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Banquet for Fools News

Update 1.3

We've finished the first overall round of balance work we've been chatting with you about for Update 1.3.

[h2]Next[/h2]

Over the next few days we’ll be updating the game with new enemy actions and the Dryads 1.5 content update, and then we'll be following that up with the 2.0 Rozafir maps, which we may do in two parts to start rolling it out sooner during the month.

As always, thanks so much for the support and help.

https://steamcommunity.com/sharedfiles/filedetails/?id=3362925908

[h2]Respec[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3362924159

We'd recommend remaking the party this time around for the economy changes if you decide to test this round or are waiting for 1.5 or 2.0, but if you'd like to keep your progress we have an early-access Respec with Grigore, the Mareshal at Forten Lazure that you can retire and make new guards with. Just chat him up and he'll ask who wants to be remade.

If you don't reset your characters they'll just be a bit over-leveled and much more wealthy than they should be, but it’s completely up to you. There's now a rough cap of ~3500 Xp in the two maps available with the new XP thresholds and gains, and if you respec your characters we'll configure them down to around where they should be based on what level they are currently at.

Below is the final patch and update list, added to from the announcement a few days ago with fixes:

Update Notes


[h3]Visual[/h3]

- [ ] Shadow quality in Character Sheet improved
- [ ] Green blinking visual for Poison damage procs from darts
- [ ] Made NPC damage text blue like main players so it stands out more easily from ground
- [ ] All combat damage text shrunk for more combat clarity
- [ ] New vine cocoon visual and removed radius increase around character
- [ ] Mold field spells only target enemies
- [ ] Fixed NPC head circlet positions
- [ ] Fixed graphics bug where sticks appeared when elixir lands

[h2]~ Additions~[/h2]

- [ ] Added Unique Chanter Character Outfit
- [ ] Equipped Lanterns and Incense items are now modeled on sash
- [ ] Added new tier of faster/less durable farmer weapon: dagger type
- [ ] Added new tier of faster/less durable farmer weapon: pole type
- [ ] Added new tier of faster/less durable farmer weapon: axe type 1
- [ ] Added new tier of faster/less durable farmer weapon: axe type 2
- [ ] Added new tier of faster/less durable buckler shield
- [ ] Added new type of short sword: Pasaaran Spike
- [ ] Added new type of long sword: Pasaaran Giant Spike
- [ ] Added glass shards into explosion for Elyxirs
- [ ] Added more general animations for dialogue vignettes
- [ ] Various bow animations cleaned up
- [ ] Added models for new Robber NPCs with armor
- [ ] Added various models for Dryad Update

[h2]~ Fixes ~[/h2]

- [ ] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [ ] Fixed Yeti T-posing with armor introduced during last update
- [ ] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [ ] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [ ] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [ ] Fixed bug where you could not target breakable objects outside of combat unless action dome was open
- [ ] Removed directional attacks, multi-attack ranges act similarly for positional interest
- [ ] Added mark shot and power shot bonuses to weapon and weapon descriptions
- [ ] Cheaper stackable items are now bought and sold in full stacks (allows price to be cheaper)
- [ ] Added natural armor into character creation, removed spirt absorption since it comes from green orbs and potions
- [ ] Updated chanter robes
- [ ] Updated incense and lantern objects to show correctly in character sheet and on character sashes
- [ ] Updated more bow attack animation variety with anim cleanups
- [ ] Added new basic weapons that your character starts with, previous starting weapons are now for sale with merchant
- [ ] Updated credits in Options menu to include you guys
- [ ] Fixed issue where game could crash if queueing quick saves while saving
- [ ] Fixed bug where elixirs were not doing damage to chests and locks
- [ ] Fixed bug where bow user walks slower in town than other party members
- [ ] Fixed issue where sometimes you didn’t give all the rings to Remus
- [ ] Fixed bug where changing between stunning and killing through dialogue was not updating visual in HUD

[h2]~ Balance - Ruleset ~[/h2]

[h3]~ Merchants ~ [/h3]

- [ ] Merchant sell prices have been adjusted (as well as bartering influence)
- [ ] Peddlers buy back similar items for fewer emeralds each time
- [ ] Repair roll adjusted to utilize skills more than DEX
- [ ] Repairing armor and weapon at blacksmith is cheaper and uses bartering
- [ ] Fixed bug where merchant could have items that you didn’t sell them when they shouldn't yet

[h3]~ Character Stats ~ [/h3]

- [ ] Updated Hit Chance Roll to heavily weigh Skill# over Stats

[h3]~ New stats per weapon ~ [/h3]


Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.


Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)

*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.

- [ ] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats

~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30

= Severity

~~ Damage:

(Severity + WpnDamage + DmgStat) * Armor%

Armor% =

Aura/4 - Combined Armor Number % - Armor Condition Reduction)

[h3]~ Damage ~ [/h3]

- [ ] Updated weapon damage numbers to be flat
- [ ] Baseline low levels below:


~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4


- [ ] Updated Rally rolls to reflect new damage calculation
- [ ] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [ ] Armor is now a percentage in the damage calculation
- [ ] Evasion reduction with armor and heavier weapons
- [ ] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.

[h3]~ Binding ~ [/h3]

SEN/30 + BindingSkill/20

- [ ] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck

[h3]~ Pagan Spells ~ [/h3]

- [ ] Fixed issue with fauna summons where they disappear too fast
- [ ] Increased starting spell potency
- [ ] Updated Pagan Power and Resistance calculations

[h3]~ Songs ~ [/h3]

DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20

- [ ] Update Instrument Power and Resistance calculations
- [ ] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [ ] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds

[h3]~ Intercessions ~ [/h3]

- [ ] Intercessions numbers balanced for early-late game access
- [ ] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [ ] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [ ] Added duration factor to Gluttony intercession

[h2]~ Adjustments ~ [/h2]

- [ ] Side and Back directional attacks now both +1
- [ ] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [ ] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats

[h3]Ammunition[/h3]

- [ ] In assembly kit, you can make only normal elixirs and bomb elixirs
- [ ] Bomb elyxirs damage enemies in a 3 pole radius around target
- [ ] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [ ] Green elixirs reduce armor, updated item to reflect effect
- [ ] Rock Darts updated to decrease enemy armor viability
- [ ] Increased Acorn Dart move speed reduction
- [ ] Shell darts updated to add immediate seconds to enemy's action bar

[h3]Advancement with Level Ups[/h3]

- [ ] XP caps per level balanced
- [ ] Balanced distributed quest and interactions XP
- [ ] Balanced enemy XP
- [ ] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.

Weapons


We wanted to begin introducing more weapon variations in the next update, and thought we'd walk you through their gameplay and stat options with the new ruleset stuff.

1.3 will feature a couple more grades of items (your guards start with a tier lower than what can be purchased in the shop in Forten Lazure).

https://steamcommunity.com/sharedfiles/filedetails/?id=3361857140

[h3]Damage[/h3]
Raw damage upgrades of +1 and +2 will be treasures, this is a somewhat grounded campaign and the weapons are meant to fit within that.

Weapons have a variable amount of combat-oriented stats that can be chosen to compliment playstyles for a character or suit a character's specific needs. For example a spear designed for crowd control would be harder/heavier to use, have a longer cone, but not do a lot of armor piercing. Items can also be faster or slower, have a higher durability threshold, which affects how much damage it can do, and influence your evasion chance. Those two swappable equipment slots can now compliment actions as needed.

[h3]Multi-hit Radius[/h3]
With 1.3, the Multi-Target dome action now has weapons target based on various attack shapes, and any (and all) targets highlighted get hit. These shapes are variable based on different types of weapons, which could widen the cone, lengthen it, or reduce it (depending on the weapon type).

https://steamcommunity.com/sharedfiles/filedetails/?id=3361880881
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880670
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880484
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880289
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880095

[h3]Action Speed[/h3]
The added time to use the weapon, adding to a character's Action Time. Typically smaller weapons or easier to use weapons require less time, heavier or more bizarre weapons require more.

[h3]Armor piercing[/h3]
Added damage done specifically to a target's armor durability. Heavier and impact weapons have more of this by default, as well as some piercing focused bladed weapons. This will not affect Natural Armor, only equipped armor.

