This will no longer stop the Unit Store from finishing its animation. Special thanks to Twitch Creator ThatPinguino for a VOD which showed the exact situation in which this happened (go give him a follow!)

Fixed an issue where Fast Mode when enabled would cause the progression of the Tutorial issues.
Fixed an issue where the Reroll button would sometimes re-enable itself in the first step of the tutorial, causing you to reroll out of the Mikki the game demands you purchase (thus softlocking the Tutorial).

Added a safeguard to the tutorial’s first step which brings up the Unit Store. We got a lot of reports of this not working, but we could not reproduce this ourselves. There was some mildly suspicious code that we have added a workaround to in the hope this resolves the issue.

Fixed the Cursed Shovel item losing its icon again. Also fixed why this was getting reset in the first place so it shouldn’t happen again.

Fixed the Shift hotkey only counting Left Shift, not Right Shift.

Fixed several small typos in various Events.

Fixed a display issue with the Invest button while at max Vault level.

Fixed an issue where if you, in one session: Played a run, made some progress, died, started a new run, then abandoned that new run at floor 1, then returned to the main menu - you would end up being able to continue the previously ended run. Thanks to an anonymous player for a very specific bug report on this process to help identify this. This also fixed a related Mastery gain exploit using this process.

Fixed Teak’s skill explosion radius not being large enough to actually hit adjacent enemies in most setups.

Added a safeguard to traveling. We’ve seen a couple reports where the log indicates a room got skipped, which almost guarantees something catastrophic happening with the run.

You can now no longer pick up units that are in the process of being merged. There was a very brief window where, after buying a unit, you could pick up one and manipulate it. Depending on the actions taken, it could get your units into a bad state. Also reduced the time it takes for the merge detection to happen.

Fixed an issue where units could not gain buffered Mana while casting - in particular, this prevented Deadhead from activating his skill’s Mana bonus trigger and the Trickster items from having some effects.

Fixed an issue where the unlocks adding new Combat Modifiers actually removed them from the pool, while they were active while not unlocked instead.

Fixed an issue where the Quencher’s Quill item would not Manalock foes.

Fixed an issue where it was impossible to get the ‘Put a Hat on Lord Malady’ achievement.
Fixed an issue where the Power Suit item wasn’t actually filling all Item Slots.

Added temporary art for Skye’s Ballista so the default white square doesn’t appear. Enjoy it while you can - a wonderful high-quality replacement will arrive soon!

Fixed an issue where the Blood trait could cause units with full Item Slots to lose one of their equipped Items. Now, Blood will simply not grant an item to any units with full Item Slots.

Fixed an issue where the Glorp and Slogurk units granted by the Maiden of the Mire event would not appear in the Unit Store after being obtained, leading to difficulty increasing their tiers.

Fixed being able to click on Difficulty preset options that were already clicked, doing nothing, but making the button look disabled.

Fixed an issue where Recovery Necklace would not heal allies, only the caster.

Fixed an issue where, after using a Void Portal item, the item count would become desynced.
Fixed several issues with Into the Void difficulty not triggering, or not properly displaying Voided units at the start of combat.

Fixed an issue where Aquatic would not heal for the proper amounts.
Fixed several outdated unlock descriptions.

Fixed an issue where a fully charged Brim would also cause the Engineer Turret to gain near-infinite Ammo.

Fixed an issue where it was possible to unlock Coming Soon
Coming Soon blessings now properly display Coming Soon as their reason for not being unlockable, rather than referring to a prerequisite.

Fixed Bogdar’s charge having much larger VFX than intended, and showing a debug display sphere for 3 seconds after charging.

Fixed the Compendium showing some traits that are unattainable, such as the [REDACTED] trait on the future Unit, [REDACTED], found in the [REDACTED] region.

Fixed traits that are added through items or other secondary means not marking the trait as Seen for purposes of the Compendium (leading to the other 2 Hydra heads and the Leader trait not being able to be marked as seen.)

