Sep 27, 2020
Stoneshard - AntonGris


- Minor fixes to secret rooms.
- Added the missing phrases to the German localization.
- Fixed the issue occurring with the Restless’ sprite upon being resurrected by a necromancer.
- Fixed the crash caused by shooting.
- Fixed the trolls’ AI priorities.
- Added soil decals to crypts.
- Fixed numerous issues with collision and impassable tiles in dungeons.
- Fixed the incorrect functioning of “No Retreat”.
- Fixed the issue with a spear passive working without an equipped spear.
- Fixed the bug preventing bandits from attacking boars.
- Fixed the timing of the Blood Golem’s explosion, so that it doesn’t occur prematurely.
- Fixed the issue with the external part of the brigand Bastion.
- Fixed the dungeon generation bug which had been causing an incorrect amount of treatise rooms to appear in crypts.
- Fixed the bug with traps not spawning correctly.
Sep 26, 2020
Stoneshard - Wayfinder
These patch notes include changes made by interim hotfixes.

BALANCE

  • Increased the Damage and Health for boars, moose, bison, deer, and saigas.
  • Increased the experience gained for killing most animals and the restless dead.
  • Reduced Health and Dodge Chance for wraiths.
  • Most undead enemies and brigands had their Health reduced by 10-15%
  • The intimidation state is now 1.5-2 times longer for most aggressive animals.
  • Rebalanced spawn points for most enemies. The dungeons should be less overcrowded now.
  • Proselyte Adept’s behavior pattern was changed from Mage to Close Combat.
  • Increased the cooldown of “Loud Barking”
  • Reduced the duration of the “Netted” debuff to 6 turns.
  • Most herbs now raise thirst upon usage to reflect their bitter, astringent taste.
  • Reduced brigands’ Vision range by 10%.

FIXES

  • Numerous minor fixes to the AI.
  • Fixed the rendering algorithm for the fog of war in dungeons.
  • Fixed the issue with enemies not using dashing abilities.
  • Fixed the issue with secret rooms’ generation.
  • Fixed the issue with Morale multipliers, which had been causing each enemy type, including bosses, to have an equal chance to retreat.
  • Numerous fixes to rooms and accompanying collision issues.
  • Fixed the bug with archers replenishing their Energy upon switching weapons.
  • Fixed the bug with archers shooting through walls.
  • Animals can now properly escape instead of darting around frantically.
  • Fixed the crash caused by “Necrophage”.
  • Fixed the crash caused by “Soul Sacrifice”.
  • Fixed the crash caused by “Leg Sweep”.
  • Fixed the crash caused by “Blaze”.
  • Fixed the bug with foxes being stuck in their intimidation state.
  • Fixed the issue with enemies disappearing after following the player to another location.
  • Fixed the bug with ghouls spawning in the fog of war.
  • Fixed the issue with the ghoul’s Morale multiplier, which had been causing them to be much less prone to retreating than intended.
  • Proselyte Flagellants no longer use “Lash Blessing” on the player.
  • Fixed the issue with “Grave Chill” range.
  • Fixed the issue with “Anticipation” having an effect even before it’s actually learned.
  • Fixed the description of “Abominable Vitality”. The chance to trigger the effect is 75%, not 50%.
  • Fixed the issue with “Rune of Enfeeblement” reducing resistances to -100%.
  • Fixed the problem with containers’ reset in brigand camps.
  • Fixed the crash caused by gold inside containers.
  • Made it more preferable for enemies to avoid tiles with traps.
  • Fixed the issue with beds’ collision.
  • Fixed the issue with Burnet using the effect of Nettle.
  • Fixed the bug preventing acorns from being roasted.
  • Fixed the inability to interact with wardrobes in one of the boss rooms in crypts.
  • Fixed the issue with Ghasts granting too little experience on death.
  • Fixed the issue with High Priests not granting any experience on death.
  • Added the missing descriptions to some enemies.
  • “N/A” in fan translations are temporarily replaced with English text (the translations are already on their way!)
  • Optimization improvements.
  • Changes to layouts of some hovers.
Stoneshard - Wayfinder


MAJOR ADDITIONS

- Complete rework of the dungeon generator.
Bastions, Catacombs, and Crypts now have a new generation algorithm and numerous new room templates.

