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Patch Notes (0.5.208) & TactiCon Sale!

Hello mercenaries!

Earlier today we pushed out a new patch on the main branch. Big thanks to everyone who helped playtest the changes on the test branch!

Patch Notes for 0.5.208

[h2]New Additions[/h2]
  • Added an option to disable panning the camera to environmental combat hazards
  • Environmental hazards (such as falling rocks, and others to be added) now show in the turn order
  • Incoming enemy reinforcements are now shown in the turn order
  • Added an option to disable zooming effects (such as critical hits and events in dungeons)
  • Added colored hexes to display the movement and maximum attack range of units, visible by mousing over their portraits, or by holding tab over their sprite

[h2]Changes[/h2]
  • Replaced the Silence condition with Weaken, which halves the target's Power stat for the duration. We felt that playing around Silence wasn't very enjoyable, and often left you no choice but to sit there and use basic attack. This change gives you more strategic options while still penalizing your damage output.
  • With Silence removed, the Nullbeast's Deadzone terrain now applies Weaken to any allied or enemy occupants (excluding the Nullbeast)
  • Characters cannot be critically hit when Guarding
  • Characters cannot perform a critical hit when Staggered
  • Characters cannot perform an Attack of Opportunity when Staggered
  • Damage from the Bleed and Burn conditions now inflict true damage (ignoring Defense)
  • Movement abilities are now disabled when Rooted
  • Antidotes now also provide a temporary immunity to negative conditions, lasting for 3 rounds
  • Abilities that cleanse negative conditions now also provide a temporary immunity (length varies on the ability)
  • Increased the damage from being pushed into terrain obstacles. In an upcoming patch the amount of damage dealt will vary depending on the object (e.g. more when pushed into spikes)
  • Changed the look of the deployment zone hexes so they are more noticeable
  • Re-enabled the falling rock hazard in certain environments. Previously these had a rare chance to cause a soft lock if 2 were spawned on the same tile. This should hopefully be resolved now.

[h2]Fixes[/h2]
  • Fixed an issue where the Risen Arbalist would target an environmental object incorrectly which could lead to a softlock
  • Crescent Wave's Sunder Armor upgrade previously had the effect showing as a buff to the target, but has now been corrected to display as a debuff
  • Fixed a visual bug where a destroyed city would not appear destroyed after saving and loading

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We're thrilled to announce our participation in TactiCon here on Steam, featuring a ton of great tactics and strategy games. To celebrate, the game is now 10% off from now until Monday.

As part of the event, we're excited to be doing a developer interview on Twitch with Kormakr that starts tomorrow at 12pm ET. We hope to see you there!

-Curious Panda Games

https://store.steampowered.com/app/699330/The_Iron_Oath/