Developer postOriginal post (opens in a new tab)

Patch 1.22 + Switch Release Date (2 days!)

Hello adventurers! We're pleased to announce that Tangledeep for Nintendo Switch will launch worldwide in just two days (on January 31st), so be sure to keep an eye out on the eShop if you are a Switch owner! :D

Now for today's patch notes. This covers today's patch as well as previous versions of 1.22. Lots of great bug fixes, some new tools for modders, and quality of life improvements to be had.

ART/VISUALS

  • When an ability reserves Energy or Stamina, this is now reflected on the main HUD

BALANCE

  • Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
  • Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
  • Effects that involve stealing food items now steal a random item, rather than the latest item
  • Increased drop chance of quivers, books, and shields in the master equipment loot table
  • Certain champion powers like “Boost Morale” and “Regeneration” should no longer be spammed out-of-combat

BUGS

  • The Wandering Merchant dialog should no longer appear in boss areas, potentially interfering with cutscenes
  • Fixed skybox bleeding through in ultrawide resolutions (which are technically still not supported but this still looks bad)
  • Fixed missing job names from emblems
  • Attempted fix at FPS uncapping sometimes after patch 1.21a
  • Fixed buggy log messages if you have a charmed/pet Wraith
  • Gambler’s “Flush” hand and higher should no longer affect friendly creatures
  • Fixed deep engine bug that incorrectly evaluated status effects if your list of statuses changed while being evaluated. For example, if Sneak Attack triggered and was consumed, other on-hit effects were not triggering properly on that turn.
  • Various attempted fixes at rare bug where the menu screen could be open, but your character info could disappear
  • Fixed some bugs with the JP “!” indicator showing inconsistently
  • Added extra error checking for stuck damage multiplier or mitigation effects (happened rarely on the hero)
  • Fixed bug with Item Dream portals not appearing.
  • Fixed erroneous rarity coloring for certain items with 1 magic mod or more (i.e. Spectacles with 1 mod showed up as Magical, when it should have been Uncommon)
  • Fixed rare bug that could occur with effects that randomly summon more than one actor at a time
  • You should no longer disable your own Bear Traps by stepping on them
  • Certain rolls were not being subject to your World (random) Seed. Now they are!
  • Bottles and Brews should now be excluded from combat rumors, which were causing problems there
  • Fixed major bug where, if certain map object effects triggered simultaneously, all player status effects could tick multiple times (along with a bunch of other issues!!)
  • Fixed bug where, in pet breeding, inaccurate parent health was sometimes used (e.g. if a parent leveled up after its original capture)
  • Fixed bug with ability targeting that prevented you from using abilities like Hail of Arrows on tiles occupied by objects like ice blocks
  • Fixed bug where, if you used an item with quantity of more than 1, the sprite would not pop up
  • Attempted fix for bug with targeting lines emanating from monsters out of view
  • Fixed bug that rendered the Sword Dancer tier 3 emblem power of parrying abilities 100% useless!
  • Fixed “Day 31” indicator that sometimes appeared briefly on game load
  • Fists should no longer be the target of dream king rumors
  • Fixed bug with calculation of Medium Armor Mastery dodge bonus (was not giving enough)
  • Fixed game error that could occur after using Deafening Dream Drum
  • Fixed bug where if a monster died due to one of YOUR turn-end statuses (such as Radiant Starhelm) they would linger on the map at 0 Health for one turn.
  • Fix for rare bug in shops that would cause a game error when pressing page up/down with quantity selector open
  • Fixed bug with ‘Haunt’ effect when used by non-Wraith creatures
  • Fixed rare bug with damage text and exiting Item Dreams
  • Fixed bug with monster aggro causing them to be generally less aggressive than intended
  • Fixed bugs that could occur if you quickly opened your Inventory and used something before the top animation finished
  • Fixed bug with difficulty display of dungeon floors when loading a save
  • Fixed powerups not triggering if you used a movement ability to land on one
  • It should now be possible for monsters to inherit weapon animations from their parents (this won’t help existing bred generations)
  • When switching places with an NPC, you should now pick up any items in the spot where the NPC was residing
  • Fixed bug where status immunity wasn’t being checked in some cases
  • Fixed faces going outside of dialog boxes sometimes. Whee!
  • Dirtbeak in the Bandit Library should no longer be a valid rumor target

CONTENT/GAMEPLAY

  • Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
  • Free Job Changes (job changes cost nothing at Percy)
  • No Job Changes (you cannot change jobs anywhere)
  • Fewer Powerups (BASE powerup drop chance is lower)
  • Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)

MOD SUPPORT

  • It is now possible to create “GAMEBALANCE” mod files in any mod. This lets you change various multipliers: hero damage, monster damage, XP gain, JP gain, gold gain, loot drop rate, magic item chance, orb drop rate, powerup drop rate, powerup healing, pet XP gain, pet damage, monster density, and monster respawn rate!

QUALITY OF LIFE

  • Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.
  • When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
  • Ice blocks summoned by Ice Missile now use smaller sprites that are colored like player’s Materialized Ice (etc) to differentiate from enemy blocks.
  • The bandit NPC in the Bandit Enclave now has a “swap position” option
  • Adjusted opacity of tornado effect to make things a bit easier to see
  • Default Cursor Repeat Delay is higher now. Should feel better.
  • When holding a direction and opening a dialog or menu, there will now be a pause before the dialog or menu keeps scrolling, until you return the keys/controller to neutral. This helps the cursor feel less ‘slippery’