Hi folks!
I hope you are enjoying the game!
This patch fixes the latest reported issues, along with a couple more things.
22/9 # 1.021.2
Bugfixes
- While previewing a card at max level their 'Reaction' icon wasn't showing up in their title.
- Doom & Contract spawns could cause allies to temporarily pass the summoning limit.
- Enemy preview while holding the arrow over an enemy was displaying 'vulnerability' as 'estimated damage', when a card didn't had any damage source.
- Improved the code handling Immunity removal while the player has a certain buff (ie QuestStateBewitchedAffectsUndeadWhileDefend:true) and fixed certain cases it wasn't working properly. Additionally it's no longer required to declare the buff you will use in the ModLoaderUser.conf file.
- Controlled Skeleton & Ghoul enemies (with the Control Archetype effect) where coming into player's control counting as 'Living'
- When using cards directly from your collection, it will now take into account that the card might be part of your deck or in your hand.
- Adjusted the Use card confirmation Dialog to the left, to prevent it from appearing outside the screen when a card is far to the right.
- Marwen the Undying will now properly drop 'Tebitha's Inert Staff', which let you loot the 'Tebitha's Staff of Supreme Power'.
- All characters with the 'Nobility' expertise will properly count as 'Noble'.
- Perk gains will properly apply on 'Bonus Effects' too.
- Fixed a bug in 'The Witchcraft Ritual' event.
- Fixed some typos in a couple of cards.
- FixedFreeze, FixedBewitch & FixedStun effects optimal/right-click target is now properly set to 'Enemy'.
Misc Changes
- Split cards, that display two damage sources, will also include the split keyword and the explanation: 'Card base DMG is split between two elements. It still counts as one DMG source.', as it could be confusing how they interact with vulnerable counters. (Vulnerable applies once)
- During the Discard phase any left-over Equipment cards will be discarded first.
Modding Additions
- You can use a custom icon for your custom expertise or to overwrite the vanilla ones.
- You need to place an Expertise[Expertise Name].png file in CustomArtworks/Actions
- i.e. ExpertiseArtificer.png, ExpertiseWitchcraft.png etc.
- If a custom Expertise icon exists will display as the PH category icon over the archetype icon.
- Moved the HP,AP & XP bar above the character artwork. And the character artwork a bit to the right. It won't have any significant impact or benefit on the vanilla artworks, but if you are using portraits without transparency, then it will no longer fall over them or appear off-center.
