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Gordian Quest News

Latest Patch Notes (April 16)

Hey Heroes,

Here are the patch updates for the week so far.

Moving forward, we will be compiling our patches in weekly/bi-weekly announcement posts like this to avoid spamming the announcement section.

You can also check the in-game patch notes, follow us on our discussion board or Discord Channel to get updates on patches as and when they happen.

For our previous updates, please refer to our Patch Notes subforum.

Our team will also be working on setting up a second branch of the game to let interested players playtest new content before it hits the public. We will have more information about this in the coming weeks.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

Lastly, in case you haven't heard about our future plans, here's our roadmap for your reading pleasure -
https://steamcommunity.com/app/981430/discussions/0/1869497355997188988/

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[h3]## [Build 89d] - 2020-04-16[/h3]
## Added
- Added option to retain cards automatically if cards in hand is less than retain count
- Added retain card count statistic to hero page
- Summon Spirit Hawk mastered version is now 2AP (basic version is 3AP)
- Cards drawn as Temp (temporary) now have a corresponding tooltip to make it more obvious

## Fixed
- Fixed an exploit where you could camp infinitely to amass advantages
- Fixed chatting in camp overriding the card owner's activities
- Various skill fixes : Alacrity, Battle Formation, Blade Mirage, Multitrap, Opportune Moment, Plunging Kick, Soul Drain, Vendetta
- Various UI fixes

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[h3]## [Build 89c] - 2020-04-15[/h3]
## Added
- You can now view your max hand draw and max Channel charges on the hero page
- Expanding the stat section in the hero view now displays a compiled list of item affixes affecting you
- When picking a new skill, you can now browse your current deck in a side dock
- You can now use Fate to reroll card draws when learning a new skill

## Changed
- The term "Fatigue" is now called "Exhaustion" for better clarity, and is now displayed on the hero page. Exhaustion now reduces a hero's rolls in challenges.
- Like the Ranger's sentries, Druid summons now act on the same turn they were summoned
- Field objects no longer count as units for Guard calculation for Duel

## Fixed
- Fixed queued attacks that overkill an enemy granting more last hit XP bonus than intended
- Fixed Mastered Arcane Enhancement erroneously discarding mastered cards from target hand
- Fixed additional Channel on hit not interacting correctly with hero max Channel
- Fixed a case where the turn would not end properly if a unit bleeds out but gained healing in the same action
- Various skill fixes : Flash Bolt, Mana Burn
- Various UI fixes

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[h3]## [Build 89b] - 2020-04-14[/h3]
## New
- Added Soul Link mastered version : When killed, owner will take damage equal to half the damage of the killing blow (full amount for basic version).
- Added Sentry Ward mastered version : 0 AP (1 for basic version)
- Added Direct Turret mastered version : 0 AP (1 for basic version)

## Changed
- Natural State now expends, rather than exhausts a card
- Some users have reported losing their saves if their PC powered down mid-save due to power interruptions or similiar events. We have updated our save system to be more resilient in such scenarios.
- Nothing exciting, but we've made some internal changes to better prepare for updating items in the future. You may have noticed some changes in several items over the past two weeks.
- Critical now applies to multiple targets in an AOE attack
- Natural State now expends, rather than exhausts a card

## Fixed
- Fixed playing certain actions swapping focus over to the targeted unit, instead of staying on the current unit
- Encounters rerolled by shrines or events now match your party's level, instead of the node's last area level
- Fixed a bug where discard button would erroneously appear over an unselected card
- Fixes for certain uniques missing item modifiers due to various item system changes
- Fixed a bug where dying in an event battle would not not save the event state properly
- Fixed a bug where the Druid would not draw a fresh hand after ending her Primal Aspect transformation
- Fixed IncreaseBurnEffect item modifier
- Fixed initiative penalty for being ambushed not applying properly
- Fixed Monster Level Increase map modifier
- Various skill fixes : Arcane Enhancement, Barkskin, Lay on Hands, Stoneskin
- Various UI fixes

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[h3]## [Build 89] - 2020-04-13[/h3]
## New
- Added 54 new card art for existing cards currently using placeholder images
- Kills from pets or sentries now attribute XP to their owner
- Heroes in the guild hall now gain passively gain XP based off 70% of the base XP of your party's encounters. This helps them stay more relevant as time goes by.
- In battles, hovering over initiative markers at the top will now display enemy targetting.
- In battles, you can now hold down ALT to view all enemy targetting.