Spooky Season Hotfix 9-10 Patch Notes

[h2]Spooky Season Hotfix 9 Patch Notes:[/h2]
  • Fixed an issue where, in certain cases, your Custom Mode modifier selections would be ignored and reset by the game.
  • Fixed several Event typos.
  • Fixed an issue where the Necromancy perk (obtained in a Graveyard Event) would not trigger.
  • Clarified the text on the Thieves' Tools consumable.
  • Fixed an exploit where items still 'remembered' who was wearing them, which allowed for item duplication of the Star Crown.
  • Fixed an issue where Fritz's skill dealt no damage.
  • Added several safeguards and fixes for the issue where Mecha Golem could stay in Stasis despite all Conduits having died.
  • Fixed a variety of issues with the Run History. Existing runs may still not display entirely correctly, but future runs should be sorted by date, include correct totals of Star Points and Gold, display all selected Perks correctly, identify your Rival, and show the number of losses. Expect more progress on the Run History soon!
  • It is no longer possible to Invest in the Training Yard - this failed as of the latest build, but shouldn't be allowed either way as it could give Training Yard runs an advantage.

[h2]Spooky Season Hotfix 10 Patch Notes:[/h2]
  • Fixed every in-game button having dead space around it since the October update that was unclickable (had to click a little inside the center of the edge)
  • Fixed EVERY BUG RELATED TO HATS. Including units sometimes not having their hat, or having hats they don't have equipped, or everyone having the same hat.
  • Built a brand-new Cosmetics panel replacing the old hats & skins selection panel. The new Hats panel lets you preview hats on Units even if you don't own them, allows you to choose a Random hat (which re-selects each game launch!), and makes it much easier to equip the same hat to multiple units as there is now the concept of a "Selected Hat" and a "Selected Unit". You can change Units without changing the Selected Hat, so applying the same Hat to multiple units is just a couple clicks per Unit now instead of needing to re-click through the big list of hats. Enjoy!
  • Fixed an issue where Bosses would be substantially more difficult (having the Legend trait on top of the Boss Heart) when Fast Mode was disabled.
  • Nerfed Adalon: Maximum Mana now 125 (was 100).
  • Fixed some additional issues where Star Crowns or Merchant's Swords would disappear when upgraded in certain cases.
  • Cleaned up some visual spacing on Game Modifier options.
  • Fixed an issue where Rarity restrictions would apply to Vault rewards, causing the Vault of Chaos to sometimes grant lower rarity Units than expected.
  • Added additional safeguards to try and fix the issue where the Unit Store won't reappear on entering a new Act.
  • Fixed an issue where, in some cases, Adalon's attacks would miss foes.
  • Fixed an issue where Morello's casts would not activate the bonus effect of applying to an ally.

Spooky Season Hotfix 7-8 Patch Notes

[h2]Spooky Season Hotfix 7 Patch Notes:[/h2]

  • Sealed Scroll nerfed to +50 starting mana.
  • Spell Power components and Magician per-tier Spell Power nerfed to 25 (from 30).
  • Falderal skill nerfed again - 120 damage per second (down from 150).
  • Adjusted Edan's Blade visuals to not be so noisy.
  • Adjusted Mawrice's hand particle locations to be closer to where he would have hands if he could, instead of attached to the feet of the plant.
  • Fixed an issue where Masque's Spare Mask triggered when the person damaging the wearer hit 50% health, not when the wearer did.
  • Optimized Monty's skill missiles, which was reportedly causing frame drops.
  • Reworded Potion of Telekinesis to make it more click you have to pick up and move the unit.
  • Fixed the floating text pop-up over the unit sacrificed to Devil's Deal Instant Kill saying "Broken Mirror" instead of "Devil's Deal"
  • Fixed a niche issue with jumpers (Deadhead/Khepri) where, at the end of their movement, they would immediately attempt to do another action, which could interfere with certain triggered effects such as the Blast Wand, causing the Blast Wand to never deactivate.
  • Fixed Otto not granting a unit in his Ally event option
  • Fixed the Stolen Die perk not doing anything


