Trial Achivement Hotfix
Fixed Trial Achievements not being earnable.
Fixed Trial Achievements not being earnable.

Table 9 Studio · Yogscast Games, Gamersky Games
Fixed Trial Achievements not being earnable.
Fixed Trial Achievements not being earnable.

Hello Tales & Tactics Players! Thank you for all who've dove in to the DLC content and provided feedback, whether on our Discord, community forums, reviews, or comments. This update (version 2.0.14) seeks to immediately address some concerns or criticisms: ⚖️ Balance concerns

There were a handful of bugs that went out with 2.0 that caused the game balance to be impacted. These were:
Set 2 Knockout Mode enemy selection was incorrect, all enemy team difficulties were randomized instead of being restricted to the selected difficulty
Ki O'dini as an opponent in Classic Campaign used a unit + item combination that resulted in a significant bug, where that specific item on specifically the unit Frisky would cause Frisky to heal 100% of max HP every 5 seconds, making the fight exceedingly difficult.
Boss encounters in Classic Campaign could spawn with War Banners of both sets, creating a minor difficulty increase.
Classic Campaign Tournament encounters were using a fixed difficulty set for Tier Ups rather than being influenced by the Challenge Climb system. This resulted in different (sometimes slightly more) Tier Ups applied to their armies than intended.
In addition to these bugs, we observed many players diving straight into the Challenge Climb level they used to play at immediately for Set 2, but since Set 2 is so different from Set 1, the same skillset that allows you to overcome high Challenge Climb levels isn't automatically present when returning to the game.
For this reason, Set 2 now uses its own separate Challenge Climb unlock set, starting back at the beginning with Challenge Climb 1. This is retroactive - if you have already completed a Set 2 CC20 run, all challenge climb levels will be unlocked. Also, there is now a first-time popup when choosing Classic Campaign with Set 2, which explains that jumping straight into a high difficulty is not advisable and explains the reason for the separate Challenge Climb state. As with all unlocks, you can skip the difficulty climb and all unlocks altogether in the Extra Options menu (located in the Unlocks tab from main menu).
A new feature called Trials adds large game-altering mechanics, 20 Trials in total, bringing a fresh new coat of paint to your Classic Campaign runs. Each is locked behind completing a specific Challenge Climb level (retroactive if you have already done so). There are a ton of new Trials to take on, and each one will display your highest completed Challenge Climb level while also playing with the Trial Mode. 7 new Achievements have been added related to the Trials system.
Trials are NOT DLC-exclusive, though there are some challenges specific to Set 2 that do require the DLC. All achievements related to Trials can be completed without the DLC.
Trials are exclusive to our staple core game mode, Classic Campaign.
Some of the new Trials mentioned above include cross-set runs, so you can play with both Set 1 and Set 2 mixed together! For maximum chaos, try the Trial of Madness, where not only Set 1 and Set 2 are mixed, but ALL of the Unit traits are randomized! And this is not exclusive to the Traits of the Set the Unit originated from, meaning Set 2 Traits can now appear on Set 1 Units! Anything is possible!
We apologize for the new PVP perk system having been released in Set 2 without Chinese translations. These texts were missed in the translation pass, and while they are being done presently, we have decided to machine translate these texts temporarily so at least they are not displaying in English. No English text should be seen now when playing in Chinese. If any are spotted, please use the F1 bug report system and we will address them as fast as possible.
(机器翻译)
对于新的 PVP 特性系统在第二赛季上线时未提供中文翻译,我们深表歉意。这些文本在翻译过程中被遗漏了。虽然目前正在进行正式翻译,但我们决定暂时对这些文本进行机器翻译,至少确保它们不会继续以英文显示。
现在,以中文进行游戏时应该不会再看到任何英文文本。如果发现仍有英文文本,请使用 F1 举报系统提交错误报告,我们会尽快处理。
Minor Fixes Fixed the "Big Tiny" achievement not working Added a missing Evoker 2 victory achievement Fixed the Tier 6 unit achievement unlocking with a Tier 5 unit. Resolved a missing tooltip in Prismatic component rewards for the 3rd and 4th Bounty room. Updated the enemy Cloni
Minor Fixes
Fixed the "Big Tiny" achievement not working
Added a missing Evoker 2 victory achievement
Fixed the Tier 6 unit achievement unlocking with a Tier 5 unit.
Resolved a missing tooltip in Prismatic component rewards for the 3rd and 4th Bounty room.
Updated the enemy Cloning Hex and modifier phrasing to clarify the unit must be a standard, draftable unit. Summoned units can't be used.
Fixed the PVE perk "Raring to Go" causing permanent mana regen alterations
Fixed Statue Conjuring being a valid option in PVE classic campaign level up perks, even without the Grandmaster perk which unlocks Statues.
Fixed classic campaign Level 13+ perk pool options cycling back to level 2 again. Props to someone actually hitting Level 13 to find this.
Fixed classic campaign travel panel rewards not showing a value if the reward has be modified above 0 (such as a fight normally yielding 0 XP, but has been modified by +1 per combat, would still not show XP as part of the fight rewards).
Fixed Moloch's skill preview pointing at Rhodon's video file
Fixed Pebble missing a skill preview video
Added cleanup to all remaining in-world projectiles at end of combat. Mostly projectiles were fast enough to clean themselves up just in the animation time of the post combat "zoom in on last remaining character" beat, but Kolga's in particular has a very long lifespan and would persist all the way into the next prep phase.
Increase the contrast on mana bars when manalocked (more distinct red)
Fixed Compendium showing unnecessary army summary icons on Combatant displays when that gameplay option was enabled
Fixed Compendium showing bonus Set 2 traits for Mythic units, when in the Unit Set 1 tab, and vice versa.
Fixed going to the Tutorial after a Set 2 game in the same session attempting to run the Tutorial in Set 2 configuration, resulting in a bugged Tutorial where there are no Traits (and thus an incompletable tutorial)
Fixed the updated portrait characters (Singrim, Alidana, Cedric) using an incorrect texture format when used in the final Tournament bracket board, specifically when placed on the right side of the board.
Fixed Wildlands not initializing properly if returning to main menu during a PVP bundle selection step, then trying PVP again. PVP bundles save in this manner to prevent save scumming, but did not properly load back in the assigned Wildlands. This could also cause the This Run's Wildlands display to appear uninitialized when playing Set 1.
Fixed Eager Newbie not being able to Vault on floor 1 (the new button disabling incorrectly would check before the combatant effects had been loaded in)
Fixed some icon images not properly initializing in rare cases. This was most noticeable on the Army Size/Rarity combatant helper icons in PVP.
Fixed the Vault button loading in as locked when continuing a run, even if it had no reason to be locked, until a floor had been completed.
Fixed Thunder Dirk Uber's item icon not visually stacking to 16, being still limited to 8. This was cosmetic-only, the effect still stacked to 16 under the hood.