## Changed
- Card from items now faintly display the card's stat color in the title as well. This is to address player feedback of not being able to see what a particular skill is scaled with.
- Borrow Weapon can now only take Attack skills from an ally's hand
- Battle UI adjustments - Previously, cards would only be raised if hovering over a certain point on the card. You can now hover over any part of the card to do so.
- Updated Armor Cache VFX

## Fixed
- Shortspears can now be equipped in the offhand with the Dual Wield talent
- Fixed a bug where quickly spamming space bar could cause end turn issues
- Fixed a skill grid pathing bug where it would not calculate the shortest path to an unlockable node correctly
- Fixed a bug where event battles weren't reset correct after dying in said battle
- Fixed "Gain HP On Kill" item modifier
- Fixed a bug where dying to a status effect while in your attack would not correctly end the turn
- Fixed Dream Charm applying its card draw twice
- Fixed a map bug where footstep sounds don't stop after a notification is displayed
- Various skill fixes : Earthquake, Hair Trigger, Malice, Zeal
- Various UI fixes

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[h3]## [Build 88m] - 2020-04-12[/h3]
## Changed
- Items in codex now display possible value ranges for affixes

## Fixed
- Fixed a case where dungeons were generating incorrectly, creating unconnected nodes across a floor. Existing dungeons with this issue will also be reconnected.
- Previously, if you played as the Druid, you would be missing a chance to get all 6 heroes in one playthrough as her recruitment quest was fixed at a certain point of the Act. This is no longer the case, and the 6th hero recruitment quest will spawn in place of her quest.
- Fixed a bug where rerolled nodes weren't resetting from its previous encounter properly.
- Fixed a bug where consumables could be wasted on a dead hero
- Fixed "Gain Crit on Trap placed" item modifier
- Various skill fixes : Efficient Swordplay, Flanking Strike, Perfect Form, Tenacity
- Various UI fixes

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[h3]## [Build 88k] - 2020-04-10[/h3]
## New
- Added card art for Bed of Flowers, Deadly Gyre, Flash, Future Echo, Mana Tempest, Natural State, Nature's Ire, Poison Thorns, Relinquish, Transport

## Changed
- Updated localization

## Fixed
- Fixed a bug where Temp cards could not be retained
- Offhand slot is now highlighted correctly when picking up a quiver
- Various UI fixes
- Various skill fixes

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[h3]## [Build 88j] - 2020-04-09[/h3]
## Changed
- Tweaked difficulty of encounters in Barnaby's Cellar (applies to new games)
- Safe Passage nodes now restore 8 HP (was 2)
- In battles, HP value is now displayed in green when at max value

## Fixed
- Altar of Transmutation no longer returns the same item back by chance
- Heroes are now attributed last hit XP for killing enemies with Thorns
- Portals now close correctly after returning through them
- Fixed a sell bug in vendors if you switched between item categories with items selected
- Fixed a visual bug where the hero portraits would appear in a vendor's Sell view
- Fixed a visual bug where bonus HP from renown was not reflected in the circle portrait (but was shown in the hero screen)
- Fixed end turn with spacebar being disabled after using the bug reporter
- Fixed a bug where you could draw more cards per hour in camping than intended
- Fixed Forked Thought causing crashes under certain conditions
- Various skill fixes

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[h3]## [Build 88h] - 2020-04-08[/h3]
## New
- Added unique item : Healer's Precept
- Journal now displays separate badge counter for quests in progress and completed quests

## Changed
- Reduced the number the traits that Elite enemies can spawn with
- Updated Divine Form's form and description to be clearer. It can only recast spells with the "Holy" tag.
- Unusable camp cards are now hidden at the end of a camp session instead of appearing disabled.
- In camping, cards can now be deselected with right click (same as in battle)