[h2]Spooky Season Hotfix 8 Patch Notes:[/h2]

  • Fixed the Golden Die and Abandon Ship perks appearing without their requisite unlocks.
  • Fixed all the different Assembly Line rewards for a given type using the same icon.
  • Fixed Malady stunning enemies hit for 2 seconds. They should be briefly stunned after landing, but it was lasting far longer than intended.
  • Reduced Malady skill damage to 300% of AD (down from 400%).
  • Fixed Malady's ground-cracks visual half clipping into the ground.
  • Fixed character transformations ending prematurely if two stacks of the same one is applied sequentially (such as getting sheeped by Glitter before the last sheep ends).
  • Fixed Glitter's sheep debuff overwriting the damage from a previous sheeping. They now track their timers independently and will deal damage as described even if a new sheep debuff is applied.
  • Fixed character transformations resetting the character's rotation, causing a quick turnaround in some cases.
  • Updated the colors of the Battle Bar health totals to be higher contrast between the filled and unfilled sides.
  • Fixed Vampire Chef's on-kill proc not functioning properly and appearing in the combat recap under a different name.
  • Fixed an issue where Wolfgang's first slashes would deal no damage if Wolfgang started with full mana and started the combat using the skill.
  • Fixed an issue where Wolfgang would pause for a half second after transforming.
  • Fixed an issue where Wolfgang would take one step forward, then perform his skill at any range instead of getting into attack range.
  • Fixed the Inventory Bag's count display not refreshing when a Trickster or Royal item was removed via the trait being lost.

Spooky Season Hotfix 2-6 Patch Notes

Spooky Season Hotfix 2 Patch Notes:

  • Added a detection system for if the save has been corrupted/outdated, with in-game instructions on how to resolve it.
  • Nerfed Falderal to 150 damage per second (down from 200)
  • Fixed a one-frame flash of the unit stats summary when hovering over a unit


Spooky Season Hotfix 3 Patch Notes:
  • Added two new achievements for completing Challenge Climb 10 and 15.
  • Added an 'Easy Mode' accessibility toggle which reduces all Lives damage from combats by half. This is required to be off for challenge climb.
  • Fixed a rare issue where you could not swap units into certain Bench spaces when playing in a combat with Pit tokens.
  • Fixed the Difficulty selection defaulting back to Recommended on every new run
  • Fixed a bug where if you had Challenge Climb enabled, then went back and turned off modifiers, you would still be in Challenge Climb when going to difficulty select.
  • Fixed the Monstrous perk not functioning in most cases. This should be the final fix to Monstrous.
  • Fixed the "Look at me, I'm the Daiya now" achievement not being retroactive on launch as the patch notes claimed.
  • Fixed the Star Crown item and its random Vault reminder missing thier icons after Hotfix 2
  • Fixed the Event choice buttons not lighting up when moused over
  • "Jumping" units such as Khepri and Deadhead will no longer be immune to crowd control while jumping. The crowd control will apply but will not stop the jump - the units just won't be able to act until the crowd control timer ends.
  • Fixed Fustercluck achievement counting chickens summoned by the enemy
  • Fixed Blorgi's skill not causing manalock.
  • Fixed the army size UI pips getting into a bad state when starting in the Training Yard as Thet.
  • Fixed the extra modifier helper appearing, showing the Golden Desert's modifier, during the first combat room of the Training Yard.
  • Fixed a case where retroactive achievements would not be applied in the case of Menagerie, Colorful Cast, Deeper & Deeper, and Character Sheet. These would not be earned in the case you earned one fully and accurately but the message failed to send the Steam. The game would forever think you had the achievement and not try to re-send to Steam on future launches.
  • Added safeguards to try to resolve the Unit Store not appearing
  • Fixed an issue where multiple units summoned at the start of combat could overlap.
  • Fixed Chesters Gold Coin not activating its instakill effect.
  • Fixed Ranger not granting its Boss units (for real this time)
  • Clarified the Star Crown effect - extra levels now grant Star Crown Upgrader consumables.
  • Fixed Chinese localization strings being prefixed with a comma.
  • Fixed the Discord button being squished vertically.
  • Updated the Demo build to the latest update. While this doesn't have any content updates, this does have bugfixes, performance improvements, and other things from the last couple months that make it worth keeping up to date.
  • Fixed the Chinese Traditional language option being missing in the October update.