[h3]Mark bonus[/h3]
Some weapons will increase the duration or potency of Mark attacks, which reduce an enemy's ability to evade and leave them in a dazed condition.

[h3]Single Target bonus[/h3]
Some weapons gain bonuses from a focused single attack, one of the three attack types that can be selected in the Combat Dome.

[h3]Evasion Modifier[/h3]
Heavier or more exotic weapons are harder to wield, but all weapons can affect your evasion modifier for avoiding attacks to some degree. Going unarmed and not having weapons equipped skirts this.

[h3]Weight[/h3]
Heaviness modifies a lot of these, as well as weight from your inventory bag.

[h3]Aesthetics[/h3]
Weapon styles vary from their origins and updating their descriptions is something we're eager get to later with more worldbuilding information.

In general:

Taratorith, Pasaaran and Ameythevian weapons have more distinct styles, whereas the central Minorev blacksmiths adapt more of a melting pot of these aesthetics, though slanted to favor the Varuchov customs. Rare weapons include that of the enemy domains of the Dolki and Skilpi, as well as the more exotic weapons of the East and West Mountain Realms that had made their way to the island. Contraband weapons include that of any looted ancient Lachovinian equipment, and of course any and all weapons from the enemy domains within the Northern Realm are prohibited.

1.3 Balance update now on testing branch

Topa-din!
This build features the notes from these posts:

https://steamcommunity.com/app/3172700/eventcomments/4637112519823990687/
https://steamcommunity.com/app/3172700/discussions/0/4637112710118510820/

The password for this beta is as usual:
BfFTestingBranch

We'll finish our remaining tests/tweaks for it and put this on the main branch tomorrow! There's some other fixes and updates we'll put in the main update log then.

Enemy behavior and special abilities wanted some more tuning, and will be in subsequent patches leading up to the 1.5 Dryad update, but we're about back to primarily working on the 2.0 Rozafir maps! If you were waiting to test and jump in again, I'd wait for 1.5 with the new content and enemy behavior to get a good overall look, but this build has lots of smaller improvements we wanted to have available for active players.

[h2]Early Access Character Respec[/h2]

If you continue with your characters that's fine, it'll be a while before they level up again. If you've done all the content, you'll also be a bit more wealthy than you're meant to be, but your call.

If you wanted to respec your characters you can head to the Grigore the Mareshal at Forten Lazure (who you can swap companions out with) and there's an option to respec any characters. They'll be brought down to their correct level, and you'll be given up to ~5 levels, depending on what level you already were.

Respecing keeps all inventory/spells/songs. The Mareshal gives the details if you chat him up.

[h2]Feedback[/h2]

Please let us know if you have any suggestions and feedback and the tuning for the ruleset. We'll be continuing to adjust it going forward in any case.

Upcoming 1.3 Update! + Balance, Enemy Actions, Player Actions

A huge thank you again to everyone who has checked out the game in the last month and provided feedback. We've been able to finish a lot of the balance work the past few days that we've been chatting with you about for Update 1.3. Instead of doing this in various updates we're doing it in one larger one to provide a more comprehensive impression on how everything is interacting.

We're testing some of the remaining systems but will have this out later this week.

<<>>
Your characters combat damage might be altered this update, you may want to turn auto-update off if you wanted to continue with your characters as-is for moment. The stats associations for weapons will change some of your character's output, as well as intercession requirements. You'll be able to continue with any save, but worth keeping in mind. Weapon-stat associations are listed below if you wanted to verify that.
<<>>

[h2]Next[/h2]

Following this update will be continued fixes leading into the Dryads 1.5 content update, which just requires some testing, and then we're finishing getting the 2.0 Rozafir maps ready for you, which we may do in two parts to start rolling out sooner during the month.

