Patch 2.3
🌸 Additions
🌱 Character creation randomizes character starting traits as you click new ones
🌸 Updates
🌱 Updated water visuals in prep for 3.0 maps, includes sea, rivers and ponds
🌱 Updated inventory description for shroom bombs
🌱 Amphoras in assembly kit has correct 3d art in bag
🌸 Fixes 🔪🦟
🌱 Fixed bug with rally freezing introduced in 2.2
🌱 Fixed bug where “Over here” quip could remain after pinning if the character pinning gets knocked out while quip is up
🌱 Fixed a wall collider issue in caves under Forten Lazure where party doesn’t pathfind quickly after going through doors
🌱 Fixed some issues related to knockback speed/movement remaining after knockback action complete
🌱 Fixed bug where you could charge Mihal through door,
🌱 When enemy groups are cleared and new critter/enemies move into the area, the system checks the current game hour and starts the timer for it immediately and not just when leaving a map and coming back
🌱Fixed issue in inventory when moving ground items directly to a different guard's portrait, causing a stack issue
🌱 Character creation randomizes character starting traits as you click new ones
🌸 Updates
🌱 Updated water visuals in prep for 3.0 maps, includes sea, rivers and ponds
🌱 Updated inventory description for shroom bombs
🌱 Amphoras in assembly kit has correct 3d art in bag
🌸 Fixes 🔪🦟
🌱 Fixed bug with rally freezing introduced in 2.2
🌱 Fixed bug where “Over here” quip could remain after pinning if the character pinning gets knocked out while quip is up
🌱 Fixed a wall collider issue in caves under Forten Lazure where party doesn’t pathfind quickly after going through doors
🌱 Fixed some issues related to knockback speed/movement remaining after knockback action complete
🌱 Fixed bug where you could charge Mihal through door,
🌱 When enemy groups are cleared and new critter/enemies move into the area, the system checks the current game hour and starts the timer for it immediately and not just when leaving a map and coming back
🌱Fixed issue in inventory when moving ground items directly to a different guard's portrait, causing a stack issue