Fixed the auto-smart-reposition system, which moves units like the Dark Portal to be closer to other allies, or Mythics/Mutants to be closer to each other, ignoring Pit blocks when choosing valid hexes to move to.
The Summoning Shard item now detects the unit's Max Tier (for interactions with Unchained) rather than explicitly triggering at Tier 4
Prepare to re-roll your rosters and rethink your strategies - we're very pleased to announce the upcoming launch of the new Set 2: World Tour DLC , alongside a base game update! New DLC Set 2: World Tour - An all-new roster featuring unique skills, multi-trait units and mechanics
Prepare to re-roll your rosters and rethink your strategies - we're very pleased to announce the upcoming launch of the new Set 2: World Tour DLC, alongside a base game update!
Set 2: World Tour - An all-new roster featuring unique skills, multi-trait units and mechanics like trait-based resource generation, permanent selling bonuses and direct carry counters. Playable across Classic Campaign, PvP, and the brand new Knockout Mode.
Knockout Mode - A fast-paced, pure-combat mode that only cycles between a shop phase and battle phase, with no story or events in between. Play against enemy champions who will grow their army just like you do and after 3 sets, it'll be down to just you and one opponent in an epic final 1v1 to take home the gold!
7 New table cosmetic appearances, as alternate variants of the current tables, featuring atmospheric fog, custom lighting, and weather effects. All-new visuals to match our all-new cast.
Check out the DLC features in the trailer below!
PVP Rework - More varied Seasons, less separation in opponent pools, permanent progress without season wipes, and a suite of new and reworked PVP Perks.
Uber Items - Merge identical merged items to double their core stats and unlock enhanced or additional effects. This raises the ceiling of how powerful a single unit can get, completely changing the dynamic of how late game armies are built.
Tales & Tactics is on a 70% discount and the new Deluxe Edition Bundle - which includes the base game and DLC - will have a 10% discount.
Join the battle today!
Fixed a UI issue involving traits in units in the Unit Store sometimes not being accurately reflected.
Fixed a UI issue involving traits in units in the Unit Store sometimes not being accurately reflected.
Added a material function to all units to add visual contrast. This is subtle, but makes shadows darker and highlights brighter for most character models. Added a black outline function to all units to help with combat readability, particularly for cases where a unit shares a col
Added a material function to all units to add visual contrast. This is subtle, but makes shadows darker and highlights brighter for most character models.
Added a black outline function to all units to help with combat readability, particularly for cases where a unit shares a color with the current act's ground tiles (such as grey against grey). This can be adjusted in the gameplay options menu, including being disabled entirely.
Rebuilt and switched the Custom Lobby PVP system to a new backend cloud server rather than relying on Steam's backend connection system. This has many advantages, including letting us have access to lobby data to observe issues and see what state the lobby was in if it breaks, and opens up potential future features like automatic host migration in the event of a disconnect, or reconnecting to an existing game. This uses a lobby code system rather than the Steam Friends list, and as such, the ability to make a private unlisted game is currently disabled. It can be restored later if there is demand for it. The new system uses your manually typed in name (the one used for standard PVP), which can now be entered directly from the lobby list.
Changed the "DEBUG - Can't fight without an enemy" text in Sandbox mode to something more useful, explaining you have to drag enemies to the field.
Dueling Sai's CC immunity now lasts only for the first 15 seconds of combat.
Scrapper mechanics adjusted:
-Now triggers the combo attack "on hit", the same trigger point of gaining a combo stack, fixing issues related to wasting excess gained combo stacks, or triggering the combo attack on the 4th attack rather than the 5th, or other related Scrapper inconsistencies.
-Combo attack now combined into a single damage packet instead of one for the AD% hit, one for the Max HP% hit.
-Scrapper 1 combo attack HP shred reduced to 3%.
-Scrapper 2 combo attack lifesteal reduced to 25%.
Devil's Dagger reduced to 8 Attack Damage/Speed, capping at 120.
Fixed Wanderbot being invisible.
Fixed Spiked Gauntlets not applying Shred.
Fixed spacebar inputs causing Travel panel choice to be re-clicked, resulting in spawning extra opponent armies.
Fixed Escape inputs performing extra in-game actions. This was never intended and was a result of an engine plugin changing some defaults, and had some catastrophic bug potential such as hiding the entire main menu UI.
Fixed hex modifier effects not resetting after combat properly, specifically in PVP Mode when playing with Ultrafast on.
Fixed a rare issue regarding loading a semi-corrupted save, where units forgot their positioning. It was possible for Units to load, but not be placed on the board, causing odd behavior.
Fixed Experiment B's Skill not dealing damage.
Added additional logging to help determine a cause of unit confusion, usually related to teleporting.
Changed the rules for hex modifier spawning, particularly for PVE to make hex mod perks have less potential whiff cases in certain combats:
1) Try to spawn at your preferred original hex.
2) Failing that, spawn at any valid hex as the perk describes where it can spawn.
3) Failing that, if an edge space ban is in place (like most frontline hex mods), remove that ban and try again.
4) Failing that, spawn on a pit.
5) Failing that, no hexes are valid, don't spawn.
Fixed Star Crown upgrade vault causing a duplicate Star Crown to be created in very specific niche circumstances.
Standardized all "Overtime starts faster" effects, rather than PVP, PVE, and the Chronometrics perk all behaving slightly differently. This also prevents stacking issues if fighting the Impatient Monk while having Chronometrics, and cleanup issues regarding the overtime modifier sometimes not being reset after fighting an Impatient Monk.
Fixed being able to use hotkeys during PVP bundle selection.
Added a safeguard to prevent multiple rerolls during PVP bundle selection. Only had a few reports of this, but it would only break the choice and have it no longer grant items or units.
Fixed a couple of issues related to Kio and Claws of Haste.
Fixed Hydra using the wrong idle stance.
Fixed Wandering Wizard PVP stating the wrong Spell Power value (stated 20, gave 30)
Fixed an exploit related to merging units and simultaneously quickly selling using the sell hotkey.
Fixed an issue related to Elder Reto not registered as the Mana reptile.
Fixed Beast's start of combat Frenzy granting more Attack Speed than the base Frenzy.
Fixed an old name appearing for Cleaver's stat modifier buff name.
Fixed Temporary Tier up effects, when applied to Tanks, not removing the health bonus when lost.
Fixed Spiked Gauntlets triggering on Attack Damage-based skills, such as Malady and Xaphan.
Fixed an issue with Brim not triggering post-skill use effects, such as granting Turret ammo.
Fixed an issue with Desert Merchant's event showing a question mark in the item reward previews (an old relic that has been swapped for Ponderer's Stone some time ago)
Fixed a couple of Units (such as Ian) using the wrong Runes/Leader items.
Fixed an issue where Sargon's skill could hit one unit twice per cast.
Fixed some incorrect placement and size on Ellos's skill VFX.