[h2]New Actions[/h2]

The new Enemy Actions see NPCs equipped with unique mobility actions like special jumping, ground-based damage effects and brawling actions to disrupt your party and environment, and new Player wheel Actions are now weapon dependent and more spatially tactical, along with Mark effect expansion, armor degradation on enemies, and mobility actions. These will be detailed more in another post to keep this ruleset/ balance/ focused. There's also a plethora of fixes, art additions, and tweaks that are in that will be noted below:

[h2]~ Balance - Ruleset ~[/h2]

[h3]~ Merchants ~ [/h3]

- [ ] Merchant sell prices have been adjusted (as well as bartering influence)
- [ ] Peddlers buy back similar items for fewer emeralds each time

[h3]~ Character Stats ~ [/h3]

- [ ] Updated Hit Chance Roll to heavily weigh Skill# over Stats

[h3]~ New stats per weapon ~ [/h3]


Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.


Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)

*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.

- [ ] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats

~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30

= Severity

~~ Damage:

(Severity + WpnDamage + DmgStat) * Armor%

Armor% =

Aura/4 - Combined Armor Number % - Armor Condition Reduction)

[h3]~ Damage ~ [/h3]

- [ ] Updated weapon damage numbers to be flat
- [ ] Baseline low levels below:


~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4


- [ ] Updated Rally rolls to reflect new damage calculation
- [ ] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [ ] Armor is now a percentage in the damage calculation
- [ ] Evasion reduction with armor and heavier weapons
- [ ] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.

[h3]~ Binding ~ [/h3]

SEN/30 + BindingSkill/20

- [ ] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck

[h3]~ Pagan Spells ~ [/h3]

- [ ] Fixed issue with fauna summons where they disappear too fast
- [ ] Increased starting spell potency
- [ ] Updated Pagan Power and Resistance calculations

[h3]~ Songs ~ [/h3]

DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20

- [ ] Update Instrument Power and Resistance calculations
- [ ] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [ ] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds

[h3]~ Intercessions ~ [/h3]

- [ ] Intercessions numbers balanced for early-late game access
- [ ] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [ ] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [ ] Added duration factor to Gluttony intercession

[h2]~ Adjustments ~ [/h2]

- [ ] Side and Back directional attacks now both +1
- [ ] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [ ] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats

[h3]Ammunition[/h3]

- [ ] In assembly kit, you can make only normal elixirs and bomb elixirs
- [ ] Bomb elyxirs damage enemies in a 3 pole radius around target
- [ ] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [ ] Green elixirs reduce armor, updated item to reflect effect
- [ ] Rock Darts updated to decrease enemy armor viability
- [ ] Increased Acorn Dart move speed reduction
- [ ] Shell darts updated to add immediate seconds to enemy's action bar

[h3]Advancement with Level Ups[/h3]

- [ ] XP caps per level balanced
- [ ] Balanced distributed quest and interactions XP
- [ ] Balanced enemy XP
- [ ] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.

[h3]Visual[/h3]

- [ ] Shadow quality in Character Sheet improved
- [ ] Green blinking visual for Poison damage procs from darts
- [ ] Made NPC damage text blue like main players so it stands out more easily from ground
- [ ] All combat damage text shrunk for more combat clarity
- [ ] New vine cocoon visual and removed radius increase around character
- [ ] Mold field spells only target enemies
- [ ] Fixed NPC head circlet positions

[h2]~ Additions~[/h2]

- [ ] Added Unique Chanter Character Outfit
- [ ] Equipped Lanterns and Incense items are now modeled on sash
- [ ] Added new tier of faster/less durable farmer weapon: dagger type
- [ ] Added new tier of faster/less durable farmer weapon: pole type
- [ ] Added new tier of faster/less durable farmer weapon: axe type 1
- [ ] Added new tier of faster/less durable farmer weapon: axe type 2
- [ ] Added new tier of faster/less durable buckler shield
- [ ] Added new type of short sword: Pasaaran Spike
- [ ] Added new type of long sword: Pasaaran Giant Spike
- [ ] Added glass shards into explosion for Elyxirs
- [ ] Added more general animations for dialogue vignettes
- [ ] Various bow animations cleaned up
- [ ] Added models for new Robber NPCs with armor
- [ ] Added various models for Dryad Update

[h2]~ Fixes ~[/h2]

- [ ] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [ ] Fixed Yeti T-posing with armor introduced during last update
- [ ] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [ ] Fixed graphics bug where sticks appeared when elixir lands
- [ ] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [ ] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [ ] Fixed bug where you could not target breakable objects outside of combat unless action dome was open

Topa-du everyone! This should be out later this week with the added Enemy Actions and Player Actions. Please let us know if you have any feedback on the ruleset, suggestions on the numbers or stat-weapon associations, or any other notes.