## Fixed
- Background overlay fixes for ultrawide monitors
- Fixed a bug that could cause a soft lock between owners and their Soul Link pets
- Fixed a bug where "Master starting hand in battle" would also affect innately mastered cards
- Fixed a bug with "Gain HP after winning a battle" item modifier
- Fixed a recruitment bug if you quit the game directly after completing a recruitment quest
- Various UI fixes
- Various skill fixes

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[h3]## [Build 88g] - 2020-04-06[/h3]
## New
- Added card art for Armor of Faith, Benediction, Celestial Power, Commanding Aura, Commanding Shout, Core Foundation, Holistic Care, Mana Siphon, Tangleroot
- Escape menu now displays current act, difficulty, and game mode
- You can now view the mastered version of a card when right click inspecting it

## Changed
- Permadeath options have been separated from difficulty modes and restructured into Classic, Roguelite, and Roguelike modes, each with increasing levels of penalties for dying. All existing games will be defaulted to the closest choice.
- Skill grid composition is now influenced by starting specialty class. Nodes for your starting specialty class are twice as likely to appear in the starting skill grid, and all skill grids learned by levelling up
- Increased the chances for skill grids to contain Mastery and Discard nodes
- Primal Aspect form now gains bonuses to stats based off the hero's stats

## Fixed
- Merchant no longer sells duplicates of unique items
- Fixed Bleed not working correctly on non-player units
- Fixed a vendor pricing bug
- Fixed Start Battle with Might item mod using incorrect value
- Various map generation fixes
- Various fixes for skills

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Crafted With Love,
The Mixed Realms Team

Our Development Manifesto (April 2020)

Warning - This post is super long, but it will give you a good idea of what we have planned ahead for Gordian Quest



[h3]Hey Heroes,[/h3]
It's been a wild launch week and while Gordian Quest is still far from its full potential, we hope you are having fun. We've received a lot of great suggestions from you guys. We thank you from the bottom of our hearts for supporting our launch and for the great feedback. As we continue building on the rest of the promised features, we will pay close attention to your ideas and see how we can weave the best ones into the game. We promised you that we would build a game for you and we intend to do just that!

Allow us to share our plans moving forward.

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Part 1 : Balancing and Progression

First, thanks to your feedback, we have identified two key areas we want to improve on - the game’s balancing and its progression system. We will work on the Skills, Items, Enemies and Talents components to achieve this.

[h3]Skills[/h3]
In general, we understand that you enjoy the early levelling stages, but consistently we hear that the deck-building process becomes more muddled as the run progresses due to three core factors.
  • There are irrelevant nodes in the skill grid that you have to path through.
  • Card draws may not be useful or impactful, and there is no way to avoid bad draws.
  • Cards that come with some equipment bloat the deck, rather than add value.


What are we doing to address this?
We hear you. While the balancing of the cards is an ongoing work-in-progress, we believe in acting fast to enact positive change. In the short term, we are actively taking steps to change up how the skill grid feels, with these quick but consequential changes :
  • Your specialty class now gives double the chances for nodes of your preferred type to spawn (e.g Playing Alphonse as a Trapper makes Trap skills spawn 2 times as often).
  • Your first epic skill node will always be tied to your specialty class.
  • We have doubled the chances of Mastery and Discard nodes spawning on the skill grid.


Over the long term, we plan to add these features:
  • You will be able to find items and train under NPCs to modify your skill grid. Some ways you can modify it include replacing unwanted nodes with a free travel node on the grid, or locking down a particular card that you want to draw.
  • You will be able to train under NPCs to remove skills from your deck, for a price.
  • You will be able to use Fate to reroll a new skill draw. This gives you a limited ability to avoid a bad or useless draw.


We hope that the above will eventually resolve the current issues associated with skills.

[h3]Items[/h3]
Next up, itemization is also something we are looking to improve on in the coming weeks. We intend to release new unique items, as well as rebalance existing items with the following philosophies in mind.
  • Unique items must provide mechanics that cannot be obtained in any other way, changing an aspect of a skill in an interesting way, or being a build-enabler. Very powerful unique items may come with interesting drawbacks.
  • Common, magic, and rare items must not be viewed as “useless” to a good deck. They must play a useful role in the player’s build by having a meaningful impact.


