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Road to 1.0, Weeks 2 & 3: So Many QOL Features

Due to a lot of text changes that needed to be translated for our Chinese audience, Weeks 2 and 3 were rolled into one patch, and then still delayed a bit (it was a LOT of text). But, it has just been launched for everyone! There's too many patch notes to have in full here, so I'll just paste the features and link the rest.

FULL PATCH NOTES HERE

A new Dynamic Keywords system has been implemented! Keywords will now appear in Orange text throughout the game, and when Orange text is present, a Dictionary will appear near your character portrait. You can click on it, or summon it with the Up key. When multiple keywords are present you can navigate left and right between the pages.

Added a tab to the Items section of the Compendium for Special Consumables (ones not available in Shops, such as Event rewards)

Special 'Guarantee' Reroll mechanics are now visible - when spending SP on a roll while having 3 or more unique units, and not hitting any duplicates, the next roll visibly becomes a Power Roll, which guarantees a duplicate.

"Mana Required to Cast" has been renamed Cost Reduction, and now has a visual element shown on the mana bar as a white buffer at the end of the bar, indicating the Unit "always has that mana available"

The Run Modifiers page in the start of run process has been removed - this functionality was already present in the Unlocks screen by enabling and disabling unlocks, and we removed the need for all Run Modifiers to be enabled for challenge climb, so the Run Modifiers screen wasn't serving a strong purpose any more. All of your enabled or disabled Run Modifiers from before the update should still be reflected in the Unlocks page, either being enabled or disabled based on your previous preferences.

The old Quick Start (skip Training Yard) functionality is now a checkbox in the start of run process and can be enabled and disabled at will.

The Quick Start button on the main menu has been replaced with Instant Start, which jumps you immediately to a new run without needing to go through the start of run screens. You can customize how you would like your Instant Start button to operate (character settings, difficulty settings, and whether or not to skip the Training Yard) in the gameplay options.

Added a new gameplay option for Trait Side panel behavior - being able to set it as 'permanently hovered', never collapsing into just the icon.

Run History changes: Modifiers are no longer shown, replaced with just the Difficulty played on. Removed the massive scroll bar with one button for every entry in favor of just the most recent 5 being quickly loadable with a button, and a dropdown that covers all the others. The dropdown will now not load any run histories that are in the incorrect format from before March. The dropdown is date-sorted by most recent.

When viewing Run History from the End of Run screen, it no longer tries to load the run from the saved file (which may still be in the process of saving) and instead loads from a cached version in memory, which will prevent that screen from accidentally loading the wrong run. When viewing from End of Run, you can no longer load other runs (this is only loaded in the Main Menu's version for better performance).

B.N.G. Weekly 1: Compendium Updates

This begins a series of weekly updates, which we will strive to meet from now until 1.0 Launch. We won't be saving things for a big mega-update any more, just releasing them as they come. We are also likely not to launch experimental again unless for a risky feature we need specific testing on.

For all of the below Compendium and related features, we were not tracking before which Events or Combatants you had come across in total, so they will all show as hidden until you see them again.

(Community Request) There is now a Compendium tab for Events! This previews all the unique rewards for the event.

(Community Request) The event reward preview system made for the Compendium has been extended to the Travel Panel. When viewing the two rooms to travel to, if you have been to an event before, it will preview its rewards in place of the former "Mystery Perk/Unit" etc. icons.

(Community Request) There is now a Compendium tab for Combatants! This previews all the effects of enemy combatants, and can swap between PVE and PVP versions.

(Community Request) There is now a tab in the Perks section of the Compendium for PVP, which has filters to sort by both Champion and Level.

Porcino range increased to 5 (from 3).

Flash range increased to 4 (from 3).

Wolfgang range decreased to 3 (from 4).

Marksman I updated - now increases Marksman's damage dealt by 15% to targets at least 2 hexes away, rather than increasing attack damage.

Marksman II updated - now scales the bonus shot by the wearer's Spell Power. Cooldown increased to 3 seconds (from 2).

Leechknife Sheathe now adds its knives over time (one every 3 seconds) instead of on every 3rd hit. Knife damage increased to 200% of AD (up from 100%). This makes the item more clearly an AD caster item rather than scaling with attack speed.

Fixed several issues that ocurred when dragging a Lucky Clover directly from the Shop to a Unit, including breaking the Inventory UI or not spending Gold.

Fixed more cases where Defilers would Execute themselves when hit with certain sources of damage, such as Combat Modifiers or Act Modifiers.

When multiple Bugs are in the front, the Bug that's selected for the Swarm is now randomized, rather than always being the most recently placed Bug.

Fixed Frisky & The Darkness' skills being named 'The Darkness'.

Fixed an issue where the Compendium item merge data could get confused in runs beyond the first in a session.

Fixed a number of items in the Compendium appearing that shouldn't have been, such as Tainted War Banners, and a bunch that were being sorted into the wrong categories.

Fixed the Devil's Deal equipment showing {trait} tokens in the text when viewing in the Compendium. They now say "Random Trait".

Fixed several Units (mostly the ones added in the Brand New Game update) not having correct 3D model placement when viewed in the Compendium.

Fixed several Units (mostly the ones added in the Brand New Game update) not having correct Hat attachment points.

Fixed Amalgam perk being able to pick a banished trait.