Update 1.2995 Live! + Spirit and Health drops

[h2] Additions [/h2]

~ Added: Headbands for guards
~ Added: When killing an enemy in combat there’s a random chance a spirit container will fly out of them that equals one spirit bar (replaced system where every death gives small amount of spirit)
~ Added: When damaging an enemy in combat there’s a random chance a health container will fly out of them that can be walked over to regain a small amount of health

[h2] Fixes [/h2]

~ Fixed bug where combat would continue if other NPCs off camera were fighting each other
~ Fixed bug in game feed where it was incorrectly saying main characters attack was absorbed even though they did damage
~ Improved issue where player slows does while moving up hills
~ Fixed bug where Mushroom darts leave target in confusion state that they don’t return from and keeps combat running

[h2] << -|/- >> [/h2]

Spikey crimscale circlets for our friendly neighborhood Lazure guardsman:
https://steamcommunity.com/sharedfiles/filedetails/?id=3357525678

The tiny imp rat family, just in time for Halloween!

https://steamcommunity.com/sharedfiles/filedetails/?id=3357492725

Flying imps and imp rats are creatures created from the entity know as the trickster god in Serpent in the Staglands.

Part of the balance tuning happening is additional enemy behaviors for new maneuvers during encounters, and we wanted to address one of our smallest inhabitants with some themed behavior.

Imp rats now have a chance of stealing a belt-item from a player when they attack, which can be collected upon their death. However destroying an imp rat has a chance of unleashing its gross babies from its pouch, creating many tiny and fast targets that bite as fast as they run.

We hope this adds some player movement and unexpected tactics during these skirmishes with the trickster god's smallest creations.

We'll be getting them into the builds this weekend along with some other enemy special moves we'll share in the coming days.

Update 1.299 + Directional Attacks and New Dome Actions

[h2] Additions [/h2]

~ Added: Multi-attacks for range weapons with multi-hit
~ Added: Power attacks are single attacks, now heaviest damage dealer
~ Added: Mark (replacing Critical) and Mark UI above target heads
~ Added: Directional damage bonus +2 for back, +1 for right and +1 for left if target does not have a weapon or shield in that hand
~ Added: Projectiles are now collision-independent and can be interrupted mid-air with another target, so line-of-sight matters for arrows and darts (elyxirs typically avoid this by being lobbed)

~ Behavior: Companions will not prioritize Marked attacks to enemies that are already marked and instead do a heavy damage dealing attack to utilize the evasion reduction
~ Behavior: Companions will only do a multi-target attack if there is more than one target near their intended target at the start of their attack

~ Close the gap targeting code finds points closer to attackers (but still farthest distance away) so they don’t unnecessarily sometimes circle enemies to get the farthest distance away

[h2] UI [/h2]

~ Escape to close menus now works in main menu
~ Fixed visual issue with damage text where the beautiful trail of numbers sometimes went in a different direction.

[h2] Fixes [/h2]

Pathfinding

~ Fixed bug where characters stopped animating while re-pathing
~ Fixed error where backline tactics fighters would attack when they should kite out of danger

Other

~ Bound creature halo visual layer glitch corrected
~ Fixed a bug with darts and arrows where speed was inconsistent for targets far away
~ Fixed bug where sometimes action bar was full at the beginning of combat
~ Fixed bug with Rally meter where sound played after every attack once meter was full
~ Fixed error where flying NPCs pressed down puzzle tiles


//////////// Notes on the Mark attack ////////////

Mark reduces target's Evasion
Companions already prioritize pivot to attack Marked targets, and will also get the Harmony Effect, which boosts their Action Bar speed. if they hit them
The Mark Ailment also has a new indicator above the target's head that roughly shows how long it will last for.
Mark decreases in effectiveness over time

Multi-hit targeting info for damage can be spotty sometimes and will be addressed in tomorrow's update. Thanks everyone!