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Patch 1.0.972

Greetings Transposers!

Following up on the 1.0 release yesterday, we are deploying a small patch to correct some of the issues you have reported. Thanks for your support!

[h2]I - BUG FIXES[/h2]
  • Fixed a bug that prevented the game from functioning properly if its save and settings files were tagged as Hidden on Windows.
  • Fixed a crash when spending hp to cast a skill while affected by a Sticky bomb.
  • Fixed a bug that prevented the Resilience perk from working properly on Eiris.
  • Fixed a bug that caused impact damage from a Thorned entity to be lower than that from a non-Thorned entity.
  • Fixed a bug that caused event-spawned unique patients to stay even after the event was removed on early access saves.
  • Fixed a bug that caused skills with shriek to display an incorrect damage preview.
  • FIxed a bug that caused a sound effect from the Alter menu to stay even after the menu was closed.
  • Fixed a bug that caused you to be able to reroll Innar’s trades even at 0 Awareness.
  • Fixed bug that caused the “Limitless” toggle to stay active after resetting the simulation.
  • Added a few missing hover popups on stats such as Berserk power and Trance power.
  • Fixed a bug that caused very high enhance level enemies that self-destruct to be unable to do so.
  • Fixed display bug on Eiris’ stats at level 100.
  • Fixed a few wrong icons on menu tabs.
  • Fixed a few typos.

[h2]II - QUALITY OF LIFE[/h2]
  • Combat log entity and skill names are now trimmed when too long.
  • HP preview now remains even when you disable the Skill preview setting.

[h2]III - BALANCING[/h2]
  • Enemy healing multiplier increase with enhance level has been reduced.


Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

1.0 release detailed changelog

Greetings Transposers!

Here goes the complete patch notes for the 1.0 release!

Important: Early Access saves that were still going through the tutorial (in-game day 4 and under) will not be compatible with version 1.0.

Other Early access saves will be marked as such, and while they should be compatible with the 1.0 version, we highly recommend that you start over if you can. There’s likely to be some edge cases we haven’t anticipated with older saves. Also, note that you will not be able to obtain certain new achievements and items on early access saves (mainly those from unique patients you’ve already transposed).

Loading an early access save that’s currently in the endgame will cause you to be teleported to a previous area, and some of the endgame systems to be “paused” until the main storyline is complete.

The Mind tree will automatically be refunded when an old save is loaded.



I - NEW CONTENT & MAJOR CHANGES


[h3]1) New areas & patients[/h3]

2 new areas and 3 new unique patients bring closure to the game’s main storyline. Each of these patients has a unique boss and unique rewards.

[h3]2) Impulse form[/h3]
Experiment with the new Impulse form synapse, that lets you spawn custom explosives you can push around and detonate at your leisure. Yes, chain reactions.

[h3]3) Equipment alteration[/h3]
Customize and upgrade your equipment and their modifiers, similar to Synapse fusion.

This also includes the “Sublime” recipe, which lets you customize Unique equipment with additional rare modifiers.

[h3]4) New synapse modifiers[/h3]
Due to a lack of modifier variety, certain synapses used to have a hidden “maximum quality” value preventing them from being Epic or Legendary. This is no longer the case, thanks to the addition of dozens of new modifiers, such as:
  • [Buffs] Every turn, take x% max hp as pure damage and gain 1 Overcharge.
  • [Supercharge] Supercharges any effect, not just damage. Reduces bonus to +x%.
  • [Gust] When clearing at least x tile effects, Swell.
  • [Cleanse effects] Cleansing an effect grants Unyielding for 1 turn.
  • [Mark] Mark costs no AP if it's the only effect in the skill.

[h3]5) Neural pulse rarity[/h3]
Neural pulses, the buffs you get to choose from after clearing a room in transposition, have been changed and now have rarity levels, meaning you’ll occasionally get lucky and roll a legendary buff during transposition.