To achieve these goals, this is what we plan to do :
  • Items will be made valuable for 2 purposes - either as something worth equipping, or as salvage material if it isn’t.
  • Salvaging items for crafting reagents will open up multiple avenues for hero improvement in the future. Items can also be crafted to be more useful.
  • Skill cards on rare or lower rarity items can be Mastered, boosting their early game significance (when mastered skills are scarce), and keeping them relevant in the late game (when many skills have been mastered).
  • Skill cards on rare or lower rarity can be removed. This keeps them relevant in the late game (when a lean deck is optimal to make a build work).
  • Rare or lower rarity items will have sockets. This allows you to apply jewels to the attached skill cards, lending effects such as a sizable damage boost, AP cost reduction, or additional status effect. This keeps items desirable as the overall effectiveness of a skill that has been modified with a jewel (and is Mastered) will exceed that of simply Mastering it. As a result, items act as a way to add super-boosted cards to the deck.


Beyond these changes to items, we also want to make itemization less of a chore, and to help you find unique items more easily. We will add in more of these mechanics as we expand the variety of unique items in the game, allowing us to be more liberal with handing out uniques.
  • Marco the Merchant will run a side gambling service that allows you to wager special coins you find on your adventures for a chance at his uniques.
  • Deadly Encounters will be buffed to give out better rewards, including unique items.


[h3]Enemies[/h3]
Thirdly, through your feedback, we’ve identified several issues with our current encounter system. As a bulk of the adventure is spent in combat, we concur that each encounter should feel more exciting and meaningful, rather than feel like something repetitive. To this end, this is what we will be doing over the next few weeks to improve on this :
  • We will be buffing Elite enemies and making them feel more ... well, Elite.
  • In general encounters, we want to tune down the number of enemies, and instead put a focus on more unique mechanics for enemies to force strategic play, rather than simply assail the players with numbers.
  • We want to improve the visual cues of enemy behaviors, so that players can pick them up and react appropriately.
  • We want more ways to insert unique encounters on the map, with appropriately desirable rewards. We want to introduce the concept of enemy strongholds, which are side areas that you cannot leave from, and contain deadly challenges that guard powerful unique items.


[h3]Talents[/h3]
Lastly, we hear you about the current state of the Talent system. Most of the time, they feel like much less valuable versions of the other nodes, and something that players path around instead of actively looking out for. We want to address this with the following :
  • Every Hero Brings A Global Bonus - Each hero will bring a global bonus to the party. For example, bringing Catherin along would give a X% boost to damage dealt on undead creatures. Such bonuses will be innately available upon acquiring them, so there will be additional value in considering a lineup of certain heroes if you know what an upcoming encounter consists of. Additionally, these bonuses can be upgraded through the Talent Nodes to augment their effectiveness.
  • Big Changes Coming to Talent Nodes - Talent nodes on the tree will be getting a look at. As it stands, there are alot of talents that revolve around improving challenge rolls, which are not directly as impactful as combat-related nodes. We are considering more drastic changes, such as removing the less helpful ones and making it such that you can assign talent points directly into talents that interest you, without having to roll for a random talent.


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Part 2 : On Life and Death Issues

One of the more interesting topics has been the discussions on how punishing the game should be. We are acutely aware that the 4-8 hours per run that we aim to provide for each Act is much longer than a typical roguelike game session (which could be anywhere from 15-30 minutes), but less than a full blown RPG (typically more than 10 hours), and as such we are in a unique spot where we must adapt our gameplay to best meet the needs of you, our player.

For many, it can be frustrating to lose a run’s entire progress after hours of gameplay to a bad decision, but at the same time, we recognize that there are players who revel in these experiences. As such, on top of the 4 difficulty levels - Easy, Normal, Hard and Nightmare, we will be restructuring added options to augment your experience this way :
  • Classic Option (default) : If the party gets wiped out, it respawns back in town. Life goes on.
  • Roguelite Option : If the party gets wiped out, the run ends.
  • Roguelike Option : Any hero that dies in battle stays dead permanently. If the party gets wiped out, the run ends.


