🐍 Patch 6.13
[h2]🌸 Performance [/h2]
🌱Removed a remaining reference to the guide videos that could have caused performance issues after using the guide menu
[h2]🌸 Adventuring [/h2]
🌱Fixed a bug that capped party at only one boro receiving Vol’s blessing from the fairy pond, now any new boro can receive these
🌱Fixed a bug when trying to turn in a chalk rubbing with Valentina while also being able to discuss a seed situation, leading to a dialogue error where you only receive XP from one of these events
[h2]🌸 Balancing [/h2]
🌱The frog known as Vesa has more health
🌱Skeletons that toss their regenerating spines have better aim and hit harder
🌱Armed skeletons have more weapon skill and hit harder as well as increased action speed
[h2]🌸 Gameplay [/h2]
🌱 Support guards will no longer charge while in a form-up, only kick and attack
🌱 Support guards now share their last known positions of enemies amongst each other, allowing for them to target visible enemies behind superficial or environmental walls blocking their sight
🌱 Support guards no longer finishing closing a gap on a target, dodge or block when a new form-Up circle is made, allowing them to get there faster - they’ll only finish an existing attack. 🐍< We’re still adjusting this for support in groups and this will be included in the next patch!
🌱 Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
🌱 Support guards kick breakable walls less frequently while waiting for their action bar to fill
🌱 Support guards that are independent are more loose on sticking on an existing target when there are new vulnerable or closer ones nearby or the way to their current
🌱 Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
🌱 Support guards engage a brawl more predictably regardless of if they are in a group or not. 🐍< The next patch will add a ‘danger’ heat map in for support to consider when prioritizing targets, so they more often target enemies on the outskirts of enemy clumps at the start and during combat
🌱Removed a remaining reference to the guide videos that could have caused performance issues after using the guide menu
[h2]🌸 Adventuring [/h2]
🌱Fixed a bug that capped party at only one boro receiving Vol’s blessing from the fairy pond, now any new boro can receive these
🌱Fixed a bug when trying to turn in a chalk rubbing with Valentina while also being able to discuss a seed situation, leading to a dialogue error where you only receive XP from one of these events
[h2]🌸 Balancing [/h2]
🌱The frog known as Vesa has more health
🌱Skeletons that toss their regenerating spines have better aim and hit harder
🌱Armed skeletons have more weapon skill and hit harder as well as increased action speed
[h2]🌸 Gameplay [/h2]
🌱 Support guards will no longer charge while in a form-up, only kick and attack
🌱 Support guards now share their last known positions of enemies amongst each other, allowing for them to target visible enemies behind superficial or environmental walls blocking their sight
🌱 Support guards no longer finishing closing a gap on a target, dodge or block when a new form-Up circle is made, allowing them to get there faster - they’ll only finish an existing attack. 🐍< We’re still adjusting this for support in groups and this will be included in the next patch!
🌱 Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
🌱 Support guards kick breakable walls less frequently while waiting for their action bar to fill
🌱 Support guards that are independent are more loose on sticking on an existing target when there are new vulnerable or closer ones nearby or the way to their current
🌱 Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
🌱 Support guards engage a brawl more predictably regardless of if they are in a group or not. 🐍< The next patch will add a ‘danger’ heat map in for support to consider when prioritizing targets, so they more often target enemies on the outskirts of enemy clumps at the start and during combat