[h3]6) Unique patient rewards[/h3]
Rewards have been changed on certain encounters with existing unique patients such as Stella, Maria and Neyes, many of which are new unique items. Early access saves that have already completed these encounters will not be able to obtain these new rewards.

[h3]7) New equipment[/h3]
A few new generic equipment pieces were added to the loot table, here’s one for reference:
Hematophagous robes: each turn, your first skill costs a % of your max HP per AP cost instead.

New equipment modifiers have been added too.

[h3]8) New achievements[/h3]
Multiple new achievements were added to the game.



II - COMMUNITY REQUESTS
  • Exiting the game mid-transposition no longer auto-fails the run. Reloading your save will now take you back to the previous day with the same batch of patients available. Do note that launching the same patient again will generate a new map layout, albeit with the same objective, tier and rewards.
  • You can now set patients from all areas to become max tier in the endgame. This can be toggled on and off at will.
  • Patient rewards can now be seen during transposition by hovering the patient’s portrait.
  • Synapse fusion is now unlocked earlier.
  • You can now see a list of all Synthesize fusion recipes on the Fusion menu.
  • Search fields were added to the Equipment and Shop menus.
  • Right-clicking an item in the shop automatically writes its name in the search field to ease comparison.
  • Form synapse increased power modifiers for Shield bash and Shriek were added.
  • A setting has been added to toggle screen shaking.
  • Eiris’ lasting effects now display on 2 different lines to improve clarity: one for positive and neutral effects, one for negative effects.
  • The combat log can now be toggled even when inputs are locked and when Eiris is dead.
  • A “Reverse transform” fusion recipe was added, it lets you convert Silent catalysts back into Still catalysts.
  • You can now have a skill that summons a phantom and buffs it at the same time.
  • A popup now warns you when you try to exit a room while leaving rewards behind (Memories, chests…).
  • The entity tooltip has been made translucent so it doesn’t completely obfuscate the battlefield.
  • Available and inactive Mind tree links have been brightened to improve their visibility.
  • Buttons have been added to synapse, skill and equipment inventories to make all “!” marks go away at once.


III - OTHER CHANGES
  • 1 Insight rewards now include 1x Still catalyst, and 6 insight rewards now grant 6 Still catalysts instead of 5.
  • Enhanced patient rewards now have a chance to become enhanced when you complete their transposition. The chance for a given enhance level to be rolled depends on the patient’s enhance level.
  • Innar now offers to reroll its remaining trade offers in exchange for Awareness.
  • Mind tree refund is now free up to 15 learning points.
  • The glossary is now sorted alphabetically and a few entries have been added to it.
  • Hp and Discipline are now always displayed on your stats on the Mind tree and equipment menus.
  • Active area events are now listed on a single panel on the map menu.
  • New memory assets were added.
  • New generic patient portraits were added.
  • Current transposition depth is now displayed in transposition.
  • A setting has been added to toggle automatic turn end when AP reaches zero.
  • A few UI element placements have been adjusted.


IV - BALANCING


[h3]1) Resistances[/h3]
The way resistances work has been changed to function as 2 multiplicative layers.
  • For example, if you were to take a hit for 100 pain damage, that value would first be reduced by Hit damage resistance, then Pain damage resistance. If you had 50% resistance in each, you’d apply that -50% to damage twice, first reducing damage to 50, then to 25.
  • Maximum resistances have been reduced from 90% to 75% to compensate for the change. With that, new maximum effective damage reduction is 93.75% (assuming 75% resistances everywhere), though that’s now harder to reach.
  • Veil and Purity were slightly nerfed, to make it harder to max out Hit and Affliction resistance through buffs alone.

[h3]2) Items & effects[/h3]
  • You now start the game with 2 available trinket slots and can unlock a maximum of 6, up from 1 to 5.
  • Mantle of the Voiceless now decreases Health and Discipline (depending on its enhance level) instead of increasing them. That’s to compensate for its very powerful Enlightened effect.
  • Brute and Bombardier automatons have been buffed, the former now having more hp and the latter hitting a larger area.
  • Your own Push & Pull effects now work on ally summons even if they’re Unyielding.
  • Blunt was nerfed and limited to a 75% reduction (it could previously reduce all hit damage to 1 in the late game).

