Patch (v1.1.3): Voting Results, Wiki Page Progress, MORE QoL, MORE Bug Fixes
Hey everyone!
After 2 weeks of voting, and 51 responses, we have our winners for the community suggested items! More detailed descriptions here.
Format below is: Item name (votes) (creator) - description (dev notes)
Thankfully no names that I can't put into the game. ;) Some very interesting new ideas that I'm excited to introduce! I'm going to have to take a bit of time to implement all of these, and a balancing round is in order before they're put in. I'll also be picking a few for categories like "historical accuracy" that I may add in. Expect to hear more about this after the story patch!
I also wanted to focus on some low hanging fruit with QoL features, and trying to continually fix any of the larger bugs that have been reported while I work on the story patch.
We've also made huge strides in creating a wiki page, thanks to the enormous work of @Sigismund's Wrath. It's not completely finished, but we'll be releasing it here soon for community contributions. Here is a little sneak peak into what some of that content will look like:

We're still a few changes away from full Steam Deck approval, and I need to get the double click figured out for the default Steam controller when in the shop.
I'm also still working on the quests/new characters/dialogue writing for the story patch, so keep an eye out for that as well.
As always, thank you all for your amazing support. An awesome community has developed around the game, and it's been my favorite part of this whole dev process.
Best,
Eldin T.
After 2 weeks of voting, and 51 responses, we have our winners for the community suggested items! More detailed descriptions here.
Format below is: Item name (votes) (creator) - description (dev notes)
Weapons
- Yewfelle (11 votes) (Sigismund's Wrath) - Bow that has healing charges based on killed enemies. Gain STR and SPD if user has SS rank in bows. (Love the extra bit to encourage weapon ranks)
- Throwing Knives (10 votes) (HP) - Sword with throwable charges. (Will take a bit due to new animations)
- Javelin (8 votes) (DK) - Spear with throwable charges. (Same here with animations!)
Shields
- Parrying Dagger (15 votes) (Ryelic/victor44) - Low block "shield" that gives you extra damage and dodge. (Will be very cool seeing a dagger in the off hand)
- Holy Kite Shield (12 votes) (DK) - Shield with total block equal to carry weight, regen is unused carry weight. (Very creative design DK)
- Swordbreaker (11 votes) (Seamisiona McDonogh) - Another kind of parrying dagger that staggers enemies when you dodge. (Great new way to apply statuses)
Items
- Weapon Training Manual (19 votes) (No name submitted) - Doubles weapon EXP gain. (Probably will exclude Illyana from this. Also whoever submitted it, are you okay with making it a refinement since item slots are tight?)
- Coin Pouch (12 votes) (HP) - Basically Melanie's passive in an item. (I knew when I saw this it was winning lol. Balancing nightmare, but a promise is a promise. @HP would you be cool with making it slowly build up with each kill, then you get the gold when you sell it? Think it could be a cool trade off)
- Cloak (11 votes) (No name submitted) - Extra evasion. (Will have to monitor the numbers for dodge tanks)
Refinements
- Featherweight (22 votes) (victor44) - Gain ATK and HIT based on unused carry weight. (Love this design, will probably need to cap it though)
- Vampiric (20 votes) (PStift) - Deal less damage but heal for a % you do. (Great trade-off)
- Adaptive (19 votes) (PStift) - Proficiency required for the weapon reduce to 1. (Only worry is how to equip the refinement beforehand)
Thankfully no names that I can't put into the game. ;) Some very interesting new ideas that I'm excited to introduce! I'm going to have to take a bit of time to implement all of these, and a balancing round is in order before they're put in. I'll also be picking a few for categories like "historical accuracy" that I may add in. Expect to hear more about this after the story patch!
I also wanted to focus on some low hanging fruit with QoL features, and trying to continually fix any of the larger bugs that have been reported while I work on the story patch.
Changelog
- Feature: Game setting to mute menu sounds, tile cursor movement, and EXP bar noise. Basically the higher pitched sounds that can play rapidly can be grating to some people, and disabling them has been requested for a long time without muting battle sounds.
- Feature: Checkbox to disable auto-ability selection. Auto-ability selection now moved from beta branch to the main one with fixes for changing weapons.
- Fix: Another attempt to fix an issue where pressing ENTER too quickly on restarting a chapter could cause you to skip to the next level. There is only one place in code that increments the chapter index, so I'm basically bubble wrapping it as much as I can. I still can't reproduce the issue unfortunately. REQUEST: If you still run into this bug at any point in your playthrough, please immediately zip up the save/logs folder and send it to eturulja@thosewhorule. I've been banging my head against the keyboard trying to reproduce this issue with no luck, and a log file with potential errors would help a ton.
- Fix: Fixed an issue where archers taking 0 damage would lock up the game. This was due to not having a "block" animation on archers which is what is played when 0 damage happens. Can't believe I went this long without seeing that happen!
- Fix: Fixed an issue where exiting/continuing immediately after a turn refresh effect wouldn't save the effect when you continued the battle.
- Fix: Fixed an issue where loading in the battle could sometimes have your units not in the proper animation state, causing a freeze if you attacked with them.
- Fix: Weapons keeping upgrades/refinements after restarting the chapter using the "Main Menu" button in the base. More info: If a unit was starting their first chapter where they were assigned "default equipment", upgrades and refinements to that equipment would persist through a "Restart Chapter" from the main menu without the player actually saving. This will fix dupes.
- Fix: Small typo fixes as I was putting data into the Wiki.
- QoL: Added unit quick info on hover during battle preparation phase. Easier to distinguish units when editing formations!
- QoL: Units that have already acted ("Exhausted") will now have the ring under them turned grey as well. I heard a few complaints about having a hard time distinguishing them when they're in a group as some characters have naturally "greyer" palettes, so this should help make it more clear moving forward! Shoutout @Wolfenacht and @Lampros for the idea! (And anyone else who may have suggested this earlier).
- QoL: Increased text size in tool-tips for better readability on the Steam Deck.
- Balance: Heavy Bandage added to the shop starting in chapter 9.
- Balance: The two unique spears come a little late and underpowered, so giving them a boost. Serrated and Taunting spears now both have 1 refinement slot.
We've also made huge strides in creating a wiki page, thanks to the enormous work of @Sigismund's Wrath. It's not completely finished, but we'll be releasing it here soon for community contributions. Here is a little sneak peak into what some of that content will look like:

We're still a few changes away from full Steam Deck approval, and I need to get the double click figured out for the default Steam controller when in the shop.
I'm also still working on the quests/new characters/dialogue writing for the story patch, so keep an eye out for that as well.
As always, thank you all for your amazing support. An awesome community has developed around the game, and it's been my favorite part of this whole dev process.
Best,
Eldin T.