Patch (v1.0.12): Base UI Update, Quality of Life Changes, Balancing and Fixes
Hey everyone!
Decided to give you all a breather from bombarding you with updates now that the game was in a more stable place, and try and push out some larger changes that the community has been asking for. There's going to be a slew of changes with this patch, but the ones I'm most excited to get your opinions on are the changes to the Base Inventory UI.

This change patch is my first dive into implementing some more base QoL features that have been requested. Things like getting more money when selling upgraded weapons, being able to see which weapons have been forged at a glance, showing which weapons can be equipped and which can't due to weapon proficiency, auto-filtering by unit, mutli-filtering, sorting units based on level, the list goes on!
I've also fixed some of the more egregious balancing issues like certain units showing up under-leveled, and a certain class being a bit too powerful. Also starting giving love to some underplayed classes/units. None of this is set in stone, so please let me know your thoughts!
Next up I'll continue fixing any bugs reported as always, and I have a few more things I want to try with the base menus such as a "Enter Shop" button when you're on a unit that filters the shop by what that unit can use. I'm also going to try and take a swing at a "Restart Battle" button. Anything that touches saves I always want to be extra careful with, so this may take a little longer than just next patch. After that I'll start on the story improvements I mentioned in the roadmap.
Also, we're at 60+ suggestions on the weapon/shield/item/refinement form! There are some amazing ideas in there already, but I want to see at least 100 before I organize it all for voting, so go put in your ideas to see them potentially come to life in game if you haven't already!
Form link: https://docs.google.com/forms/d/e/1FAIpQLSdmjhQK2g-cEuCEqySanMlW8urCU0OgLDRoRUMnXc0hsN8ELw/viewform?usp=header
As always, thank you all who have supported the game so far, and also those of you who have left your feedback. These last two weeks have been amazing, and I'm really excited every morning that I get to wake up and work on making this game better for you all. Thank you for giving me that opportunity.
Best,
Eldin T.
Decided to give you all a breather from bombarding you with updates now that the game was in a more stable place, and try and push out some larger changes that the community has been asking for. There's going to be a slew of changes with this patch, but the ones I'm most excited to get your opinions on are the changes to the Base Inventory UI.

This change patch is my first dive into implementing some more base QoL features that have been requested. Things like getting more money when selling upgraded weapons, being able to see which weapons have been forged at a glance, showing which weapons can be equipped and which can't due to weapon proficiency, auto-filtering by unit, mutli-filtering, sorting units based on level, the list goes on!
I've also fixed some of the more egregious balancing issues like certain units showing up under-leveled, and a certain class being a bit too powerful. Also starting giving love to some underplayed classes/units. None of this is set in stone, so please let me know your thoughts!
Changelog
- QoL: Added ATK/HIT upgrade and Refinement icons to the storage UI controller so you can at a glance tell which weapons you've upgraded and where you've put certain refinements.
- QoL: On selling weapons, you will now also get back 50% of what you spent on upgrades, as well as 50% back any attached refinements. Just as you would if you removed and sold the refinement separately.
- QoL: Added a "Select Weapon" label to avoid early confusion in the forge.
- QoL: Show weapon ranks in unit inventory screen.
- QoL: Filters now stick after being selected. Clear on building the UI.
- QoL: Automatically select filters unit can use in base unit inventory.
- QoL: Grey out/make transparent weapons that are unequippable either due to rank or type.
- QoL: Units in the base/formation menu are now sorted based on level and if they were deployed in the last chapter, so your most used should always show up at the top (three main characters will always be on top).
- Fix: Fixed being able to equip refinements as normal items.
- Fix: Fixed duping refinements on some cases of saving/reloading.
- Fix: Skirmisher Agile ability extra movement no longer reset when selecting an allied unit.
- Fix: Bald Illyana when picking promotions after being a hunter. Helmet to non-helmet promotions losing head. eg. Crusader to Enlightened.
- Fix: Fourth attack showing in battle UI, but only 3 executing. 4 will now execute.
- Fix: Fixed an issue where poison was quartering healing, rather than halving.
- Fix: Fixed an issue where dialogue's weren't respecting completed side quests.
- Fix: Fixed an issue where Talon with Dove Effigy could be taken out of his animation state and would lock up on trying to heal a second time.
- Fix: The camera will now pan to the last selected unit at the end of cutscenes if one is waiting to choose their direction.
- Fix: Fixed an issue where if you continue after a certain unit in chapter 8 appears, he would be loaded incorrectly into the enemy array, making his recruitment event not fire.
- Fix: Fixed an issue where you couldn't navigate up or down characters after unequipping an item in the base unit inventory screen.
- Fix: Small text typos.
- Balance: Sentinel's now apply fortify to themselves as well as their target while using "Safeguard".
- Balance: Englightened's "Cartography" ability changed to only work while they are still able to act.
- Balance: Elias starting STR boosted by 1. Growth rate from 40%->50%.
- Balance: Reduced the scaling of cost in the forge section in relation to the items cost from 50%->100%->150% to 50%->75%->100%.
- Balance: (Chapter 7 Spoilers) Rho and Benjen now both start at level 11 with increased stats. You will still be able to pick their first class promotion on their first level up. You all mentioned that the two units that join in this level feel way too weak, and I agree, they start too far behind the rest. With the last change to allow for first promotions to happen past level 10, these two units will now still allow you to pick their first promo, but with an easier time getting them there. This should also help balance out having units a little too low level earlier on in the game. Now that the new units are up to par, I've reverted the change of chapter 7 being level 11 enemies, and put them back to being level 12. I'm still keeping the other nerfs to enemies in chapter 7 that were part of the previous patch.
Next up I'll continue fixing any bugs reported as always, and I have a few more things I want to try with the base menus such as a "Enter Shop" button when you're on a unit that filters the shop by what that unit can use. I'm also going to try and take a swing at a "Restart Battle" button. Anything that touches saves I always want to be extra careful with, so this may take a little longer than just next patch. After that I'll start on the story improvements I mentioned in the roadmap.
Also, we're at 60+ suggestions on the weapon/shield/item/refinement form! There are some amazing ideas in there already, but I want to see at least 100 before I organize it all for voting, so go put in your ideas to see them potentially come to life in game if you haven't already!
Form link: https://docs.google.com/forms/d/e/1FAIpQLSdmjhQK2g-cEuCEqySanMlW8urCU0OgLDRoRUMnXc0hsN8ELw/viewform?usp=header
As always, thank you all who have supported the game so far, and also those of you who have left your feedback. These last two weeks have been amazing, and I'm really excited every morning that I get to wake up and work on making this game better for you all. Thank you for giving me that opportunity.
Best,
Eldin T.