- Basic AI was completely reworked

There are still ways to go, and we still need to perform many tweaks to make things work exactly as planned, but even with just this update the following features will be introduced to the AI:

- New decision-making system. Instead of relying on RNG when choosing which Ability to use, enemies now use a weight system - each Ability gained a number of specific conditions which either increase or decrease its weight depending on the situation. Enemies will use Abilities with the highest weight at any given time.



- New pathfinding system. Pathfinding was rebuilt from the ground up - the shortest way to a mob’s target is now modified by numerous conditions. Enemies will attempt to avoid traps, wait out AoE effects, stay away from locations where they can be easily knocked into walls, and more.



- Enemies learned to trade places when fighting in corridors and tight spaces. Enemies who prefer to fight in melee will try to swap out archers, retreating enemies will attempt to swap with those who can still fight, and those who have high Health - with those who are about to die.

- Archers and mages prefer to keep their distance and retreat when approached by enemies, wearing them down with arrows and spells.

- Mobs now use a new system to decide which targets to prioritize, trying to focus on the highest threat.

- Archers’ ammunition is now limited. They also learned to swap to melee weapon when they run out of ammo or when their enemy finally manages to catch up.



- Most aggressive animals will first try to intimidate your character and only attack if you don’t leave their territory within a number of turns. Different animals have their intimidation phase set at different duration - wolves, for example, will attack almost immediately.



- Some enemies might decide to retreat in case the fight is going badly for them, attempting to leave the location. The chance to trigger a retreat is influenced by many factors: low Health, allies’ death, whether they have injuries or debuffs.

- The ecosystem is now much more in-depth. Boars and moose will hold their ground and defend against the player and predators, foxes will hunt rabbits, and deer will run away the moment they hear the player approaching.

- Added secret rooms which can only be discovered by highly perceptive characters. Rich loot awaits inside!

- 100+ new containers and decorations across all dungeons.

- New enemy skills: mancatchers gained “Net Throw” and “Sic!”, dogs gained “Loud Barking” and “Grab ‘Em!”, wraiths learned “Grave Chill” and “Dissipation”, ghouls gained “Bone Throw”, ghasts and necromancers - “Death Touch” and “Soul Sacrifice”.

- 25 new undead enemy types: two lineups of high-level skeletons, a lineup of restless dead, as well as ghasts - undead mages, wielding special spells.

- Certain changes to hostage rescue contracts: from now on abducted NPCs will be held in designated cells, requiring you to find a key before you can rescue them.

- Added acorns and burnet.

VISUALS & SOUND

- New culling system.
- Reworked light rendering.
- New fog of war rendering system.
- Updated steppes.
- Added fireflies.
- Visual updates to the Prologue rooms.
- Added four new music tracks, including two battle themes.

BALANCE

- Balance changes to most undead enemies.
- Increased the Abomination’s Health, but decreased its base damage.
- Most enemies gained a larger line of sight.
- “Taking Aim”: reduced Accuracy bonus (+75% > +50%).
- Removed unique items from graves and added them to secret rooms.
- Ravens now generate noise when they take off.
- Mannshire crypth has its danger level increased.

FIXES & UX

- Reworked turn and priority system for various actions.
- Made significant improvements to enemies following the player between zones.
- Added hotkeys for switching between hotbars.
- Fixed sudden Health and Energy replenishment when entering an already visited location.
- Brigands gained new phrases when retreating. The phrases upon getting injured are now tied to specific body parts instead of just triggering a generic response.
- Added lots of log messages.
- Fixed flickering stack numbers on stances’ buff icons.
- Removed the possibility of preemptively destroying the statues in the Prologue before the fight even begins.

RAISING THE PRICE

Way Forward is an important structural update, after the release of which we can finally move onto expanding the map. In the next major update, which is planned for the winter of 2020-2021, we will add the first major city, its surrounding area, and lots of accompanying content. Before that we also plan to release a few interim updates to add the remaining weapon skill trees and more.

Because of this, the base price for the game will be increased by 30% in all regions. If you wish to purchase the game at a lower price, now might be the best time for it!

That’s all for now.
Have fun playing!

Stoneshard - Wayfinder

Hello everyone!

In today’s devlog we’ll share more details on the dungeon rework and the Bastion (brigand dungeon) in particular. We’ll also touch upon some aspects of the reworked AI.



