Hi all,
Here are the notes for Patch 2. We're also participating in the Steam Winter Sale, so check us out at 40% off!
Enemy Adjustments
Overall many of the enemies you will face in the adventure, have been modified and tweaked to better represent the difference between the various styles. This can range from Hit Points to damage and critical % chances. Be wary as you venture forth…
Tower Shield Entities
o Now correctly use their "Hunker Down" ability
Added VFX to archetype enemies
o Berserker leap
o Berserker combo attack
o Dragoon spear jump
Alchemist Archetype
o Fixing it so alchemist can't be killed upon activating death explosion ability
o Fixed targeting so death explosion will hit both enemies and friendly, not just friendly
o Added alchemist specific VFX
o Fixed VFX so they will persist after his untimely demise!
Spread Shot Archetype
o Spread shot enemies now turn in place, they'll face the player and continue attacking instead of remaining stationary
General
• New VFX will activate under members of the FIVE who have fallen in combat.
• New Game Start Loading Screen and all loading screens altered to a new style
• Added the new "Donation Comics" that are unlocked via the Donation Takers.
• David no longer becomes invulnerable after multiple deaths
• Cloth armor icons better resembles style when worn
• Ambient and Environment sounds turned off during comics
• Moved icons under fog layer and fixed icon referencing issue
• Miracle Stone "Pillar of Fire" item tooltip had wrong title ("Flames of Fire"). Corrected title tooltip.
• Edomite cloth armor icons updated to better reflect actual armor
• Enable tooltips for minimap icons
• Tent objectives are now properly highlighting when the player has the quest to burn them
• Distractions pots size has been reduced to not look like a watermelon being thrown.
• Switching to a member of the FIVE who is defeated at the same time, no longer pauses the game indefinitely
• Fix to menu dropdowns being left on screen if escape was pressed while in options.
• Fixed bug causing some keys not to be reassigned properly thus not updating ability bar with change.
• Fixed a bug where missions beyond act 1 were not giving out money awards
• Fixed a bug with donation allowing an item to be donated more than once.
• Loading Screen tweaks to improve placement and readability of information
Heroes
• Added disabled icons for the inventory and ranked abilities buttons
• Added sounds to Shammah's cut scene in Act 2
• New trail VFX colored for enemies for most enemy basic attacks
• New color-coded projectiles for sling, bow and javelin
• Sling should look proper on character sheet
• Armor skinning textures fixed on various pieces
• Updated melee attacks that had weapon trails
• Changed the action bar so that ranked abilities can be brought up when playing as the teens
Ability Adjustments
The focus of most of these changes was to adjust the abilities that have no cost to use, yet do comparable or more damage than abilities that do have a stamina cost.
Abishai
o Aimed Shot: Damage buffed to be brought more in line with Shammah's Charged Shot. Now starts at 150% damage and scales to 200% damage. Old values were 120% to 145% damage.
Benaiah
o Bite of Vengeance: Damage nerfed. Starts at 50% damage and scales up to 60% damage per strike at max rank. Ability used to be 60% to 85% damage per strike.
o Cleave: Damage down 10% across all ranks, from 100% damage to 90% damage at max rank.
Jashobeam
o Quick Attack: Slight nerf to max rank damage and a buff to base rank damage. Max rank down to 40% damage per strike from 45% damage per strike. Base rank up to 32% damage from the old value of 25% damage per strike.
Shammah
o Spread shot: significantly nerfed from 7 shots at 100% dmg down to 5 shots at 45% dmg at max rank. Ability now starts at a base of 3 shots and 35% damage, ranking up the ability now increases the amount of shots and the amount of damage alternating each level.
Uriah
o Line in the sand: buffed to deal more damage, from 150% to 200%. Tooltip also updated to show the damage it deals. Uriah lacks AoE abilities so we're scaling up the one he has.
World
Act2
o Adding fire icon VFX for a mission indicator to help guide players to the brazier
o Lowering the collider on the most southwestern siege tower so it does not interfere with player navigation.
o Fixing the navigation around sheep fences so the player paths through the fences and does not get stuck behind them
o The siege of Keilah and other interactive elements of gameplay
Act4
o Prisoners are now represented with one mm icon which turns from pinging to static when player arrives in slave pens
o Turned off highlighter for prisoner icons
o Checkpoint added to Goliath the Gittite fight
o Removed some ambient spawns around merchant checkpoint
o A sound plays when clicking on the slaves to free in Heralds of War
Act6
o Removed pots from the rooftops of buildings which would cause loot drops that the player couldn't reach
o Fixed some loose collision around north facing cliff that allowed players to fall off
o Fixed a bug where Enos arena failed to reset if the player left the
o Freed some donation NPCs that were embedded in cliff walls
Act 9
o Added some dynamic blockers to prevent the player from leaving the arena during the boss fight.
o Fixed bug 5268 - Couldn't complete 2nd scout outpost if played in a different order.
o Moved unreachable cache
Act 10
o Ulam should prove to not be a pushover any longer
Act11
o Final boss gates are now correctly lowering after Zaham is defeated
o Israelite soldiers are now correctly deactivating if the player skips the Uriah cinematic
o Cleaned up collision in the valley outside the camp to make it easier to navigate
o Adjusted location two FIVE caches that were previously out of player reach
• Remphan had his visuals updated to look more as intended
• Some adjustments to loading levels from map table in Zion
• Blessing Givers will not eternally “ping” the minimap
• Fixed a bug where Zaham's damage values were flipped
• The Map Table mission script will not end early any longer.
• Update to world map level fixes display of number of found caches