These game modes will also inform how we intend to set up leaderboards in the future. This will give each Act 3 different leaderboards for you to make your name on. It’s going to be a heated competition!

Manual Save Option
Related to the point above on being cognizant of the nature of our game, and how we are blending various genres together, we will also be providing an option to manually save the game, instead of auto-saving your game.

Fleeing Combat
Some players have mentioned the unfair nature of losing a run to battles that they were not prepared for. After much deliberation on how we wanted to tailor the experience for, we have decided that we will be adding in the ability to flee from combat, cutting your losses before you end up with a total party wipe. While this function can help you recover from a bad decision, it is not without some caveats.

Fleeing from combat is not a free action, and enemies will get in a round of free hits on you.
  • In Classic Mode (default) - this function can be used any time.
  • In Roguelite Mode - fleeing is only possible with the right escape consumables in hand.
  • In Roguelike Mode - preparations are also required as per Roguelite mode, but your attempt to flee may not always work!


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Part 3 : Act II

Act II will be available in June late July (unfortunately we have to push back the date due to lockdown inconvenience caused by the pandemic) - together with the game’s seventh hero, a bard. An eighth and ninth hero will follow in September.

Act II
The Act takes place upon a great stretch of desert, populated by various nomadic tribes of different descents, locked in timeless conflict. Somewhere deep within the sands lie the Vanai’s ancient machinery, their long sleep awoken by nefarious forces who seek to tread in the Vanai’s footsteps and continue their mad experiments.

Adding A Flavor of Wuxia
A little bit of tidbit we want to share is that we are planning to weave in some elements of Wuxia into this Act. For those not familiar with the word, it basically means Chinese martial arts. In case you are thinking Donnie Yen or Bruce Lee, think more Crouching Tiger Hidden Dragon with some cool AOE attacks.

The Bard
We are currently conceptualizing this hero - her instrument serves to augment her magical prowess, which she can use in various ways. She can use dissonant chords to harm her foes, play soothing melodies that provide boosts to her party members, or even charm her opponents with her alluring tunes. We hope she charms you too!

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Part 4 : Features On The Horizon

And now, we have a veritable grab bag of features we intend to implement, as well as address some of the more commonly requested features you’ve brought up!

A Relationship System
We aim to bring you more synergy among the heroes. To that effect, we will be implementing a relationship system. Through having heroes interact with each other during combat, camping and events, you will be able to experiment and uncover special bonds that certain heroes can forge - be it rivalry, friendship, mentorship or love. Once such bonds are forged, the hero pair or trio will be able to uncover and unleash unique combo abilities.

Better Combat Feedback
To help provide more information as to what happens in combat, we will be adding a togglable combat log. This is in line with our intention to provide more information and feedback, to allow you to make better decisions in battles.

Endless mode
A hotly requested feature, an endless mode is definitely something we intend to implement. But don’t expect it too soon, as we intend to implement it only at the end of Act IV. The reason being that we view it as the ultimate end-game mode that will be able to combine all the content we’ve created and put it in a blender. It’s going to be epic, and we can’t wait to unveil more information on this, when we’re ready.


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Your Voice Matters

This concludes our development manifesto. We hope that our plans for the short and long term excite you, and once again we thank you for your support and patience as we build this game up together with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)

Our Launch Week : Focusing On Bugfixes (Day 7)

Hey Heroes,

Here are today's fixes! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

[h3]## [Build 88f] - 2020-04-03[/h3]
## New
- Added card art for Baton Pass, Battle Tempo, Blade Mirage, Blitz Slash, Diving Zone, Edge Divide, En Garde, Kinetic Blow, Offensive Preparation, and Pivoting Slash

## Changed
- Adjusted encounter levels when you first leave Silverkeep to secure the Old Burial Grounds waypoint. They will be more in line with your current party level.
- Spellbinder's Precognition now grants Retain
- Bleed no longer triggers for 0 AP skills, to match its description
- Updated Burn effect on skill cards to keep the card text more visible
- Updated sound effect for Force Armor