Fixed a case where Freeze effects could cause a unit to permanently no longer animate until a return to main menu. This specifically required a unit with a Freeze skill to deliver a killing blow, while having a secondary damage payload attached to that Skill. This was very rare in PVE, but could be seen infrequently when facing an opponent Gemclops with a Rime in the army.
Fixed Crafting 101: Scythe being named Crafting 101: Ring.
Fixed Quill nerf in previous hotfix not being applied properly, still was granting 100 Mana.
Fixed several act modifiers (table effects) not functioning properly.
Fixed Golden Desert's act modifier damage source being a random unit, proc'ing item effects and attributing combat recap damage to them.
What started off as a series of small changes and fixes ended up becoming another sizeable update for T&T! Thanks to the community for driving this update forward with feature requests and discussions and bug reports. Features Added Team Builder feature - add Units from the C
What started off as a series of small changes and fixes ended up becoming another sizeable update for T&T!
Thanks to the community for driving this update forward with feature requests and discussions and bug reports.
Features
Added Team Builder feature - add Units from the Compendium to your desired Team, and they will be highlighted with a Hammer icon when they appear in the Unit Store. You can save up to 4 bookmarked Team Builder teams and load them at any time.
Added gameplay option to auto-clear Team Builder at the start of a new run
PVE Character Perk Balance
Brax - Four Commons -> Six Commons
Brax - Late Harvest 10g -> 14g
Brax - Blokk tiers up each Rest (and bugfix, was set to 500 HP, not the 600 the perk states)
Raine - Celestial Hex sells units instead of destroys
Raine - Warlock trinket now grants SP equal to your Army Size + your missing Hearts, but can't be used in Training Yard
Raine - Face Painter transform on Unit Store reroll instead of after combat, but there's only one Transformation Hex
Raine - Stage Illusionist grants a Lifeline
Ifreyes - Elite Invitation now grants 5 SP per earned Boss unit.
Thokor - Hoist the Colors now bounces the new War Banner back to your item bag, so you can make early use of components as stats without needing to buy Item Removers later. Also all War Banners now grant 1 component worth of base stats game-wide. Does not affect Devil's Deal tainted banners.
Alidanna - Magic Icebox now grants an immediate 6 gold.
Singrim - Twin Primes now prevents units from being Banished when they reach Tier 4, and Tier 4'ing a Unit grants 3 more (Tier 1) copies of it.
PVE Vault Balance
Vault of the Void now also grants an increasing amount of free rerolls.
Star Crown (vault reward) now has an increasing amount of Damage Amp & Resist, up to 10% at max Vault tier, and copies items.
Vault of Chaos (Units) stage 1 now also grants a Tier 1 Uncommon. Stage 3 now also grants a Tier 1 Rare. stage 4 grants 2 Rainbowslime Vials.
Vault of Weapons stage 3 grants +4 gold, stage 4 grants a completed item, stage 5 grants a completed item +4 gold.
Vault of Assistance now also rewards Star Points, effectively giving a partial refund on the investment. This makes this Vault naturally cheaper to invest in than others.
Units
Wolfgang no longers get a Rush on first cast. Mana max reduced to 80 for first cast.
Dumblegore projectile speed increased
Dumblegore will now re-target in between orb casts if the initial target dies
Tidus damage reduced to 260 (main wave), from 300
AI adjusted so defensive/self-targeted skills will go off even when no enemy is currently targetable
Blook will now not possess targeted units that cannot attack.
Items
Cost Reduction now actually reduces max mana instead of using a different system. Cost Reduction now has a cap, and cannot reduce a skill's Mana to less than 1.
All War Banners now have one component's worth of base stats in addition to adding a Trait.
Shock Pendant now deals damage based on % of current HP rather than Max HP.
You can now right-click War Banners to see the trait information for the trait the Banner is for.
Instant-cast skills such as Backflip will have a slight delay after reaching max mana before being able to be used, so the mana bar can be seen as filling
Added a Backflip animation
Mana Battery base mana spread to 90% (from 85%)
Power Suit time to deactivation set to 20s (buff from 15s)
Perks
Impervious, Titan, and Gigantification hex modifiers will now never spawn on the edge spaces of the board.
PVP
PVP character selection now shows only 3 character bundles, but you can reroll each entry one time.
Buffed PVP Guard Captain's contract rewards.
PVP Impatient Monk causes overtime to come even faster.
Bugfixes
Fixed Vengeful Armaments not functioning properly.
Fixed Shelly Reptile bonus not working
Fixed some weirdness related to using Cosmic Observer hex & reptile bonuses
Fixed all trait recalculations taking twice as much CPU as needed (trivial most likely, but hey, everything counts)
Fixed the main menu Unlock panel notification (saying there is something new to unlock) not appearing at the correct times.
Fixed an issue where Overtime would start at different times depending on your combat speed.
Fixed an issue where modifying when Overtime starts (Impatient Monk) would also change the timing of certain combat triggers, such as an effect that starts "8 seconds into combat", sometimes skipping them entirely.
Fixed ordering of items in the Merge Book
Fixed restricted duplicators (such as rarity-based Duplicators) being consumed if applied to a Unit of the wrong type.
Fixed a "None Found" entry in the keyword section of the Compendium
Fixed Infuser storing charge across combats
Fixed Tentacles (and any others) not showing incoming Floating Damage Numbers
Fixed Stalkers getting their AI activated before teleporting, sometimes getting an attack off during their Stalker movement.
Fixed an event result in Path of Power having no text.
Fixed a calculation issue with Mage Spell Power reduction, which mostly resulted in spell power below 100% not having a negative effect on spells.
Blook description corrected to state the possessed unit is immune to Crowd Control
Fixed level up perks not being randomized properly when starting a 2nd run from the same session after abandoning a run
Fixed a niche issue with Mage twincasting and instant-cast skillbooks not triggering certain post-cast effects twice, such as Engineer ammo gain.
Fixed an issue that could cause some Units to attack more frequently after casting.
Fixed some random-targeted effects being able to target invisible units.
Increased Dumblegore's projectile collision size, hopefully mitigating some rare reports of his projectiles not connecting with targets.
Misc
Infuser and Shaman Totem will refund their charge value if the target dies while the projectile is in flight.
Optimized missile destruction logic
Added additional AI logging
Added safeguards to try to resolve a rarely reported issue where dead units still block the hex they died on.
Adjusted Beast Bite and Spiked Gauntlet multipliers to be consistent, function as the tooltip describes them to, and be additive with each other.
Teleporting or being pushed will now count as "moving one hex" for triggered effects.
Updated Sparky skill text for clarity.
Increased the cap on Infuser's count to 9999
Hotfix 1
Fixed an issue related to Chester's trait selection UI.
Fixed an issue with Star Crown in PVP.