[h3]3) Enemies[/h3]
  • The boss in Stella’s 2nd transposition has had its resistances lowered.

[h3]4) Fusion[/h3]
  • Transmute and Electrobind now require 1 less component synapse, dropping down from 3 and 4 to 2 and 3 respectively.
  • Dislocate, Quantum shift, Engrave, Efface and Enhance have had their Knowledge shard cost halved.

[h3]5) Mind tree[/h3]
  • The Flow perk has been renamed Elegance (since Flow is also an effect) and no longer triggers from Impulses detonation.
  • The Tenacity perk now grants Tenacious to allies as well.
  • Impulse damage perks have been nerfed.
  • The Passion perk now works on Awakened summon kills.
  • The Drive perk now increases remaining summon duration further for summons that charge their skills.

[h3]6) Other[/h3]
  • Effect summons (enemy phantoms that fight at your side) now scale slower with enhance level.
  • Ally summons no longer explode when killed automatically on room completion.
  • Extra XP gained by enhancing transposition has been increased.


V - BUG FIXES
  • Fixed a bug with effect power calculation on buffs and debuffs.
  • Fixed a bug where Affliction damage ticks could apply new Affliction instances.
  • Fixed a bug where Affliction stacks value would break at values beyond 2.14 billion.
  • Fixed a bug where the “Boundless ambition” tree perk wouldn’t allow you to cast Decontaminate on enemies.
  • Fixed a bug where endgame unique items wouldn’t drop with enhance beyond +5.
  • Fixed a bug where the “in use” state would become unreliable on synapses.
  • Fixed a bug where certain transposition inventory slots would appear duplicated.
  • Fixed bug where the “You can Dash through entities” modifier would let you dash over obstacles.
  • Fixed a bug where destroying an enemy with an impulse or a chain reaction could cause your turn to end before AP was restored.
  • Fixed a bug where ESC shortcut wouldn’t work on the Main menu.
  • Fixed a bug where toggles would always display as “Enabled” in the settings menu.
  • Fixed a bug where Hunger enemies would play the wrong sound effect on death.
  • Fixed a bug where certain endgame area events weren’t compatible with certain areas (some of the unique events still have incompatible areas).
  • Fixed a bug where Blunt would reduce enemy damage the incorrect amount.
  • Fixed a bug where Eiris’ lasting effects wouldn’t display beyond a certain count.
  • Fixed a bug where the Resilience tree perk would occasionally cause you to lose some of your existing shield.
  • Fixed a bug where certain forms could cause soft-locks when combined with the Dominance perk.
  • Fixed a bug where Fragilize lifesteal values would be much lower than expected.
  • Fixed a bug where the Synthesize recipe preview would display values instead of the usual “???” that indicates an unknown roll.
  • Fixed a bug where the “Engrave” and “Efface” fusion modifier selection panel would misplace modifiers.
  • Fixed a bug where a skill with Gust + Flow (in that order) would have Gust wrongly clear the Flow tiles.
  • Fixed a bug where the Authority perk could cause Push damage to trigger twice.
  • Fixed certain icons that were used in the wrong places.
  • Fixed a bug with certain storytelling events that changed Eiris’ position in transposition.
  • Fixed a bug that prevented the player from spending over 8AP at once, even with overcharge.
  • Fixed a cause for soft-locks when Afflictions spread on death.
  • Fixed a bug that caused push damage to trigger hit-only effects.
  • Fixed a bug where killing a Dark secret with oppress while interacting with another chest could lead to picking a Neural pulse before room combat completion.
  • Fixed teleport skills partially casting when targeted on invisible entities.
  • Fixed All-in being locked out as the last effect on a skill.
  • Fixed a bug where Auras coming from multiple source at once wouldn’t properly be removed when the sources died (e.g multiple Sleepiness enemies in the same room).
  • Fixed a bug where Swap would cause tile effects to be applied twice.
  • Fixed a bug where Trinkets couldn’t be cycled on the equipment tooltip on Innar’s shop.
  • Fixed a bug where previously a customized skill icon would reset when editing the skill’s synapses.
  • Fixed a bug where transposition inventory slots beyond the first 3 lines would disappear.
  • Fixed a bug where Supercharge and Shadowed from Eiris’ auras wouldn’t get removed on allied summon cast.
  • Fixed a bug where the Sniper Mk2 trinket wouldn’t add casting delay on a Sniper automaton’s first Discharge.
  • Fixed a bug where Eiris’ aura buffs wouldn’t benefit from efficiency synapse and awakening power multipliers.
  • Fixed a few unintended line of sight breaks on certain room layouts.
  • Fixed a bug where skills with a Rewind or All-in effect would immediately become reusable without their cooldown.
  • Fixed a bug that caused potential black screen locks after destroying a certain boss.
  • Fixed a bug that caused the Insulator trinket to not scale with enhance level.
  • Fixed a bug where the new day popup button wouldn’t be clickable.
  • Fixed a bug where summon synapses obtained through fusion wouldn’t unlock the corresponding transposer log entry.
  • Fixed a bug that caused Hyper-empathy to trigger when hovering your cursor over its target when in combination with the Boundless ambition perk.
  • Fixed a bug where resolutions other than full hd could cause tooltips to misplace.
  • Fixed a bug that caused Sabine’s special Ranger form to show no modifier.
  • Fixed a bug that could cause a certain enemy to attack you during a certain cutscene.
  • Fixed values on a few modifiers.
  • Fixed a bug that prevented the Combat log from properly erasing old lines.
  • Fixed a bug that caused emanated tile effects to tick twice on turn start.
  • Fixed a bug that caused a certain boss to possibly cast Annihilate on itself.
  • Fixed multiple typos, description and naming issues.
Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Wantless 1.0 is Out Now!