Spooky Season Hotfix 4 Patch Notes:
  • Rolled back a change from Hotfix 3 that accidentally caused dead units to still block pathfinding, causing many issues
  • Spooky Season Hotfix 5 Patch Notes:
  • Fixed Devil's Cleaver item icon still missing
  • Fixed the special Rarity Slot upgrade animation that rerolls specific slots not respecting the Banished units list
  • Fixed a scenario where you'd be able to bring in character perks to the tutorial, causing it to break
  • Fixed Tier Up health bonus being reverted to 40% accidentally (was intended to be 50% in October update)
  • Fixed Tier 5 Units not selling for anything (kudos to whoever brave soul sold their Tier 5 Unit)
  • Fixed Rainbowslime Vial, Golden Grace perk, and Lucky Charm not respecting the banish list
  • Fixed Royal Pivot perk not giving Royal units.
  • Fixed Fire Potion showing the wrong name in the combat recap screen.
  • Fixed the Star Crown duplicates not activating their AI properly.



Spooky Season Hotfix 6 Patch Notes:
  • Fixed the Manabuffer system being broken. Items and effects that grant mana still apply to entities that are manalocked, but put it into a "buffer" that is restored when the manalock wears off. This being broken meant things like Skul would not be affected by Tricky Barrier.
  • Barq decoys now have a maximum lifespan of 10 seconds. This is mostly to prevent weird situations that can softlock combat (such as allied Barq decoys completely surrounding an enemy Barq decoy, and the only people left on the allied side are melee attackers)
  • Fixed the system wherein Units that reach full mana get locked at full (immune to any mana draining effects) until they cast. As a result of this bug, Adalon has been much more difficult than intended, since the presence of even a single Frozen Effigy effectively silences all units (bouncing between max mana and just shy of max mana, rather than staying full when reaching full)
  • Fixed the Luck of the Draw perk reminder having the Arcane trait icon.
  • Fixed a very rare bug where the Training Yard could get loaded for Act 2. This required playing in training yard, starting runs, dropping runs, and a general ludicrous setup. But it's fixed now.
  • Fixed the Divine trait not granting Divine Blessings.
  • Divine II updated properly; grants the intended buff to units with Blessings applied rather than a second Blessing each combat.
  • Fixed Barq and Spiritfang's Mana not being properly updated by the patch.

Spooky Update Hotfix 1 Patch Notes

Fixed not being able to click certain options in the Main Menu after returning to it once.

Fixed the Excaliburp sword despawning after 8 seconds.

Fixed the Tutorial not functioning after the October update.

Corvid is now Blood, giving a little earlier potential thoughts towards Blood pivots, and preventing Blood from being not possible (without banners)
if one of its units gets banned.

Fixed the Spirit trait not functioning

Fixed the new Blade/Daemon's Fork having inconsistent theming between icon and name, and a missing icon. It is now the "Devil's Cleaver" and has an appropriate icon.

Fixed Roscoe's new spell damage immunity lasting the entire combat (and thus also manalocking him the entire combat after first cast)

Fixed a rare trait tally issue which would cause some trait-counting achievements to be earned easier than they claimed (this also slightly made the Jack of All Traits perk stronger than it should have been)

Fixed some of the new Units not appearing in the right filters in the Compendium.

Fixed Ki O'dini missing their lovely companion buddies

Fixed Ranger not giving the Boss rewards any more

Fixed the Backflip skillbook not granting the skill.

Fixed not being able to turn off Advanced Vaults from the unlocks menu.