1.41 Hotfix for level up perks breaking 1.42 Hotfix for Pure Madness perk not working 1.43 Hotfix for a CPU and memory leak introduced in 1.42. Changed the Custom Code feature to not unlock the unique perks from the custom character, but instead have all of those new perks be dir
1.41
Hotfix for level up perks breaking
1.42
Hotfix for Pure Madness perk not working
1.43
Hotfix for a CPU and memory leak introduced in 1.42.
Changed the Custom Code feature to not unlock the unique perks from the custom character, but instead have all of those new perks be directly shown and unlocked as part of the Unlocks system. Using a custom code will still allow you to play with the preset and its custom feature, even if you don't have the associated Unlock, but the ability to see the perks in Draft Mode are now part of Unlocks instead of being hidden behind codes. This makes them more visible to all players, and also can be disabled if desired. Be sure to head over to the Unlocks panel and pick up the 4 new Community unlock packs.
Added 15 new Stored Draft Slots. Any Community Code presets that were saved are now converted to Draft slots, but can be used for other characters than just the presets now.
Removed the Custom Code as an unlock per the above patch note. Draft Mode unlock now also automatically unlocks Stored Draft Slots.
Added two 'Legacy' custom difficulty modifiers: Infinite Perk Rerolls and Visible Cards. These are meant to give players who preferred to reroll perks or 'savescum' the Pick a Card events by returning to the main menu each time a method of still having that gameplay without needing to return to the main menu each time.
Added a new gameplay option for Skip Event Text. This auto-skips all event text phases, and also skips any extra clicks to get through events, such as starting the shuffle for Pick a Card events, and starting rolls/collecting results for Dice events. This is definitely not recommended for new players, but for those 200+ hour players out there who want as fast of runs as possible, this is for you.

Before we kick off the patch notes, we've added a new Custom Character code which unlocks the Mad Scientist profession, designed by our experimental tester community! Use the code "experimental" to try out three new absolutely wild specialization perks, which will then be unlocke
Before we kick off the patch notes, we've added a new Custom Character code which unlocks the Mad Scientist profession, designed by our experimental tester community! Use the code "experimental" to try out three new absolutely wild specialization perks, which will then be unlocked for use in Draft mode.
If you didn't know about some community codes before, they can unlock new PvE character content for you to use in Draft mode forever! After unlocking the feature, you can visit the Code section here, in character select:
Then, select Enter new Code
Type in a code, like so:
Press "Check Code", and if you've successfully entered a community code, a preset character featuring one new Race, Class, Profession, or Aspiration unique to that character will load, and that unique character feature will be now be seen in all future uses of Draft mode!
Here are all the current codes available for use:
experimental - After the Eager Newbie, choose between Perks that enable strange builds.
-Tricky Tomes: Gain 3 copies of the same random Skillbook. At the start of combat, each Unit with an equipped Skillbook will Stun and Stifle the nearest ally without a Skillbook for 10 seconds.
-Pure Madness: Randomize the Traits of all Units! (Does not affect Mythics or Statues.) Gain 3 free Rerolls.
-Backroom Deals: Normal Shops will additionally sell items exclusively found in Event Shops. Component items are no longer rewarded in combats, but you gain 4 more Gold per combat.
sneakyteak - Start the run with Kevin the Flamingo! If Kevin is placed adjacent to only a single unit, he adopts a random trait from them. Rerolls cost +2 Star Points.
Rhapsody - Whenever your units cast for the third time each combat, they gain a Shield for 30% of their Maximum HP.
KoboldPack - +1 Army Size. The Registrar no longer unlocks Uncommon and Rare units.
GreatMaker - Start the run with a Prismatic Crystal (which can become any Component) and 3 less Gold.
Amalgamation - Start the run with a random Additional Race Trait Point perk. Skip your Level 2 Perk choice.
MayorSilly - Dave's Airship will take you to any location. When you start Act 2, gain 10 Star Points.
Anti6eptik - When you Merge three Tier 1 Units, get a Tier 1 copy of it. Tier 4 Units are not banished from the pool. Units sell for no Star Points.
OldenRites - At the start of combat. your units on Hex Modifiers gain 2 Mana Regen, plus 1 for every other unit on a Hex Modifier. Units on Shadow Strike hexes gain double this effect!
Pedguin - Start the run with the Mythic Unit Cisco and 1 fewer Star Point.
FrostPrime - Start the run with the Mythic Unit Frost and 2 fewer Star Points and Gold.
wanderbot - Start the run with the Mythic Unit Wanderbot and 1 fewer Star Point.
1.4 Patch Notes
General
Recommended Items has been updated for all characters, including a few who had no recommended items listed, all from a list compiled, refined, and submitted by our community.
Added a maximum Damage Resistance of 90%. This should never actually be able to be hit in practice but should there ever be a bug like Knight's again, will at least prevent full invulnerability (and thus causing combat softlocks).
Adjusted Archetype stats: Slightly increased health for Common and Uncommon Fighters, and Rare Tanks.
You can now select fewer than 5 units when using the Book of Banishment.
Disabled the Settings option for Metrics collection. The sample size is no longer sufficient to use Metrics, the community has been driving updates far more, and this saves us a bit of server costs.
Leaders (PVE)
Leader bonus stats: Health set to 30% (nerf from 50%). This will have the largest impact on Act 1's difficulty, making the Leaders slightly easier to take down. It will also impact Brutal 5 specifically as Brutal 5 doubles Leader stat bonuses. Together this should help make Brutal 5's Act 1 a little less "restart until you high roll".
Fearflame Armor - Corrected tooltip to reflect Ignite, not "reduced healing". Pulse damage set to 6% (nerf from 8%)
Doombow Quill - Damage set to 75% AD (nerf from 100%), matching the change to Leachknife Sheathe below.
Necklace of the Darkmage - Mana Regen set to 7% of Max (nerf from 10%).
Units
Khepri - Max mana 80 (buff from 85)
Ragno - Max mana 70 (buff from 75), Shield 220 (buff from 200)
Glitter - Polymorph duration to 2s (nerf from 2.5s), Damage to 240 (nerf from 280).
Sir Sparkles - Armor buff to 20 (buff from 10)
Lightwing - Damage to 160 (nerf from 180)
Sebastian - Max health % damage to 4% (nerf from 5%), but now gains 2 Armor per cast for the rest of combat, up to a cap of 30.
Sanctus - Now always targets 2 allies, and grants 12 Mana (new red value) to the target when healing other allies.
Deshret - Now can't Ward a target that recently revived from Death Ward. Bugfix: Fixed several targeting issues causing Deshret to inconsistently target, and when rarely actually targeting allies with the Ward, would heal for 0 when triggering the Ward.
Baalor - Stun duration to 3s (buff from 2s), Summon duration to 15s (buff from 10s) and Baalor now summons specifically a "Lesser Demon". This will always be a Xaphan, Sparky, or Uro, but without their Trait effects. This makes Baalor significantly more consistent, less prone to bugs, as well as more Demon-thematic.