Greetings Transposers!

We're thrilled to announce that Wantless has officially reached its 1.0 release! As we wrap up the Early Access phase, we're excited to share the completed storyline with you. You may now dive into the mind's depths and transpose your first patients.

Important: Early Access saves that were still going through the tutorial (in-game day 4 and under) will not be compatible with version 1.0.

Watch the trailer below to get a glimpse of what awaits you:

[previewyoutube][/previewyoutube]



[h3]Ready to start your journey? Visit the store page and get your copy today![/h3]

https://store.steampowered.com/app/1807090/Wantless__Solace_at_Worlds_End/



What's Available in Wantless 1.0


With the full release today you can expect:

  • A 35 hours long storyline that takes you through the minds of patients, confronting their inner monsters and unraveling the mysteries within. After that, challenging endgame content, including 5 unique endgame bosses and endless difficulty scaling.
  • Millions of combinations to forge your own custom skills and destroy your enemies in intense turn-based combat.
  • 6 unique biomes, 40+ bosses, and over 25 unique patient encounters, each with their own challenges and rewards.
  • Over 200 talent tree perks to customize your character to your liking.
  • Dozens of equipment pieces you can upgrade and customize.




Frequently Asked Questions (FAQ)


[h3]What is new in 1.0? [/h3]

  • The new Gear Alteration feature, which lets you customize equipment, even the unique pieces.
  • The conclusion of the main story line with new unique patients and areas, new equipment, synapses, achievements and modifiers.
  • Room-completion rewards (Neural pulses) have been revamped, many community requests were addressed, along with polish and quality of life improvements.




[h3]Will you support the game after the 1.0?[/h3]

We will initially focus on fixing any outstanding bugs you report. As for additional content updates, we still have a ton of ideas we'd like to add to the game, but that'll depend on how the game does at launch.

[h3]Will you add more languages to the game?[/h3]

Not just yet, we might add some if the game reaches a larger audience.