"Brand New Game" Hotfix 8

Clockwork Industries now has a brand new set of table props! The factory is now operational, showing conveyors moving parts around, and animated furnaces.

Fixed an issue where the Ritual hex granted 75% of the sacrificed unit's Max HP rather than 50%. In addition, changed the effect to grant Max HP as stated rather than the Shield it was previously granting.

Fixed issues where Deshret's skill didn't function.

Fixed an issue where the "Roll the Unit Store with SP 10 times" Bounty was granting 1 more XP than intended. Now grants 5 (from 6).

Fixed an issue where the "Win 2 combats with (uncommon Unit)" Bounty was granting 12 more SP than intended. Now grants 4 (from 16).

Fixed an issue where the Brawler trait Improvement perk's Super-Punches weren't Piercing. In addition, highly improved the Punch missiles' visuals.

Fixed a longstanding issue where units that were previously Ranged but became Melee still had reduced Armor due to their Range. This primarily affected Barq, who had a perpetual, unintended -5 Armor. (/4098)

Fixed Curse clicks causing the Unit Store card to jarringly jump down momentarily.

Fixed Raine not having an introduction when playing in non-Quickstart runs. (/4099)

Fixed an issue where the enemy Morphlings used by the Morphomancy Boss Modifier disappeared as soon as you placed a unit into their hex.

Fixed an issue where the Incense shop slot appeared with Equipment rather than in the Consumables tab.

Fixed an issue where swapping a Unit into play would cause that unit not to count towards Traits.

Fixed an issue where player Morphling would disappear when matched with another Unit. (/4100)

Fixed an issue where Ivy was treated as a Vanguard by effects such as Lucky Clover and Divinination Dust. In addition, Ivy would be placed in Vanguard enemy teams, causing them to potentially miss a stage of Vanguard.

Fixed another issue with Morphling where white boxes would be displayed in certain spots over its Unit Store card or right-click description. (/4101)

Fixed an issue where, if a Tier 2 unit in the Unit Store was increased in Rarity at the Registrar, the resulting Unit Store card wouldn't cost the correct amount.

Fixed an issue where the Combat Modifier helper text for a River Rival fight displayed {riverTrait} instead of the actual granted Trait.

Fixed an issue where units such as Wolfgang who dashed directly to a target would instead dash one hex away if they were already adjacent to the target.

Fixed the Leechknife Sheathe breaking after the first combat it was used in. (/4104)

Fixed several text issues.

Fixed an issue where Lodestone Contracts could be completed with half the required values if you waited a combat, and doing so left the Lodestone on the Unit permanently.

Fixed an issue where Barq was still being placed slightly behind frontliners on enemy teams, despite now being a 1-range unit.

Fixed an issue where it was possible to softlock the game if one returned to the main menu immediately after starting the Tutorial.

Fixed an issue where Fae II only granted all Fae units a Mana Fairy. Now correctly affects your entire team.(/4108)

Fixed Morphling, when de-cloning a Unit but remaining on the field (as a Morphling), would not update your total Traits (would still show as if it had its former Traits)

"Brand New Game" Hotfix 8

Fixed several Chinese tooltip display errors.

"Brand New Game" Hotfix 7

Units without Traits no longer count for the PVP Unlucky Lass (having a Unit that doesn't share traits)

Morello shield reduced to 400 for 4 seconds (from 500 for 5 seconds).

Fixed Morello self-targeting the 6+ stack effect instead of finding the lowest health target.

Manasoaker requires 100 Mana per proc (up from 75).

Fixed one of the Necropolis's tile textures being excessively shiny

Fixed an issue where, when Quick Restarting after a loss, the top panel's heart display would look like like it had missing hearts to start with.

Fixed a logic error in detecting the number of Stage 2 traits active for the Gnome bonus, often resulting in it being earned without any Stage 2's.

The Black Flag specialization has been reworked: Now reads "Your Units with 4 of their Traits active take 30% reduced damage and deal 30% more damage.". This was changed for a couple reasons:
-The old effect really needed to overwrite the item tooltips, we got weekly bugs of players forgetting they took Black Flag and expecting traits to still be there.
-With the above in mind, it really didn't make sense for them to still be Banners at all. The intent was to give a stat bonus for Units wearing a lot of banners since Banners give no inherent stats.

Fixed custom character features not being valid for Dungeon skill checks. They are now treated as whatever they use for art for purposes of Dungeon checks.

Fixed the Rhapsody custom character code not having the intended perk.

Fixed Draft character UI not being able to resolve most token strings, as such showing things like (%unitname%) in the description

Fixed FrostPrime's and Pedguin's character features not appearing in Draft mode for some time.

"The Training Yard" event is renamed to "Field Trainer", since we use Training Yard for the 'act 0' name.

Field Trainer gold cost text now only appears in red if you can't afford it.

Fixed the free coupon in Special Shops sometimes carrying over to the next actual shop room if you didn't use the free coupon.

Fixed actual Shops (after visiting a Special Shop) sometimes having consumables priced at 10 gold.

Incenses are now always available in Shops.

Lifelines in Shops are now a part of the Exotic Wares unlock, and share the Shop slot with other exotic utility consumables like Fusion Gem and Book of Banishment.

Fixed becoming stuck at the Field Trainer if you had negative Gold upon entering due to a previous Dungeon Tale.

Random effects such as Fae Faeries will no longer target Target Dummies and other temporary units for their effects.