Of all the dungeon types, the Bastion received the largest amount of changes, allowing it to better match its name. The Bastion’s layout is dominated by spacious halls, complex structures, and wide corridors cluttered with junk.



There’re also some changes to hostage rescue contracts. Hostages can no longer be found in the same room as bosses, instead being held in a dedicated cell which needs to be located first. To open the cell you’ll need a special key, for which you’ll have to fight a dungeon’s boss.



Other than that, the Bastion now has more interactive elements: occasionally you’ll find water barrels, which can be used to refill your waterskin or quench thirst directly. You’ll also be able to raid a dungeon’s pantry and then cook looted meat and vegetables in its kitchen.



=======



Regarding the AI, let’s start with archers - their behaviour was drastically reworked. They’ll try to stay as far from their target as possible during combat. Hiding behind a bush to lure them to a nearby tile is now a much less effective tactic, as they will attempt to keep their distance even while searching for targets outside of their Vision.

Archers will also try to maintain their distance when dealing with approaching enemies, performing a timely retreat when possible. If an enemy is right on top of them, or they run out of ammunition, they’ll draw a melee weapon and defend themselves with it.



Speaking about retreating - most enemies will try to run away if things turn sour. There are many conditions influencing their decision-making, but the most important one is low Health. Once enemies take enough punishment, they’ll begin accessing their situation on a per-turn basis. The amount of injuries and debuffs, their Energy, allies getting murdered and decapitated - all of it will decide whether your enemy will turn tail and run or fight till the bitter end. It’s also worth mentioning that strong and well-equipped foes are less likely to flee.

That’s all for now. A quick reminder - the update will be released in just 4 days, on September 24th. The remaining details on new content will be listed prior to the patch release.

Until next time!
Stoneshard - Wayfinder

Hello everyone!

It’s been a while since our last devlog, but we are finally ready to tell you about many new additions which we’ve been working on. Over the next few devlogs we’ll detail most of the new content introduced by the “Way Forward” update, which will be released on September 24th. For now let’s begin with new enemies and reworked dungeon generation.

Overall System



The dungeon generation algorithm was rebuilt from the ground up in order to avoid the annoyance of persistent generation bugs. Now the game is capable of creating much more sophisticated and complex structures, as well as fine-tune dungeons based on many parameters. This will come in handy when we begin expanding the global map and improving the dungeon respawning system.

New Rooms



New dungeons will welcome you with a large variety of unique templates - other than the usual square rooms, dungeons will also contain rooms of uncommon forms and sizes. Twisted corridors, decorated halls, roomy passageways, collapsed walls - you’ll be able to encounter all of this and more while exploring crypts, catacombs, and bastions. This addition brought significant variety into tactical situations created by the game.

In the future we plan to further develop this concept by adding even more new rooms, including rooms with puzzles, special traps, and so on.

Secret Rooms



The dungeon generator can now create long-forgotten treasure rooms, the entrances to which are initially concealed from your character. Those aren’t easy to find, but the result is well worth the effort - observant characters will be rewarded with sizable loot and unique items.

In order to discover a secret passageway, you’ll have to make use of your Perception attribute - the higher it is, the higher the chance to notice that there’s something funny about that particular wall... You can also use the “Examine Surroundings” ability, which is now able to spot more than just traps.

Boss Rooms



Dungeon bosses are no longer cooped in tiny closets with a chest in the middle. Now they’ll be encountered in special rooms with enough space for maneuver and more valuable loot. For instance, necromancers can be encountered in special tombs, where they conduct their unholy rituals, or next to altar circles.

Skeleton Variety



The Undead faction received reinforcements. The skeletons, not unlike the existing bandits, will have different variants based on their dungeon difficulty. In the beginning of the game your opposition will consist of skeletons in rags, but in more dangerous dungeons you’ll have to fight well-armored and well-armed foes.

The skeletons fight with ultimate determination. Even in the most unfair fights they will hold their ground and never retreat.

Ghasts

Necromancy is a heavy burden. Upon acquiring the forbidden knowledge, weak-willed warlocks often quickly lose their sanity. Once the madness settles in, they transform into ghasts - a macabre shell of their former self, guided by a deranged obsession with death in all its forms.

Necromancers often turn ghasts into their servants, using them as commanders of sorts for their undead army - while skeletons and restless keep enemies busy, ghasts use their spells to support and direct them in combat.

