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Tales And Tactics News

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[h2]Hello Tacticians![/h2]

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Small Balance Update v1.0.61

Gourmand's bonus Attack after eating the donut now deals triple damage (from double).

Torque's skill has been changed: Torque now heals for 150 and the cone deals 75 Spell Damage and Ignites for 4 seconds. Spell Power scaling changed to the healing and damage rather than scaling the Ignite duration. This should make Torque slightly more of a generalist rather than depending entirely on Ignite.

Baa'lor summons now enter combat with 500 Shield base (from 400).

Oakengard's skill now heals itself and adjacent allies for 150 (from 120).

Willow's final burst while casting now deals 300 Spell Damage (from 200).

Lurch is now a genius and smartly targets as many foes as possible every time. (This is a sizable buff despite not changing any numbers!)

Deadhead now deals 250 Spell damage (from 220).

Ragno now casts on itself if no other allies are available. Shield granted increased to 200 (from 150).

Button spores now deal 100 Spell Damage per hit (from 70).

Mawrice now gains an extra +20 Attack Speed while buffed.

Teak shield explosions now deal 200% of Teak's Attack Damage (from 150%).

Sir Sparkles now heals for 55 Health per second (from 50). Since it hits two targets for a duration on each, this is still a sizable buff.

Ivy's Stumpy summon now inherits Ivy's Tier! Go forth, Stumpy enthusiasts, and may the Tier 4 Stumpies be plentiful!

Morita physical damage dealt increased to 175% of Attack Damage (from 150). Spell Damage dealt on collision increased to 175 (from 150).

Zwei max mana reduced to 40 (from 50). This should make getting extra stacks of Life Ender Blade more achievable.

Tinker Mana changed to 60/75 (was 80/100).

Volcanus spin attacks now deal 85% Attack Damage (from 75).

Sanctus now heals for 170 (from 150).

Tidus' main Tidal Wave now deals 200 Spell Damage (from 150).
Porcino's Arrow now deals 160 Spell Damage (from 120).

Skul's Shield Bash damage increased to 120 (was 100).

Fritz Mana changed to 45/90 (was 55/100).

Corvid's Knives embedded in the target now detonate for 90 Spell Damage (was 70).

Deshret Mana changed to 60/120 (was 80/140).

Rime Spell Damage increased to 180 (from 150). Stun duration increased to 1.25 seconds (from 1 second).

Shelly Max Mana now 60 (from 75).

Noctus no longer Stifles all foes for 3 seconds when casting - instead applies Stifle on-hit with the skill.

Uro has been heavily nerfed. Self heal percentage and damage over time both reduced to 2.5% max Health (from 4%).

Additional casts of Wolfgang's rush after transforming now cost 130 Mana (from 90).

Glitter now deals 280 Spell Damage to foes returning from sheepification (from 300).

Demon now grants 10% Damage Amp to all Demons in addition to its previous effects.

Healer II Shrine now gains 70% of the team's healed Health in Charge (from 80%).

Marksman I's Dummy now gains Max HP at the start of combat rather than a Shield, making it easier to gauge the current status of your Dummy.

Marksman II has been reworked. Now grants all Marksmen +3 Attack Range and causes them to retarget to the highest damage foe every 3 seconds while firing the same powerful shot. This should cement their status as focus firing squadrons that can absolutely take down enemy carries.

Orb of Everything changed. Now grants +10% Lifesteal, Damage Amp and Damage Resist, as well as immunity to Hobble, Shred, Stifle and Ignite.

New Item on offer in the Oasis Merchant event: Ponderer's Stone. Discover it yourself in the Oasis in your next run!

Vex's skill duration properly reduced to 4 seconds. The previous nerf had not actually reduced Vex's duration. We'll still continue to keep an eye on Vex after this update, but we didn't want to add a nerf onto a nerf that hadn't taken place yet.

Shock Pendant buffed, 6% -> 8% Max HP damage

Edan's Blade buffed, 15% -> 20% Damage Amp

Vanguard's Helm buffed, 10 -> 15 flat damage reduction

Magicannon buffed, 20 -> 25 damage on hit

Cleaver buffed, 2.5% -> 3% attack damage / HP

Mallet of Mashing nerfed, 10% -> 5% Max HP damage

All Ignite sources buffed, 1.5% -> 2% max HP damage

Demon Trait numbers adjusted, 50 Attack Speed 75 Spell Power -> 40 Attack Speed 50 Spell Power

Vex nerfed by way of Shaman II change - now only affects Stun and Sheep effects rather than all crowd control (this was the original intent, and why Vex received a stun in the first place)

Bug 2 now causes the Swarm to deal aoe magic damage over time rather than gaining bonus stats when the Swarm moves.

Brawler 2 Stomp reduced to 3% (from 4%) max HP damage.

Dweller 1 Damage Resist reduced to 10% (from 15%).

Elemental now grants a small flat health bonus to Elementals in addition to its current effect.

Fixed an issue where Ragno wasn't triggering on-cast procs such as Wand of Missiles.