[h3]Do I need to start a new game for the 1.0?[/h3]

We did our best to make the saves compatible, however, we recommend that you start a new game with the 1.0 launch. A lot has changed during early access and we cannot guarantee there won't be edge cases and unexpected behaviors with early access saves. If you were already in the endgame, you'll be teleported back to a previous area to finish the main storyline, though you'll obviously be overprepared for it!

[h3]What is the PEGI / ESRB rating for the game?[/h3]

The game is rated PEGI 16 Provisional / ESRB Mature Provisional.

[h3]What are the minimum specifications required?[/h3]

Windows 7 or newer
Processor: Intel core i5-6400
RAM: 4GB
Graphic card: Geforce GTX 960
Disc: 2GB free space





Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Wantless 1.0: Watch it Played!

Greetings Transposers!

This is it! The full release of Wantless is tomorrow, May 16. To mark the occasion a giveaway is currently ongoing on our social media channels (Twitter). Do check it out! We have also added a commented playthrough by the dev team to the store page, and you can find the full video below. Enjoy!

[previewyoutube][/previewyoutube]



Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!

Meet the development team

Greetings Transposers!

As we approach the full release of Wantless on May 16th, we wanted to take a moment to introduce the dev Team and answer a few questions. Now is also a good time to thank you all for your support throughout the Early Access phase.



Meet the team






[h3]What inspired the concept of “Wantless”? In particular, the unique premise of entering patients’ minds to battle their inner demons?[/h3]
We wanted to combine gameplay from games we enjoy with real-life themes we like to think and talk about, some of which we struggle with ourselves. As for entering patients’ minds specifically, that felt like a good way to keep the theme there as often as possible, without having it interrupt gameplay. Truth is, tactical gameplay and build customization didn’t necessarily go hand-in-hand with exploring people’s inner struggles, so having you actually face Cynicism as a materialized threat was a way to solve that.


[h3]Can you walk us through the development journey? What were some of the key challenges you encountered along the way?[/h3]
Wantless is our first game, and you’re never short on challenges with those. As a small 3-people team, you’re always juggling multiple tasks at the same time, and everything you choose to work on is time away from something else that might be just as important. We progressively became a little better at weeding out what’s less important, but I’d say that’s always one of the challenges. Do you spend these next couple hours implementing some UI quality of life, or working on better enemy balancing? Balancing is a tough one by the way, as its complexity increases with the amount of build customization freedom.


[h3]The turn-based combat system in Wantless adds a strategic layer to the gameplay. How did you go about designing this system?[/h3]
The “Action point symmetry” feature (your enemies get to play with as many Action Points as you play with) is an important part of maintaining strategic player agency when controlling a single character in a turn-based game. We iterated on different versions of the system, from no symmetry at first, to perfect symmetry with enemies unable to store AP across turns, and the current iteration felt like a nice balance.


[h3]Mental health is a sensitive topic. How did you approach depicting themes of inner struggles in a respectful and responsible manner?[/h3]
We’ve no background in psychology or mental health in general, so we do our best to stick to our dystopian fiction and its mood. While there are parallels between the game’s Transposition tech and real-life topics, we’re not trying to give anyone advice or accurate medical descriptions. Though we find some of it to be relatable, Wantless’ depiction of the psyche is a rather bleak one, representing everyday emotions and struggles in a way that feels fitting for a dark post-apocalyptic world.


[h3]As developers, what do you hope players will take away from their experience with Wantless?[/h3]
At its core, Wantless is a challenging tactical RPG with a ton of build customization tools you can experiment with, and I think that’s where most of the fun’s to be had! There’s something rewarding about finding your own personal solution to a tough boss fight, or putting together a build that feels unique. For players more interested in the story, we hope you find some of it to be relatable!



We're excited to see Wantless reach this major milestone and look forward to hearing your feedback as you explore the game. Thank you for being a part of our journey! We hope you enjoy the completed version of Wantless.

Join the Community!


You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.

We are grateful for your time and your continued support.

Stay tuned!