Elder Reto - Damage to 425 (nerf from 450)
Willow - Pulse damage/healing to 45 (nerf from 50), Final explosion to 225 (nerf from 300)
Ivy - Bugfix: Ivy now properly is manalocked while the shield on herself is active. Ivy has been overperforming and may still need further adjustments, but for now we'll just fix the bug and see where she lies.
Wolfgang - Post-transform mana cost set to 55 (nerf from 40).
Traits
Marksman 2 now fires at the highest-health target, not the one that dealt the most damage.
Bug 1 Damage Resistance set to 15% (buff from 0%, was Bugged!)
Defiler 2 damage amp now 25% (nerf from 30%)
Arcane Spell Power to units who have no enhanced ability (were not originally Arcane) set to +100 (buff from +50)
PVP
PVP Skye's Ballista perk now grants a Tier 4 Ballista (up from Tier 1)
PVP Gemclops damage proc now 50% of Spell Power (up from 25%) to counteract a bugfix that was causing this effect to trigger twice.
Shrine Mage Skillbooks Shilleleigh and Harmony have swapped places to Tier 1 and Tier 2, respectively.
Items
Claws of Haste - 4 attacks at max speed (buff from 3 attacks), but the user is Stifled during this time (and thus can't gain mana)
Vengeful Armaments - Stores 25% of damage dealt (buff from 20%)
Leechknife Sheath - Deals 75% of Attack Damage (nerf from 100%)
Quill - 70 starting mana charge (nerf from 100)
Helm of Hatred - 8s Invulnerability (buff from 7s)
Soulburn Greaves - 1s Ignite trigger cooldown (buff from 2s)
Sealed Scroll - 8% Maximum Mana regained (nerf from 10%)
Infuser - 3x Lifesteal to healing ratio (buff from 2x)
Burndanna - 4% Max Health healing (nerf from 5%)
Recovery Necklace - 7% Max Health healing (buff from 6%)
Brainleech Pendant - Now targets the enemy with the highest Mana Regen.
Forever Scythe - Final stage to 25% Amp & Resist (nerf from 30%)
Mana Bracelet - Renamed to Nael's Bracelet
Misc
Harmony skill (from the Skillbook item) adjusted: 30/60 mana, 6 Attack Speed & Spell Power (from 15/70 mana, 8 stats)
Mana Battery skill (from the Skillbook item) mana distribution changed to 85% base (nerf from 100%).
Bug Fixes
Fixed an issue with Claws of Haste's trigger point that could cause it to get multiple activations from a single cast in some cases (notably when Dualcasting, or when the cast is interrupted)
Fixed Pawn's skill Pushing 1 hex.
Fixed an exploit related to Otto's Scepter
Fixed a bug related to Sandbox mode where you could enter it while also being in PVP mode.
Fixed Mushroom Trait stating a 10 Spell Power effect per spore, it is actually 15.
Fixed the Grace perk not checking for tier-up merges after acquiring.
Fixed an exploit related to the Grace perk that could duplicate items.
Fixed Knight's damage resistance buff stacking infinitely.
Fixed an issue with Taunt where if a unit with a friendly-targeted Skill was Taunted, in some cases it could instead affect the taunted enemy
Fixed Healer's mana regen applying globally instead of just to Healers.
Minor text clarification to Sparkles to clarify it affects both itself and the target ally.
Fixed a long-standing issue where the random seed could be bumped upon returning to the main menu, resulting in rerolled perks or other changes. This also fixes an exploit where PVP perk pools could be rerolled.
Fixed an issue involving Doombolt Quill's knives deactivating partway through combat.
Fixed Bulworc's skill stating it blocks 1 attack, when that adjustment never happened. Text is back to saying blocks 2 attacks.
Fixed minor text bug on Run History for pvp season run display
Fixed Run Summary / Run History often showing the state of the army in the fight before the final fight after ending a run.
Fixed an issue with Plush of Vo'do not having a stacking cap.
Fixed an issue where a Tier 4 Morphling would banish any unit it turned into.
Fixed a bug with all 'on stunned / crowd controlled' triggers (notably PVP Gemclops) triggering when stun or CC wears off in addition to being applied.
Potential fix for a rare bug that can cause a unit to be permanently stunned.
Fixed PVP Gemclops damage being listed as Uncategorized in recap.
Fixed Pink Dragonkin perk not re-adding reroll costs on load when continuing.
Fixed an issue with Potion Belt perk causing it to not load properly when continuing.
Fixed an issue with PVP seasons not being able to use the Laboratory table, instead showing an invalid icon that said "Report to Devs"
Fixed being able to use Gera's Weaponized Rainbowslime on an enemy during the encounter spawning process.
Fixed PVP Enemy Circus Performers not gaining their bonus stats.
Fixed enemy Baa'lor units not stunning your Units.
Fixed PVP Cactus Nymph not scaling per item equipped, and applying the effect to both armies.
Fixed Mage stage II always Stifling one of your Units in addition to the enemy team.
Fixed an issue where unequipped items could stay seen under the health bar in specific, rare cases.
Fixed Gold/SP/XP per combat changes not being seen in the combat rewards preview.
Fixed Stormy Skies book being stopped by CC immunity.
Fixed some Seasons having an incorrect Perk Group ban, showing a "Please report to developers" in the PVP start menu. Fixed River as final boss adding both the listed Trait in her ability to her team, plus one extra unlisted trait. It is now just the one trait. This also fixes Ri
Fixed some Seasons having an incorrect Perk Group ban, showing a "Please report to developers" in the PVP start menu.
Fixed River as final boss adding both the listed Trait in her ability to her team, plus one extra unlisted trait. It is now just the one trait. This also fixes River stating "gains the {riverTrait} Trait" in the ability box while the fight was spawning in.
Added a large Chinese localization polish pass.
Fixed being able to buy Units using keybinds after a fight has started, potentially leading to a bad unit or board state.
Fixed an issue where the Bug Swarm stats were incorrect after transferring (too much Damage Reduction, no Shield)
Fixed Quill counting as 0 score in army point value summary
Soulburn Greaves’ ignite effect now has a 2s cooldown, but damage per attack doubled to 2% of max health.
Restored an older effect to Healer Stage 1 - Healers gain 2 Mana Regen.
Fixed an issue where PVP starting bundle modifiers (such as Assistotron or Wanderer) could retrieve a Unit that was banned for the current Season.
Fixed Sanctus’ basic attack not dealing damage.
Fixed Willow’s skill final explosion collision shape being centered on the current attack target rather than itself.
Fixed the Marksman War Banner reducing the equipped unit’s armor by half.
Brawler 1 - HP buff to Brawlers specifically increased to 30% (from 25%)
Stalker 1 - Attack Damage buff reduced to 10% (from 15%)
Teak - Max Mana increased to 80 (from 75)
Gibbs - Mana changed from 0/80 to 30/90
Lurch - Starting mana increased to 50 (from 30).