The Restless Dead



The restless are favored by beginner necromancers, since it’s much easier to resurrect a fresh corpse rather than time-yellowed old bones. Due to their relatively recent death, the restless’ consciousness is much less fragmented, so it takes considerably less energy from a warlock to sustain them.

However, the restless’ most significant advantage is their incredible resilience. It’s not easy to kill something which is already dead, as rotting flesh, sustained with dark magic, is capable of surviving even the most grievous wounds. Thanks to their passive ability “Abominable Vitality”, each time a restless receives a killing blow, they have a chance to avoid death, losing a body part and completely replenishing their health in the process.

In order to ultimately put a restless in the ground, you’ll have to either bring their health down to zero a few times or deliver as many heavy injuries as possible.

That’s all for now. Until next time!
Stoneshard - Wayfinder

Hello everyone!

The work on changes to the AI and dungeon generation is well underway, and we'll soon publish a devlog with some details on our progress. In the meantime, here’s a small interim patch to keep you from getting bored - it expands the roster of available equipment and brings a number of fixes and improvements.

New Items:

  • 2 new daggers: Commoner’s Dagger and Elven Stiletto
  • 5 new axes: Exquisite Tabar, Heavy Aldorian Axe, Aldwynnian Axe, Gilded Axe, and Lordly Axe
  • 1 new mace: Elven Flail
  • 4 new chest pieces: Dwarven Armor, Light Brigandine, Elven Brigandine, and Skadian Yushman
  • 8 new helmets: Barbute (4 variants) and Cervelliere (4 variants)
  • 3 new pieces of footwear: Town Shoes, Duelist Boots, and Splint Boots
  • 3 new mage sets (mantle + cowl): Cryomancer, Electromancer, and Chronomancer
  • 4 new amulets: Gold Medallion, Jibean Pendant, Amber Amulet, Lazurite Amulet
  • 1 new cape: Jousting Cloak

Miscellaneous:

  • Traders can now sell many items which were previously excluded from their stock.
  • Added log messages for critical shots.
  • Added a warning about the progress not being saved on exit when leaving the game.
  • Reduced the effectiveness of roasted mushrooms.
  • Numerous fixes across all localizations.
  • Fixed the item dupe exploit with some of the containers in Osbrook.
  • Fixed the incorrect block power calculation.
  • Fixed the incorrect durability loss when blocking attacks.
  • Fixed the collision between a cell and a door in Mannshire prison.
  • Fixed visual effects displaying above enemies while they are in the fog of war.
  • Mobs no longer display speech messages while they are petrified, stunned, or asleep.
  • Added new equipment sounds.
  • Fixed the incorrect “Blood Oath” log message.
  • Fixed pathfinding when clicking on a NPC to start a dialogue.
  • Fixed the fleawort usage with an open backpack.
  • Fixed the possibility of dropping items on the ground when dragging them outside of the trade menu.
  • The fog of war is now being properly calculated when using “Onslaught”.
  • Fixed the possibility of decapitating targets by using “Mighty Kick” and other non-weapon skills.
  • Fixed the possibility of reloading while stunned.
  • Fixed the absence of psionic damage on items.
Stoneshard - Wayfinder

Hello everyone!

In this devlog we’d like to share our progress on the “Way Forward” update. It will be released in the end of summer or in the beginning of autumn and will be the largest and the most complex update we’ve delivered so far - it will include a massive rework of the AI and dungeon generation.

The large amount of time required to develop this update is linked to a significant number of systems, closely connected to the rework. Even if these systems will only be fully implemented at a later date, they already require a proper foundation which we have to lay down. Additionally, AI rework itself requires lots of testing and tweaking, so it’s hard to predict the exact amount of time needed to achieve acceptable results.

However, this rework is essential to finally start adding not just quantity to the game, but also quality. It will allow us to experiment with the behaviour of different enemy factions, add new enemy types, and introduce unique abilities to the existing enemies. With any luck, some of the new enemy types will be added with the “Way Forward” update.

At the moment the basic structure of our new AI is still being conceptualized and prototyped, but we can already share the list of targets we plan to reach:

  • Create a more complex ecosystem. This will include the manual tweaking of the relations between different animal types instead of crudely splitting them depending on their ration. We plan to add some specific behaviour patterns as well. For instance, deer will flee from loud noises (instead of running towards them), carnivores will be territorial (which will allow avoiding their aggression if you make a timely retreat from their territory). There will also be a herd/pack simulation added among other things.