Fixed an issue where some ranged Legends would be placed in the frontline when facing opponents in PVP.

Fixed an issue where the Triple Wielding perk wasn't granting its stats.

Update 22 (redeploy) v1.0.55

Redeployed Update 22 with an exploit resolved, and with additional bug fixes:

Fixed an issue where Enlightened Gourmand was gaining triple the (non-permanent) Maximum Health each cast.

Fixed an issue where Item Icons would duplicate at various times, particularly when merging Component Items.

Fixed an issue where Devil's Deals with Museum Curator or Tabletop Tactician combat modifiers would have more or less units than intended, leading to more difficult or easy fights. (Fix failed from a previous update.)

Fixed an issue where Trollgar could spawn Shadow Clones when in non-Boss encounters where that effect wasn't supposed to be active.

Fixed a longstanding issue where the Twin Primes Specialization perk did nothing.

Fixed an issue where sharing Divine Blessings with the Ascension perk wasn't functioning.

Added safeguards to prevent an issue where Match Card Events could be skipped after loading the game.

Fixed a longstanding issue where River could sometimes grant her Army a Trait they already had in the Rival combat.

Fixed multiple issues where units could become stuck on the Mouse Cursor when alt-tabbing.

1.0 Update 22 (v1.0.53)

Vex debuff duration reduced to 4 seconds (from 5)

Shaman II duration modifier reduced to 50% (from 100%)

Crosby skill damage reduced to 275 (from 300)

4 more Tiers have been added, specifically for use with various Tier-break items and effects. Go wild with your Moon Blessing'd Double-Royal Dragon.

Fixed an exploit in Ranked PVP involving rating losses.

Fixed a rare specific AI logic bug issue that would occur if there is only one allied unit and one enemy unit left on the board, which could cause both Units to not consider each other valid, softlocking the fight.

Added text to the Ritual Dagger for the Blood trait to clarify the Unit must be in play in order to be sacrificed (as you can technically Prepare a Unit, then Bench it, but this stops the sacrifice from working)

Fixed PVP Elvish Empowerment stating the wrong stats in the tooltip when hovering the hex itself.

Blook now secretly clears crowd control on arrival and prevents crowd control to the possessed Unit, which very rarely happened anyway but could result in some odd AI behavior.

Fixed CC cleanse effects not clearing Taunt.

Fixed Slogurk's Crystal passive (mana on cast) when combined with the Scare Tactics ability granting mana regen to its skill target, not itself.

Fixed Slogurk not gaining benefits from the Elemental trait when one of its core selected Traits was Elemental

Removed an old restriction that fully prevented you from starting a fight if you have no Units, as this could technically softlock if you spend all SP without buying a unit.

Fixed a rare issue when loading a run while a unit is equipped with the Cloning Capsule that could cause the capsule to trigger during the load and generate a new unit.

Fixed an issue where Trollgar (boss form) could create more illusion clones than intended.

Fixed a PVP-related issue where if you played against an opponent with +1 item slots, all future opponents would have the UI for 4 item slots (though would not utilize them, as this was a loading display issue only, not resetting the unit slots back to 3 after that fight)

Fixed Run History not loading Ranked run state properly (said all PVP runs were Unranked)

Fixed Lodestones counting towards 'item power' army total calculations

Fixed Tier 6 units not counting towards 'unit power' army total calculations

Re-fixed Devil's Deals with Museum Curator / Tabletop Tactician cancelling their army size modifier.

Fixed Cosmic Matter causing Tier Ups beyond 4. Only the Moon Blessing specifically calls out the ability to do this.

Added a safeguard to auto-release a Unit if the user left clicks while a Unit is already in hand. This should be impossible, but we've seen a handful of rare reports that it can happen. Seems to possibly be related to leaving the game window while a unit is in hand.

Fixed Privileged Position not adding the extra bonus units to the pool as it said it did.

Additional Chinese localization polish

1.0 Update 21 (v1.0.50)

Fixed a major issue where the rewards granted from Champions would be the rewards of the Champion you didn't choose. This also led to potentially having the same Champion as a Rival and an Ally, causing further issues later on.

Fester's healing per second reduced to 4% (from 5%). Fester's skill has been noted by many players as an outlier among the Common units. By offering Damage Reduction, healing and AOE it covers more bases than most - reducing the self-heal should make Fester need a bit more itemization.

Pyro Kit damage and Shield reduced to 20% (from 25%). Small tap to Tactican tier strategies focusing on max-HP payoffs; generally speaking, Max HP values are higher than when Pyro Kit was set to its 25% values.

Fixed an issue where Compendium Trait entries would display sources of bonus Trait pips from your previous runs in the same session.

Fixed an issue where the original copy of items duplicated by the Blood trait would disappear after being used.

Potential fix for an issue where spamming things that can summon the Speech Bubble rapidly could break the Speech Bubble for the rest of the session.

Potential fix for the rare issue where the 'flyer rod' piece appears on non-flying units.