Hi folks,
Along with the fixes for the reported bugs, today's update also includes some important balance changes to make certain underutilized effects more viable options for mid-high level characters.
It's mostly buffs, but you should probably read the details in the patch notes below, as there also some changes in the enemy 'Healing' & 'Renegerate' tactics too.
There are also several new cards, allies, and a couple more challenges and enemies for the areas introduced in the previous patch.
11/10 # 1.023.1
Bugfixes
- Expertise perk benefits in Expend Buff weren't working properly ie. 'Ancient Blood' perk.
- Fixed certain random encounters in the overworld map ie. while foraging, hunting etc. not scaling up to the player's level.
- The 'x' button in Town was opening the main menu instead of closing the Town UI.
- Moved Custom Artwork cache UI elements below those of Steam Uploader as they could overlap if both were open.
- Commodities already in Player's stash were showing up as always available for purchase in Towns.
- Commodities with a type different from their name weren't properly counting as Exports/Imports.
- Commodities with preset prices (through the BuyingCost keyword) will now properly receive price adjustments from being Exports/Imports.
- Discard Perk benefits were incorrectly applying in the Discard phase.
- Drag & Drop casting Actions during the Enemy turns is blocked.
- Quick Casting an Ally Card with the Quick cast button, will now properly grant xp to the ally, reduce PC concentration (if the ally action is not effortless), substract the fatigue modified AP cost, remove reactions from the PC hand, and activate the cards in PC hand. If the player doesn't have enough AP to quick cast the card, they'll receive it in their hand.
New Content
- Added a couple new Enemies & Bosses
- Added a purchaseable player home in Misthold and 1 new Challenge for level 1-2 characters.
- Added 2x conflicting mid-level Challenges in Mirai & 1x in Ravensburg Manor
- Added 18 new Cards.
- Added 17 new Allies.
- New Dwarf Allies: They'll appear for Dwarf characters or in Settlements with Dwarf Population.
- New Ulniir Allies: They'll appear for Ulniir characters or in Settlements with Ulniir Population
- Added 2 new backgrounds and their assorted cards: Socialite, Cattle Rancher
Misc Changes & QoL Additions
- In Town UI: Added two buttons to open your Collection & the Equipment view in your Collection (if you want to inspect equipped items).
- In Town UI: Separated the 'Trade Commodities' button to Buy & Sell commodities. (Can now buy multiple Commodities).
- Commodities will no longer show up in the "Sell Actions" section.
- Updated to the latest Unity Engine 2021.1.24f
- Commodities will no longer show up in the "Buy & Sell Consumables" section.
- If you use a Consumable from your Collection that opens an Event or Card Pick dialog, while the Town UI is open, the Town UI will be automatically hidden.
- Added a banter over the PC portrait as reminder, whenever the player attempts to cast a spell while the Enemies act.
- Dynamic area rewards can include a subset of preset rewards, that can be specified in the Rewards field. ie. "Area_7_Rewards": ["Fergus"], will replace one of the random rewards with the 'Fergus' card.
Balance Changes (In favor of the PC)
- Increased the amount of energy gained per hour of rest. It should be slightly easier to reach the Well Rested status even if the rest is interrupted by a random encounter.
- Added a minimum time threshold between the Overworld Encounters. This should prevent getting too many encounters in a row even if the player gets really unlucky with their encounter chance rolls while moving in the Overworld Map.
- Tweaked the Alchemy Actions.
- Tweaked the Seduction Actions.
- Tweaked Actions with Weaken to make them more viable as a defensive tactic.
- Tweaked a bit the perks that boost the Weaken, Destroy, Control & Pride effects (These Perk changes won't affect characters that already have these perks).
- Improved the scaling of the following effects per CL (Card Level).
- HarmAllies will stay the same / CL instead of +1 / CL.
- Weaken will increase by +2 / CL instead of +1 / CL.
- (most) Destroy effects will increase by +3 / CL instead of +2 / CL.
- (most) Control effects will increase by +2 / CL instead of +1 / CL.
- Pride will increase by +2 / CL instead of +1 / CL.
Balance Changes (In favor of the AI)
- Enemy 'Healing' tactic will also remove 'Weaken' counters from the target (based on the Tactic level). The complete Healing rule changed to: "Healed enemies restore a portion of their Health and remove a small amount of Bleeding, Venom and Weaken stacks (relative to the Healing tactic rank). While enemies have Healing counters, they are unable to use the Healing Tactic themselves and can only be further healed by an Ally."
- Enemy 'Regenerate' tactic will also remove 'Weaken', 'Bleeding' & 'Venom' counters from the target (based on the Tactic level). The complete Regenerate rule changed to: "As long as the Regenerate effect is active, Enemy will restore a small portion of HP every round and lose a small amount of Bleeding, Venom and Weaken stacks (relative to the Regenerate tactic rank)."