    A concept scheme for the reworked relations between different animal types

  • Improve pathfinding and positioning. In the current version of the game mobs simply follow the shortest route to their enemy. We’d like to give them an ability to walk around traps and dangerous AoE zones when it’s possible, avoid tiles with solid objects behind them if the player makes an active use of Knockback, and keep their distance when using magic or ranged weaponry.
  • Add a more context-dependent system for using abilities instead of the existing system, which is based on chance and just one or two conditions per action.
  • Grant enemies some additional options: retreat or swap positions in certain situations, call allies for help, properly react to arrow fire and spells, correctly prioritize targets.
  • Introduce a more transparent awareness system, which will become a basis for the upcoming stealth system.
  • Rework the NPC system, which will allow adding random NPC encounters to the game, making the exploration much more varied.

The variety aspect also pertains to the dungeon generation rework. The existing dungeons are nothing more than a few dozen square rooms, connected with a web of hallways. We are currently working on adding lots of unique rooms to the dungeon generator, removing the mandatory hallways in certain situations, as well as trying out different approaches for generating different dungeon types.

Once we achieve all this, we’ll be able to start introducing new dungeon types to the game, populating them with new enemies (the product of the reworked AI), which in turn means the beginning of the long-awaited expansion of the game’s world.

We’ve already finished working on the prototype for the updated dungeon generation. We are pleased with the result, so it’s currently being added to the game. Still, it will take quite a while to fully flesh the system out, so for now here are some concepts for the new rooms which we plan to add to the game:



That’s all for now, thank you for your attention.
See you in a few weeks!
Jun 18, 2020
Stoneshard - Wayfinder
- “Pikeman's Stance” cancels in the Rest Mode.
- Enemies no longer move between locations if they are Immobilized.
- Fixed weapon critical effects not applying to offhand critical strikes.
- When delivering items to complete a task, items in your inventory have higher priority than equipped ones.
- Ancient Troll no longer attacks while Petrified.
- Decreased hunger and thirst gain from the Gnawmaw curse.
- “Parry” and “Piercing Shot” now work correctly.
- “Feint Swing” now correctly decreases Fumble Chance instead of increasing it.
- Weapon Damage stat no longer affects unarmed strikes.
- Bonus Range now applies correctly in the Attack Mode.
- Fixed crossbow unloading crashing the game on some occasions.
- “Anticipation” and “Precision” now work correctly with crossbows.
- Fixed “War Cry” duration.
- Fixed “Sudden Lunge” cooldown reset.
- Fixed immediate decrease of charge skills cooldowns upon usage.
- Fixed “Shoot to Kill” Crit Chance calculation and “Anticipation” duration.
- Fixed “Hunter’s Mark” working incorrectly.
- Fixed “Adrenaline Rush” bonus duration calculation.
- Fixed “Flurry of Blows” not working correctly when used by enemies.
- Fixed some Osbrook’s containers not being properly saved.
- Osbrook Mill location was redesigned.
Stoneshard - SushiRice
Hi!

We’re delighted to take part in the Steam Game Festival (June 16 - June 22), which is already live now! Throughout the event we've brought demos for each of the 8 games we are currently working on.



All of them are in different genres, settings and styles. You will surely find something that piques your interest! All the content available for Steam Summer Festival is free, some demos are long, some allow infinite play. Here is a little sneak peek of every title available.

Voidtrain



Voidtrain is a first-person action/survival game where you become a crew member of an interdimensional express. Build your own train, upgrade it, craft weapons and travel across different mysterious worlds full of outlandish creatures, Nazis and other dangers.

https://youtu.be/o0bIODWSX5Y

Voidtrain’s demo features a base loop of the game, where you’ll be able to travel between biomes on your train, gather resources to upgrade it and stop by interdimensional train depots filled with Nazis ought to be defeated.

https://store.steampowered.com/app/1159690/Voidtrain/

Tunche



Tunche is a charming, hand-drawn beat'em up hack and slash game with roguelike elements, co-op and a pinch of shaman witchcraft. Visit the amazonian jungle alone or together with your friends, choose one of the 5 unique characters and hack through hordes of enemies!