Gorbin - Attack range reduced to 3 (from 4).
Zuzu - Base spell damage reduced to 180 (from 200).
When starting the game, if a new Ranked season has begun and you played the previous season, your Ranking will be set to that previous Season's Ranking minus 1 (such as Gold -> Silver). If you did not play the previous season but did play the one before that, your ranking will be that Season's Ranking minus 2 (such as Platinum -> Silver). If you did not play in either of those two, you will return to Bronze. These alterations can never cause your ranking to be below Bronze or above Tactician 1.
Statues Pass
Fixed Statue Trait Stage 1 claiming 30% damage reduction, when in fact it was 70%. It now claims and applies a 50% reduction. While this is a nerf to an underperforming trait, the rest of the updates to Statue listed below more than make up for it.
Fixed Crowd Control Immunity causing both Statue Stage 1 and Stage 2 buff effects to become nullified. In the case of CC immunity, the Damage Reduction will still apply, and Stage 2's buff will be added after the Damage Reduction wears off. PVE players be warned - this means Otto will be a much more difficult fight in the Tournament!
Fixed Knight's Damage Reduction effect not applying.
Fixed several issues with King's skill. The skill now properly deals damage, the Shield now lasts 4s and is stated as such on the tooltip. Also added some additional chargeup visuals to King's skill, increased the radius to 2 hexes, damage to 300% of Attack Damage, and increased the mana cost to 90.
Bishop's Skill slightly reworked - now emanates the healing projectiles from the most damaged ally, rather than itself, making the skill much more reliable as an effective heal while preserving some of the positioning element to the skill. Healing amount reduced to 250. Fixed the healing projectile on-hit effect calling the wrong particle, looking like a purple sparkle impact instead of a healing impact.
Rook's Skill reworked in the same manner - now stuns its current target, and emanates the cardinal direction shockwave projectiles from that target's location rather than itself.
Fixed Pawn's skills stating Magic Damage when it was actually Attack Damage. Now deals damage based on Pawn's Attack Damage stat value (200%) rather than a flat value. Mana cost reduced to 70, and trimmed the end of the animation time so Pawn gets back to fighting faster.
PVP - Otto's Get More Stuff perk has been replaced with a PVP version of Grandmaster. Statues are unlocked for PVP use when taking this perk, and you immediately get a Tier 2 Pawn and Tier 2 Knight to get you started.
Statues now have Bonus Traits (thanks to JackRenoson for this suggestion!)
Pawn - Pack
Knight - Trickster
Bishop - Spirit
Rook - Storm
Queen - Corrupted
King - Royal
Bosses & Mythics Pass
Buffed Mythic Valor buff effect to 15% Damage Reduction/Amp, up from 12%.
Fixed a bug where Chester could eat the Boss Brand item. Corrected text on Chester's ability to say Brands instead of Hearts cannot be eaten.
Xanatos mana adjusted to 60/120 (up from 50/140), mana on kill bumped up to 60 (up from 50)
Master Trollgar mana increased to 40 (up from 35), spin damage increased to 200% of AD (up from 150%).
Blobert mana buffed to 100/100 (from 120/120)
Monock Sr. mana buffed to 50/130 (from 40/140). Skill now targets "a random foe, 3 times" instead of 3 random foes. This makes the Boss (and Mythic value when playing Monock yourself) not become far weaker when fewer than 3 targets are present. Also polished Monock's beam visuals.
Fixed Cobb's skill only applying 75% Magic Resist, not full immunity. Mana cost buff to 20/90 (from 40/125) to account for a long manalock duration.
Adalon's skill damage increased to 175 (from 150). Starting mana increased to 20 from 0.
Shred-o-Matic Attack Speed buffed to 60 (from 50).
Frisky passive Lifesteal increased to 30%.
Pangur Ban damage aura DPS increased to 50 (from 40). Starting mana increased to 60 (from 50).
Cisco Attack Speed buff increased to 60 (from 50). Mana reduced to 20/60 (down from 60/100) to account for a very long manalock duration.
Wanderbot mana buffed to 50/70 (up from 60/80)
Blorgi mana buffed to 20/90 (up from 0/95)
Proton bonus damage buffed to 100 (up from 75)
Hudson damage on slam increased to 100 (up from 75)
Z0LT0N mana buffed to 60/90 (up from 80/125) to account for a very long manalock duration.
Bogdar mana buffed to 50/80 (up from 100/120) to account for a very long manalock duration.
Oogoo Damage Resistance buff increased to 15% (from 10%).
Hydra mana cost reduced to 120 (from 130).
Jack starting mana increased to 25 (from 0).
Falderal passive armor until cast doubled to 60 (from 30). Max mana reduced to 140 (from 150).
Blook max mana reduced to 130 (from 150).
Inpu base shield damage increased to 125 (from 100).
Hinkle active cast freeze duration increased to 1.5 seconds (from 1).
Frost base beam damage reduced to 110 (from 125).
Charlie base damage reduced to 130 (from 150).
Experiment H mana buffed to 90/90 (from 100/100).
Experiment M mana buffed to 80/80 (from 100/100).
Holly base damage increased to 60 (from 50).
PVP Perks that gain a random Mythic now grant a random Tier 2 Mythic.
The Tier 3 PVP Perk from Ki O'dini that grants a specific rare Mythic now grants a Tier 3 (up from a Tier 2).
Taunted characters now always fire their skill against the source of the taunt, even in skill cases that filter to specific units, such as Crosby’s “farthest target”. A taunted Crosby will now fire the skill at the taunt source. Turbo nerfed - Starting mana reduced to 20 (was 50)
Taunted characters now always fire their skill against the source of the taunt, even in skill cases that filter to specific units, such as Crosby’s “farthest target”. A taunted Crosby will now fire the skill at the taunt source.
Turbo nerfed - Starting mana reduced to 20 (was 50). Max Mana increased to 110 (was 90). Damage reduced to 60 per retaliatory hit (was 75).
The Forever Scythe nerfed - Now grants 10% more Lifesteal after 8 seconds (was 20%).
Soulburn Greaves nerfed - attacks now deal 1% HP damage to Ignited foes (was 2%).
Charlie nerfed - now has 40 Max Mana (was 35).
Fixed a bug where Bug was granting 30% Damage Reduction (now correctly grants the intended 20% Damage Reduction).
Defiler buffed - now executes at 20% max HP or below (was 15%).
Engineer buffed - Turret now starts at 40 damage (was 30), and gains +4 damage per Tier above 1 (was +3).
Ignite nerfed - healing reduction reduced to 50% (was 75%).
Porcino buffed - Skill damage increased to 175 (was 160). Starting Mana increased to 10 (was 0). Porcino also now gains +1 Attack Range for the rest of combat with each cast.
Fritz buffed - Skill damage increased to 180 (was 150). Shred duration increased to 6 seconds (from 5).
