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Banquet for Fools News

Patch 1.185

[h2]Combat update:[/h2]

* Attack dome can open at any time to pause the game
We're testing this to see how folks feel about it. The difference of being able to open the dome at the right moment when your action bar fills with spam clicking compared to being able to open at any time but not perform an action, but allowing you to assess your crew.

light queuing like using consumables from the HUD coming later in either case

[h2]Fixes:[/h2]

* Fixed issue with arrow rotation
* Fixed graphical bug with arrows and blood underground showing black instead of correct color
* Fixed various collision issues in Forten Lazure map
* Fixed various graphics issues in Forten Lazure map
* Fixed stall that could happen if opening character sheet while NPC is quipping
* Some enemies will begin to respawn/be replaced after a few days of being wiped out, (XP gain of these reduced by 25% each respawn/replacement)



UI:
* Moved down quip boxes that are close to top of screen
* Fixed some issues with stunned bandits/robbers portraits missing or overlapping with companion portraits

[ ! ] There was a hotfix patch after 1.185 that just included a water visual error for the Forten Lazure map making areas you can water-walk less obvious, corrected in 1.1851

Hope everyone has a chill weekend!

Patch 1.18

[h2]Updates:[/h2]

* Improved AI for range characters not staying back or fleeing from enemies
* Companions remain closer to leader during combat

[h2]Fixes:[/h2]
* Fixed bug where hud doesn’t return after saving in Pavura’s office
* Fixed bugs in combat where enemies could stop attacking
* Fixed some bugs in combat where characters pop positions
* Fixed combat issue where movement was being interrupted and causing erratic AI
* Fixed issue where projectiles could remain behind
* Fixed dialogue inconsistency where Nelu says amphoras are on the table instead of shelf

[h2]UI:[/h2]

* Fixed bug where spell book and pinned note could end up off screen after changing resolutions

Patch 1.173

[h2] Fixes: [/h2]

* Fixed issue where player received a black screen when loading a new game during character creation
* Fixed issue where non-main characters and npcs can pop around while defending
* Fixed soft lock that could occur if killing Grave Keeper with a rally attack
* Cutscene with Lord Grave Keeper ends combat so that new attacks will not start while player does not have control
* Yetis can no longer incorrectly equip two elyxir bags
* Fixed small shield/large shield progress bars in Character sheet, visual error where they were swapped
* Fixed squishy beetle code so they reset with game load and don’t remain behind on scene

[h2] UI: [/h2]

* Fixed bug with map pins not clearing between loading games (will not fix past saves where pins did not clear and saved duplicated positions)
* Fixed God of Good Harvest dialogue overlapping text
* Fixed display error showing shield skill as Multi-Hand

Patch 1.172

[h2]Adjustments: [/h2]

* yeti figures out how to hold items properly in hands

[h2]Fixes: [/h2]

*increased range on songs and removed visual effect - this helps flute songs be played to buff your party from backline companions
*instrument skill progress as intended

[h2]Interface: [/h2]

*equipped item stack reflected correctly in companion dock
*shields can now be hammered to be repaired
*shield durability now shows in its tooltip

Patch 1.17: Ghosts, Tombs and Balance Tweaks

Topa-din guards, Patch 1.17 is now live and features a tomb update for those in the middle of it or who haven't been there yet in a current session.

We've had a few ideas rolling around for ghosts in the community and we wanted to roll out the first update for these as the tomb is one of the first main tasks you can do in 1.0.

We needed to keep this setting-friendly and think we've found a good solution that makes each of these encounters more rewarding. Instead of waiting until reaching the inner sanctum to destroy all the ghosts, you can now have smaller contained skirmishes with keepers and hordes that can be completed (temporarily). Incense currently operates the same, as it disrupts ghosts but not their keepers. There are now two sets of keepers, Gravekeepers and their Lord Gravekeeper.

[h2] <> Gravekeepers <> [/h2]
Gravekeepers act as the hands of Lord Gravekeepers, and these are surrounded by their roaming ghost horde of whatever is in the area (in this case old Lachovinians).

Gravekeepers are unaffected by incense, and will continuously raise the ghosts around them. They also cannot be killed in combat alone, but put dormant. They will raise again in 24 hours, their horde with them. They can only be destroyed if the Lord Gravekeeper is removed.

[h2] <> Lord Gravekeepers <> [/h2]
Lords gravekeepers are stronger than their minions. When destroyed they will clear the aura of any gravesite, as well as diminish the remaining life of any dormant Gravekeepers, removing them from Vol.

We've changed the inner-sanctum boss fight to this Lord Gravekeeper and added his support Gravekeepers to the surrounding tomb and area to control the hordes.

[h2] Balance [/h2]

Diminishing XP:
* Each NPC in the game is a unique character and will now have diminishing returns should you stun the same NPC more than once. As of the most recent patch this is -25% XP each time.

* decreased max health reduction from ghost ailment
* increased amplification of stats of enraged enemies

[h2] Fixes [/h2]

* cannot knockout ghosts, stun and kill modes operate the same against ghosts now
* Game feed error fixed where it said “Knocked out” instead of “dead”
* fixed issue where portraits could be missing after party dies
* fixed issue with critters weren't always giving Spirit when killed in one hit too far away from any Pagan that can receive it
* Spiders death animation CHILLED OUT