And if you like A Hat in Time, we got a big surprise for you — Hat Kid will be the 5th Playable Character in the game. Moreover, you’ll be able to test her in the demo!

https://store.steampowered.com/app/887450/Tunche/

Linked Mask



Do you miss the golden era of Game Boy? Linked Mask is a 2D platformer that will make you reminiscent of the good old days, where a player has to overcome six towers, collect six masks containing elemental powers and ultimately conquer the Castle of the Primals. And there’s a chillingly cool soundtrack that will make your head bop as you traverse the deadly Towers!

https://store.steampowered.com/app/1111590/Linked_Mask/

Jack Move



Plunge into a VHS-era cyberpunk world of Jack Move, an RPG featuring japanese style turn based battles and gorgeous Hi-Bit pixel art. Take on the role of Noa, a vigilante hacker who is thrust into a world of murder, kidnapping and dark research after her father goes missing.

https://www.youtube.com/watch?v=0yOLVvhsJFw

There’s a brand new demo of Jack Move available that features a new slums area, a new dungeon and a whole bunch of new enemies for you to tangle with.

https://store.steampowered.com/app/1099640/Jack_Move/

Black Book



Black Book is a dark RPG Adventure based on Slavic mythology and featuring card-based combat. You will take on the role of Vasilisa, a young sorceress on a quest to revive her beloved one. In order to do so, she has to uncover all the 7 seals of Black Book — a demonic artefact, said to be powerful enough to grant any wish.

The demo features an essential part of the story — the First Day of Vasilisa becoming a witch. You’ll be able to test test the core game mechanics, battle regular demons and even test your strength in a fight against a boss.

https://store.steampowered.com/app/1138660/Black_Book/

There Is No Light



There Is No Light is a pixel-art action adventure in a dark post-apocalyptic setting, which tells a story of a protagonist fighting against a fallen underground civilization and its appalling religious rituals.

In this demo you’ll be able to explore a small part of the game world. Visit a village, the existence of which remained unknown for a long time. Find out how people live in the underground world ruled by the Church of the Great Hand. Find your own playstyle by combining 3 available weapon types, so that eventually you can fight a giant boss Behemoth that gets in your way to freedom.

https://store.steampowered.com/app/1132980/There_Is_No_Light/

Tower Princess



Tower Princess is a 3D roguelike action platformer where you'll have to beat a dungeon, defeat a dragon, rescue a princess/prince and manage a perfect date with them! There’s a wide variety of royalty members you can hit on — you’ll be able to find someone you like even if you’re not into humans.

The demo is a linear and brief sample of a run in one of the Castle's areas. It shows the visuals and the core gameplay of Tower Princess, but it's focused on the princess aid in combat, as without her help, you wouldn't stand a chance against the Evil Dragon. Are you ready to test yourself as a knight in shining armour?

https://store.steampowered.com/app/1138650/Tower_Princess/

SuchArt!



SuchArt is a painting sim game featuring you being such an amazing artist. Really you rock, your latest DNA test is very positive about it. Now please paint, sell and expose your art from your new studio aboard the Space City. And don’t forget — the only limit is the size of your brush (or a flamethrower).

SuchArt demo features a separate room (a virtual studio instead of a real one you’ll get in the full game) with a limited amount of tools and an introductory part of the story. However, you’ll be able to test the core game mechanics and take a couple of commissions from virtual clients, which is already fun!

https://store.steampowered.com/app/1293180/SuchArt/
Jun 6, 2020
Stoneshard - Wayfinder
- Added an option to unload crossbows.
- Reduced quivers’ prices.
- Reduced the penalty to Hands Efficiency after using Whirlwind. It also doesn’t last for 2 turns now.
- Fixed long-distance counterattacks..
- Fixed Petrification not granting Geomancy Power.
- Added visual stack indicator to applicable buff icons.
- Fixed grave collision after digging them up.
- Fixed “Enough for Everyone” causing crashes.
- Shooting distance in attack mode is now correctly calculated after switching between ammo types with different range.
- Fixed the bug with the character becoming invisible in the location with the troll.
- Parry now properly counters all received attacks.
- Fixed dead zones of “Impaling Lunge”.
- Fixed enemies not becoming hostile upon receiving Immobilization.
- Fixed bolt tooltips showing wrong values.
- Hail of Blows can no longer knock enemies back with its first 2 strikes.
- New visuals for magma puddles.
- Fixed to the audio.
- Various text fixes.
...