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Mortal Glory 2 News

Updated to 1.2.0

NEW

-Added a feature to check the line of sight in battle without having to move there first. There is a button for this in the battle scene with an eye symbol and there is also a new keybinding for it (by default: "L").
-Added a sort button to inventory.

CHANGES

-Made many adjustments to the glory level effects, along with removing some of the more frustrating higher level effects and replacing them with new (hopefully less frustrating) effects. With these changes climbing glory levels should be easier than before but still offer plenty of challenge. It's good to note that the higher levels are still meant to be very very hard. I will keep monitoring and listening to your feedback how the glory levels feel with these new changes.
-The game will now remember if the player has set a custom name for the starting character and will not reset it when switching characters.
-Made several adjustments to when specific tutorials are shown to space them out a bit better for new players.
-Added description to default game mode.
-Slightly toned down how many extra beasts appear due to the "Beast mode" challenge and removed the score penalty from that challenge.
-Buffed the damage effect of Eerie Skull & Phantom's Will items from 10 to 20.
-Cremate (skill): Damage 8 -> 10 and the bonus damage effect 3 -> 6.
-Flower of Death (rare weapon): +7 pdmg, +7 mdmg, -7 VIT.
-Fishing Net (rare weapon): +7 Protection.
-Inconceivable Ornament (relic): +10 HP.
-Frozen Orb (relic): +5 Protection.
-Energizing Boots (relic): MP restore effect 6 -> 8.
-Summoning Manual (relic): +3 WIS.
-Sprint (item skill): Range 5 -> 6.
-Reposition (item skill): Removed requirement for charges, Cooldown 1 -> 3, Range 3 -> 2.
-Depraved Ritual (item skill): Removed requirement for charges.
-Revitalize (item skill): Starting charges 0 -> 1.
-Unleashed Energy (item skill): Starting charges 0 -> 1.
-Unleashed Pressure (item skill): Starting charges 0 -> 1.

FIXES

-Fixed a bug where some bosses didn't get stat bonuses from their perks.
-Fixed the description for Tempest Staff & Dagger of Shrouds.
-Fixed a visual bug where in one event the text could mention a wrong character name.
-Fixed potential edge case where having too many simultaneous buffs could cause an error.
-Small visual fix in one battle map.
-Small visual adjustments.
-Small localization fixes.


I have also been working on a lot of other new content that I am excited to put out. It is still unfinished, but I thought I'd let you know that there is other stuff progressing in the background also and I am pooling things for a bigger future update. More details to come in a later post!

Updated to 1.1.1

CHANGES

-Toned down "Tougher enemies" battle challenge.
-Made high unit counts from "Extra units" battle challenge less likely.
-AI characters will now better avoid harmful environmental tiles with teleporting and jumping skills, but not completely if they are good positions for using other skills.

FIXES

-Fixed an exploit that in some cases with good timing would allow player units to attack farther with a normal melee attack than is normally possible.
-Mute setting will now be remembered between game sessions.
-Fixed bug where endless runs didn't properly update high scores.
-Fixed a bug that would cause some event outcomes affecting the next battle to disappear during saving & loading.
-Fixed a visual UI bug where Passing Wisdom buff did not visually update mana points to the current unit's details.
-Fixed a bug with comparison tooltip that could cause it to block the mouse while being invisible.
-Small tooltip adjustment for cloned characters.
-Bleeding will now heal units with Medical Oddity perk.
-Numb perk will now prevent damage from bleeding.
-Fixed damage estimates for Hasty perk (previously the second skill of the turn was also given a lower damage estimate despite doing full damage).
-Fixed a bug where the battle could softlock if the player unit gained the Berserk buff during its turn and used an instant skill after that.
-Fixed a bug that caused AI characters to sometimes prefer using charge skills or pulling skills against barrels.
-Fixed a bug that caused AI characters to think that pulling an explosive barrel next to their own face and making it blow up is a good idea.
-Fixed an issue where few specific events could cause an error if the player had 0 characters in their team.

Updated to 1.1.0

NEW

-New setting: Compare equipment (shown as a tooltip when looking at new equipment). This is enabled by default but can be turned off in options.
-New setting: Tooltip size scale. Set to minimum by default, which is the same as previously. Can be adjusted in options.
-New setting: Run in background toggle. Enabling this will keep the game running if you alt tab to another window. Disabled by default, but can be turned in options.
-The shop will now warn you if you already have a unit of the same race in your team.
-Added an additional tutorial tip about gameplay options. If you haven't checked it out yet, there are many settings in the main menu options (especially under the advanced section) that you can adjust to tailor the gameplay more to your liking.
-Added visualization to difficulty selection.