## Fixed
- Headshots in the initiative bar in the battle view now use the correct images for Elite enemies
- Fixed an interaction between discarding passives and triggers then using consumables, which would soft lock battles
- Fixed a bug where equipped consumables would sometimes not be visible when switching between heroes
- Fixed a bug where item filters when selling to vendors did not display a weapon icon for certain weapon types
- Fixed Town soldiers having no cards in certain conditions
- Fixed Tough Sell talent
- Various fixes for skills - Assassinate, Bear Hug, Bull Rush, Chain Lightning, Cross Hatch, Diving Zone, Jump Slash, Plunging Kick, On My Command, Press The Attack, Thunder Barrage, Thunderwave


Crafted With Love,
The Mixed Realms Team

Our Launch Week : Focusing On Bugfixes (Day 6)

Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

[h3]## [Build 88e] - 2020-04-02[/h3]
## Changed
- Skill grid now remembers the last viewed position for each hero individually
- Altar of Transmutation now lets you pick unique items, as well as equipped items
- Altar of Transmutation and Altar of Regret now checks the players deck for existing cards before offering their choices
- In addition to holding down Ctrl, you can now also toggle the equipped item view in shops
- When ending a turn, you no longer automatically retain cards if the number of cards in hand is less than your retain count. You can now choose to not retain them as well.
- Codex entries for skills and items are now unlocked upon encountering them. There is no longer a requirement to obtain them first.
- Turrets now act on the same turn that they were constructed, rather than delaying one turn
- Tweaked map modifiers that increase the number of enemies in the battle to be less aggressive
- Reduced damage of Spear Throw and Strong Blow on enemies
- Removed unneeded item sell cost in the salvage panel
- Updated Chinese, Russian and Spanish localization

## Fixed
- Fixed a bug where Epic skills on the skill grid were not rolling from the hero's schools correctly.
- Fixed a bug where Kinetic Blow and other skills requiring picking cells mid turn could soft lock the game
- Fixed Barrel In The River event not showing the correct result pages
- Fixed a visual bug where non-quest dungeon nodes on the map would not appear as cleared, despite being full cleared
- Fixed a bug in the skill grid where scrolling a card selection view would also scroll the skill grid in the background
- Fixed on kill item modifiers triggering multiple times for repeated attacks
- Fixed draw card on kill item modifier only triggering off an elite kill
- Fixed incorrect Bleed damage calculation for Finishers
- Fixed a Chinese font display issue in specialization selection view
- Various fixes for skills - Absorb Fire, Balefire, Energizing Zone, Guillotine, Lightweight Arrow, Treestep
- Various fixes for codex entries


Crafted With Love,
The Mixed Realms Team

Our Launch Week : Focusing On Bugfixes (Day 5)

Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

[h3]## [Build 88d] - 2020-04-01[/h3]
## Added
- Added an option to show a prompt if ending a turn with AP still remaining

## Changed
- Balancing changes to beast minion spawn table
- Reduced the number of enemies spawning in the Bandit Leader battle
- Tweaked Bulwark, Holy Bolt, Righteous Flame, Tempest Bolt, Deliverance AP cost

## Fixed
- We've done some changes to the internal structure of the game to address the issue of players' renown not being reset. The player's renown state was being overwritten in some cases, but it should not happen now. We apologize for any inconvenience caused and progress lost. We will continue to actively monitor for any occurrences of this issue.
- Fixes for Pursuing the Rift Lord questline
- Fixed a bug where heroes would not be recruited if quitting the game directly after finishing the quest node without completing the dialogue
- Fixed Baroque Hourglass not being equippable or showing item type
- Fixed incorrect map index if the party wiped in a dungeon and returned to town on Easy difficulty
- Fixed crafting common items turning them into rares instead of magics if they had 2 in-built affixes to begin with
- Fixed a bug where some nodes would not display the node information tooltip when selected
- Fixed missing Cycle tooltips
- Fixed Waypoint button dock length
- Fixed a bug where the end turn button would remain locked when swapping between heroes in battle
- Various fixes for skills - Balefire, Quick Trap, Smoke Bomb, Thunderwave, Time Warp, The World
- Fixed hero spawn position issues if there was an "ambush" map mod
- Fixed options not automatically saving until after resuming a game


Crafted With Love,
The Mixed Realms Team