Tidus buffed - Main wave damage increased to 300 (was 200). Sub-wave damage increased to 120 (was 100).
Champigno buffed - Mush-Turrets now completely copy Champigno’s attack speed (previously copied 75% of Attack Speed)
Burdanna buffed - each time it pulses, the owner also heals 5% Max HP.
Deadhead nerfed - max Mana increased to 80 (from 60).
Shred nerfed - now increases damage by 20% (was 30%).
Gorbin nerfed - now Shreds for 3 seconds (was 5).
Prince Harming has a new passive: he now takes 25% less Spell damage.
Khepri changed: Starting mana reduced to 0 (was 45). Shield increased to 350 (was 300).
Fixed a bug that was causing Button to not reduce foes’ Max HP as much as the damage dealt from the Spores.
Button has gained a new passive: At the start of combat, Button gains 300 (scaling with Spell Power) empty Max HP.
Fixed a bug where Barq’s attacks took notably longer than other melee characters.
Baalor changed - Starting and Max Mana changed to 100/135 (was 125/150).
Ian buffed - Skill now takes 1 second to cast (from 2).
Monty slightly buffed - Spectral Snakes (from cast) now deal 240% of Monty’s Attack Damage (from 225%).
Elder Reto buffed - Meteor damage now 450 (was 300).
Harmony skill nerfed - now grants 8 base Spell Power and Attack Speed (from 10).
Magicannon buffed - now Stuns the Shocked target for 1 second when the effect activates in addition to the damage, and counts up on the wielder rather than the target (meaning it is easier to activate if the target switches or dies).
Vex tweaked. If Vex casts on a Stifle or Stun immune target, the rest of the skill’s effects still completely apply.
Glitter tweaked. If Glitter casts on a Crowd Control immune target, the skill instead immediately deals its damage. (Also, added some nice new visual effects for Glitter’s skill!) Glitter also now prioritizes the highest Attack Damage foe to ensheepify.
Renamed the Orb of Greatness to the Ruby Sphere to prevent confusion with two of the buildable items having the same first word in their name.
Changed the way Geogukk’s Tier is derived from your Dwellers’ Tiers - it’s now based on the total Tier (rather than average Tier), meaning adding a Tier 1 unit will improve your progress, rather than potentially reducing the average Tier among your Dwellers!
Fixed a bug that was causing the Cull blessing to not banish any Units.
Fixed a bug that caused Volcanus to become unable to cast if he was Crowd Control immune or Disarm immune.
Sir Sparkles buffed: now grants 10 Armor to himself and the unit being casted on.
Fixed an exploit that let you sell the Boss Marker on the table for Star Points.
Stormy Skies skill buffed - now deals 250 damage per thunderbolt thrown (was 150).
Jumpers trait changed - now This Means Warp, a powerful new perk which causes your units to Teleport instead of moving!
Arbiter (PVP Combat Modifier) nerfed - now grants 20% Attack Damage (was 30%) and 7 Mana Regen (was 8).
The Wanderer (PVP Combat Modifier) nerfed - now ONLY starts with the Rare unit. Added some clarifying text to Wanderer bundles.
Cactus Nymph (PVP Combat Modifier) buffed - now deals 15 damage back per item (was 10).

Hey adventurers! It's that time of the year again - the Steam Summer Sale is here and Tales & Tactics is joining in with a massive 70% OFF discount! If you've been waiting for the perfect time to give the game a shot, this is it. And here's what makes your timing even better,
Hey adventurers!
It's that time of the year again - the Steam Summer Sale is here and Tales & Tactics is joining in with a massive 70% OFF discount!
If you've been waiting for the perfect time to give the game a shot, this is it. And here's what makes your timing even better, you're getting ALL the improvements and content from the huge For The Fans update from last month! For those who might have missed it, we're talking major quality-of-life improvements, new features, and a bunch of community requested changes. It feels like a whole new game in the best possible way.
You guys have always shown us so much love and support and we can't even begin to describe how much we appreciate it. We're hoping Tales & Tactics finds some new homes during the Summer Sale and that everyone who plays enjoys the experience.
P.S., While you're here, our lovely publishers (this is definitely not someone from Yogscast Games writing this) have a bunch of their other titles on sale during the Steam Summer Sale, you should totally check them out.

Hey there! In case you happened to miss our previous announcements, we're back with one massive content update with something for everyone! We've got a whole bunch of features, content, and balance for both PvE and PvP modes, as well as a new sandbox mode specifically requested b
Hey there! In case you happened to miss our previous announcements, we're back with one massive content update with something for everyone! We've got a whole bunch of features, content, and balance for both PvE and PvP modes, as well as a new sandbox mode specifically requested by the community.
…and much more! Read the full patch notes here or watch the new and shiny update trailer here!
We’ve updated the game’s engine version, which normally doesn’t require an announcement but this version does seem to trigger a first-time-launch shader compiling step for most users. This may cause a black screen for a minute or so when you first launch the game after updating, but will not happen again after that first delayed launch.
We hope you've been enjoying the new update! Do let us know your thoughts on it and don't forget to drop a review!
Fixed a calculation issue related to Lifesteal.
Fixed a calculation issue related to Lifesteal.
Fixed an issue causing Steam server connectivity to fail.
Fixed an issue causing Steam server connectivity to fail.
Removed a timestamp check that was preventing some players from playing multiplayer.
Removed a timestamp check that was preventing some players from playing multiplayer.
Shared Mode Features New Component - The Scythe A new Unlock has been added, which adds a brand new Component item! The Scythe increases Lifesteal at its base, and as a component item, it merges with every other component into a brand new item. These items are: (+Gloves) Leeching
A new Unlock has been added, which adds a brand new Component item! The Scythe increases Lifesteal at its base, and as a component item, it merges with every other component into a brand new item. These items are:
Dueling Sai (formerly Gloves + Shield) is now built by combining Sword and Shield.
Gloves + Shield now combines into a new item, the Soulburn Greaves: Whenever an enemy attacks the wearer, Ignite it for 2 seconds. Whenever the wearer attacks, Ignited enemies lose 2% HP.
Ready for a new challenge? The next 5 stages of Challenge Climb have been added, dubbed “Brutal 1-5”. These tiers are named differently because, unlike other Challenge Climb stages which tend to add new mechanics in addition to challenge, Brutal is strictly about the challenge. Each stage will increase raw enemy Damage Resistance and Damage Amp, in addition to other gameplay modifiers.
The character select badges will reflect the new Challenge Climb stages, showing up to 20 now.
Two new Bonus Traits have been added as late path Unlocks! In addition, every existing Bonus Trait has a new Unit added to it, making these builds more versatile than standard Traits. With this change, every standard pool Unit now has a Bonus trait! The new Traits are:
The Blood trait also now can earn a 2nd stage effect at 5 Units: Enemy Units lose 1% HP for each Star Point the sacrificed Unit is worth.