CHANGES

-Changed the battle challenge of one of your units being stunned for the whole fight to only apply for the first 5 turns of a battle.
-Stats gained from level-ups are now shown in stat tooltips.
-All neutral units are no longer tagged as summoned units (for example units from the "Third Team" battle challenge). These units will now give slightly more XP when knocked out (overall the amount is small).
-Damage and knockouts dealt by the destruction of barrels will now give XP to the character whose turn it is. Environmental tiles and debuffs caused by the destruction of barrels will also give XP to the same character if they deal damage or knockouts.
-Moved details about skills gaining charges into the text description of skills. Previously it was opened from the small icons.
-Characters in Roster now also heal after battles (so in higher glory levels with reduced healing you can benefit from switching characters).
-Telekinetic Cowl will now activate after most other effects that activate at the end of turn. So you can for example debuff surrounding units with Blightseed and then knock them back with Telekinetic Cowl.
-Toned down Hasty perk.
-Clarified description for Invigorated Perk.
-Clarified description for Banish skill.
-Added description for difficulty setting.
-Added progression% info to inventory stats page.
-Otherworldly Blade: Removed need for charges, +1 cooldown.
-Vile Rain: Damage 7% -> 10%, Healing 40% -> 50%.
-Toned down fire demon boss slightly.
-Improved skeleton king boss slightly and adjusted the skillset.

FIXES

-Randomizing stats through the mushroom event no longer gives too many extra stats. Also removed the unlikely possibility of ending up with 0 in some stat.
-Fixed a bug that allowed many different effects affecting damage (like Predator perk) to also affect healing.
-Fixed a bug that prevented Puppetmaster perk from affecting Umibozu's racial skill.
-Fixed a bug where a medium sized blood elemental could be resurrected (despite no corpse remaining), which would then softlock the battle.
-Using Split with Glass Helmet (= resulting in death of the caster) will not spawn a 1 HP clone instead of a 0 HP clone. Possible similar interactions will also now always spawn with 1 HP instead of 0.
-Fixed a bug that could sometimes prevent AI units from attacking a target if the damage was estimated to be very low.
-Previously AI units with very low physical damage didn't attack targets with very high protection if they knew they would deal 0 (non-crit) damage and there were no other viable targets around. Now they will prefer to attack these targets instead of just moving around.
-Small technical fix where changing languages in middle of a game could cause unnnecessary warnings.

Updated to 1.0.6

CHANGES

-The character selection at start will now show if the character spawns with a rare perk (these have a very very small effect so no need to reroll until you get them!).
-Adjusted Summon Specter skill to apply Terrified on caster instead of a stun. The duration of the debuff is now also adjusted so that it won't immediately end at the end of that turn.
-Adjusted Evil Twin skill to apply Vulnerable on caster instead of a stun. The duration of the debuff is now also adjusted so that it won't immediately end at the end of that turn.

FIXES

-Fixed a bug that could cause battle to not start if player exited from a previous fight with "save & quit" during specific circumstances like a unit falling into a pit.
-Fixed a bug that could cause battle to not start if player exited from a previous with with "save & quit" with very precise timing during enemy AI moving.
-Fixed a bug where battle could get frozen if an AI character had no viable moves and decided to push a nearby barrel (and was erroneously able to push it twice).
-Fixed a bug where "Add beast" battle challenge could add an additional unit at higher levels.
-Fixed a bug where map scene music could play in battle in some cases.
-Fixed a bug where AoE attacks could potentially deliver a critical strike to a unit that has crit immunity.
-Small localization & typo fixes.
-Small adjustments to stat colors in tooltips.

Updated to 1.0.5

CHANGES

-You can now open tooltips for the battle extra challenge rewards without toggling on the challenge.
-You can now skip perk rewards from leveling up.
-Shop prices will now shop up as red if you cannot afford them.
-Sprint skill now requires line of sight so you can no longer run inside walls.
-Thick Hide perk now prevents the Bleeding debuff to align with the description of the perk.
-Invigorate no longer resets its own cooldown (previously you could combo this with instant skills that give charges for an infinite turn).
-Conjured Bramble: Adjusted rarity to Rare (blue), -1 damage, -2 range.
-Chaotic Perk Potion can no longer give Amnesiac or Visionary. These two perks both now also give +40 MP. I want them to feel like a fun choice rather than a bad thing forced on a character. The extra MP should also help melee characters utilize these perks better.
-Energizing Boots: +2 MP gain.
-Knockouts dealt by summoned units against neutral units will now also properly give XP to the summoner.
-Made it easier for new players to get to player level 2.

FIXES

-Small localization fixes.
-Legendary accessories are now more expensive - previously they mistakenly had the same price as epic accessories.
-Fixed a bug where buying something in a shop then rerolling and then saving & loading would not properly load items to the bought slots.
-Fixed a bug that caused tournament progression percentage to be calculated slightly wrong (this only had a very small effect).