๐ Patch 6.13
[h2]๐ธ Performance [/h2]
๐ฑRemoved a remaining reference to the guide videos that could have caused performance issues after using the guide menu
[h2]๐ธ Adventuring [/h2]
๐ฑFixed a bug that capped party at only one boro receiving Volโs blessing from the fairy pond, now any new boro can receive these
๐ฑFixed 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]๐ธ Balancing [/h2]
๐ฑThe frog known as Vesa has more health
๐ฑSkeletons that toss their regenerating spines have better aim and hit harder
๐ฑArmed skeletons have more weapon skill and hit harder as well as increased action speed
[h2]๐ธ Gameplay [/h2]
๐ฑ Support guards will no longer charge while in a form-up, only kick and attack
๐ฑ 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
๐ฑ 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 - theyโll only finish an existing attack. ๐< Weโre still adjusting this for support in groups and this will be included in the next patch!
๐ฑ Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
๐ฑ Support guards kick breakable walls less frequently while waiting for their action bar to fill
๐ฑ 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
๐ฑ Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
๐ฑ Support guards engage a brawl more predictably regardless of if they are in a group or not. ๐< The next patch will add a โdangerโ 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
๐ฑRemoved a remaining reference to the guide videos that could have caused performance issues after using the guide menu
[h2]๐ธ Adventuring [/h2]
๐ฑFixed a bug that capped party at only one boro receiving Volโs blessing from the fairy pond, now any new boro can receive these
๐ฑFixed 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]๐ธ Balancing [/h2]
๐ฑThe frog known as Vesa has more health
๐ฑSkeletons that toss their regenerating spines have better aim and hit harder
๐ฑArmed skeletons have more weapon skill and hit harder as well as increased action speed
[h2]๐ธ Gameplay [/h2]
๐ฑ Support guards will no longer charge while in a form-up, only kick and attack
๐ฑ 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
๐ฑ 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 - theyโll only finish an existing attack. ๐< Weโre still adjusting this for support in groups and this will be included in the next patch!
๐ฑ Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
๐ฑ Support guards kick breakable walls less frequently while waiting for their action bar to fill
๐ฑ 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
๐ฑ Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
๐ฑ Support guards engage a brawl more predictably regardless of if they are in a group or not. ๐< The next patch will add a โdangerโ 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