The Units who have gained new Bonus Traits are:
New Perks have been added to support these new Bonus Traits:
Two new packs of PVE perks have been added to the Unlocks!
At the end of the Unlock tree now lies an entry for Sandbox Mode, a feature specifically requested by our community for theorycrafting aid. When starting a game in Sandbox mode, the game will never advance past the first floor, but you will be granted many reusable trinkets to gain resources, load specific Regions, and most importantly - many buttons will appear when viewing the Compendium that allow you spawn anything from there directly into the game. You can freely spawn Units, Items, and more from the Compendium at will.
You will also receive two special clipboard trinkets - the Sandbox Saver and the Sandbox Loader, which utilize the system clipboard. This means when you Save a sandbox layout, you can send it to someone else to Load, so you can share states with friends or community members as you discuss theories!
Sandbox Mode can be used in this way to repeat fights without any variance, which can be useful in identifying specific interactions, eyeing weaknesses and strengths, or just seeing if a fight was so close that it might have been decided by a coinflip (such as Crit or random chance effect going off at just the right time).
As part of Community Challenge #5, we asked for ideas for new effects on some PVE combatants we had turned off over the course of development. We’ve revived four former combatants inspired by these suggestions, as well as spun up a couple of our own! Some are a part of the standard pool, while four of these have been formed into a new unlock pack, mostly so they can be disabled for players who may not want to run into them. Thanks to community members Naelhinn, Anti6eptik, Sophia, JackRenoson, CsDavis, and D0omsday for their suggestions that shape these combatant effects.
These new Combatants are:
We’ve gotten several discussion threads about the Shadow Strike hexes that helped to identify the friction points that made this particular Challenge Climb modifier more frustrating than most. While it was originally designed to challenge positioning, it did so in a way that ended up being tedious. Expecting to change positions every battle often meant just holding two different positions in your head and alternating them between fights, which was adding tedium without really adding much depth of gameplay. So, we’ve reworked them in this update.
Shadow Strike Hexes now randomize their locations at the start of each region and stay there. They no longer are based on where your units were placed. The number of hexes has increased to 3/6 (from 2/4). In addition each region has its own unique Shadow Strike effects:
Unranked was by far our least played mode, and was more often used by veteran players to test new builds without risk. We already don’t allow de-ranking to allow for moments of testing riskier builds, so in practice, these things together created an unfun experience for new players going into unranked thinking it would be easier and actually facing a much more challenging field of opponents than they expected. We made the call to remove it, and rename Ranked mode to “Classic PvP”.
There is now a brand new way to play PvP - a Season mode! Season will automatically rotate every 2 weeks, and will forcibly alter the meta by way of banning various elements. Each PvP Season contains:
Playing in a Season will only match you with armies from other players also playing in that Season. We’re very excited to see how players develop temporary metas to deal with the Season bans, and we may add more to the banlist depending on how much the current setup is shifting the strategies.
You will be able to view all of your Season history rank earnings in the Multiplayer section of the main menu at any time.
27 new PvP Combatants have been added to the pool, doubling the total number available!
In addition to all the new ones, a few existing Combatants have been updated:
Two new Perk Pools have been added to PvP!
You can now create Custom Lobbies to play with your friends (or foes)! Custom Lobby works, for the most part, like regular PvP, however all players will need to reach the same step before the lobby advances. For example, everyone in the lobby will configure their army loadout, then click Fight, but then wait until all other players have also clicked Fight. Then, players will be matched against each other randomly, and all battles will need to conclude before all players are sent to the next Preparation phase.
The host of the lobby can kick players and transfer host authority, in the case someone needs to drop out or a player has abandoned the game. If the host abandons the game without transferring to a new host, this will currently cause the lobby to not be able to be finished.
This feature uses a much more involved set of network operations, and as such may be a little more bug prone, so if you do encounter issues, please let us know through the in-game bug reporter and be as thorough as you can with details.
The SneakyTeak special community code perk now increases non-free Reroll costs by 2 SP.
We're back, with one massive content update with something for everyone! We've got a whole bunch of features, content, and balance for both PvE and PvP modes, as well as a new sandbox mode specifically requested by the community. ⭐ Highlights of the update include: New Unlock / C
We're back, with one massive content update with something for everyone! We've got a whole bunch of features, content, and balance for both PvE and PvP modes, as well as a new sandbox mode specifically requested by the community.
…and much more! Read the full patch notes here or watch the new and shiny update trailer here!
This update has been in development for some time, and in that time, one feature we did talk about throughout the year in 2024 has turned out to be too costly to continue. We made the hard call to no longer pursue controller support for this project, and instead focused our efforts on all the rest of the core gameplay features and content that make up this update. Controller support wasn't originally planned from the project’s start, and that put a large sunk cost into adding it later. Too large, at least for the moment. We may revisit in the future, but for now, we're putting controller support officially on the backburner. Sorry for any players who were looking forward to this feature - we hope there's enough meat on For The Fans to make up for it!
We’ve updated the game’s engine version, which normally doesn’t require an announcement but this version does seem to trigger a first-time-launch shader compiling step for most users. This may cause a black screen for a minute or so when you first launch the game after updating, but will not happen again after that first delayed launch.
The Camp Yog Sale is now LIVE! Tales & Tactics will be a part of this sale with a huge 66% OFF. Whether you’ve been waiting to pick the game up yourself or buy it for a friend, this is a great time to do so! You can also check out the rest of the Yogscast Games roster and see if anything piques your interest.
We hope you enjoy the new update, we've definitely enjoyed working on it! Do let us know your thoughts on it.
Tales & Tactics is 45% off during the Yogscast x Gamersky Publisher Sale ! The sale runs until 20th February and is a great time for you to collect some more of the Yogscast Games portfolio, as well as check out Gamersky Games! And if you're hungry for more adventures, don't
Tales & Tactics is 45% off during the Yogscast x Gamersky Publisher Sale! The sale runs until 20th February and is a great time for you to collect some more of the Yogscast Games portfolio, as well as check out Gamersky Games!
Border Pioneer lets you chart unexplored territories and build thriving settlements, while Stray Path takes you on a mesmerizing journey through enchanting landscapes. Both available now, with a 10% launch discount as well - or bundle them and save an extra 20%!
https://store.steampowered.com/app/2346410/Border_Pioneer/
https://store.steampowered.com/app/2531940/Stray_Path/
Guess what, we’re tactically extending the 40% discount on Tales & Tactics as we enter the Steam Autumn Sale! If you were waiting for payday or just weren’t able to grab your copy of the game during our Yogscast Games Publisher Sale, fret not, you’ve been given another chance
Guess what, we’re tactically extending the 40% discount on Tales & Tactics as we enter the Steam Autumn Sale! If you were waiting for payday or just weren’t able to grab your copy of the game during our Yogscast Games Publisher Sale, fret not, you’ve been given another chance for another week! Go forth and be the greatest champion of the Grand Tournament today!