Normal (non-simple) armors previously had a minimum of 1.0 armor, which leather and metal were above even at level 0, but cloth gloves are actually only 0.38 armor at level 0. This caused cloth gloves level 1-7 to look like they were all the same, as the number would get bumped up to 1.0 until level 8 when plain cloth (T0 common) gloves rise above that number. So, I lowered the minimum and reduced the armor gain from simple clothing to make cloth armor still much better than simple armor even if only level 0.
I've also moved all of the attributes to a single skill tree per request, and temporarily removed the "soul" category as there is nothing on it yet. There were also two odd problems, cave exit's had switched themselves to entrances, causing them to not take you back to the surface, and the world preview camera was hiding under a disabled object making it not work, both of which have been repaired.
This small patch probably best of all fixes a number of small math errors that could ultimately lead to trees and rocks spawning inside of encounters. This unfortunately will not retroactively re-roll all of the places anyone has already visited and consequently it may still be possible to find encounters with things improperly spawned in them if they are only several kilometers away from somewhere you have previously visited. For all newly generated encounter (towers, caves, etc) they should now be positioning themselves better to prevent other spawns from entering into their space.
I was out of town for the weekend visiting family, but am also now back to work on color, post processing, environment, and animations as my work on "presentation" continues.
v 0.7.2.3 2021.03.02 - Reduced simple armor from 0.5 armor to 0.25 - Reduced minimum non-simple armor values from 1.0 to 0.25 (minimum cloth actually adds up to 0.38 - Moved attributes to a single page - Fixed being able to place facilities onto procedural structures - Fixed world creation preview camera - Fixed cave resources not respawning properly - Fixed resource respawn rate being doubled - Fixed cave underground exits not exiting properly - Fixed large objects being able to intersect spawn radii - Fixed world encounters (cave/tower/etc) being able to spawn in locations that would prevent other objects from spawning within them (previously rolled/visited world encounters will not auto-reposition themselves, only newly found encounters will no longer have things spawning inside of them)
You may need to restart Steam for the update to begin.
This patch fixes an important bug in the Ascension system and a few minor ones. And alongside brings several QoL improvements and a few other picks from your suggestions. And a rule change.
Control Rule changes
The new Control Rule now reads: "If Target is of [Archetype] & has Power less/equal than x, they become an Ally for [Card Level + 1] Turns. Once the effect ends they are removed from Combat. You can control Enemies up to 2 levels higher than you."
ie. If they are level 6, you need to be *at least* level 4 to Control them.
If you don't meet either the Power or the Level requirement. Control effect will fail and the log will state that the 'Enemy is too powerful to control'
(If you still see the old rule, is because you use a modded English.json file.)
Sixth Sense
The biggest addition is probably 'Sixth Sense'. Which basically reveals the Enemy next move as long as their status stays unchanged.
The key phrase here being "as long as their status stays unchanged". That's because Enemy plans aren't set in stone, and they'll react to the battlefield and anything that alters their status.
Example 1
For instance, if I pass here "the Hound will use 'Illusory Copy'". That pretty much is certain,
But if I damage him enough & then hover again, notice that his plans change to a Benefactor Shield.
Example 2
Now. Imagine for example that the first Enemy is planning to use 'Benefactor Flank', and the rest Enemies plan to use Flank. Will they? The answer is no. They can't. Because 'Benefactor Flank' will already place them in a Flanking position. When their turn comes they'll do something else.
The first Enemy 'Benefactor Flank' set a chain reaction and prevent allies with a plain Flank ability to use it.
I could go on forever. But the takeaway is that enemy plans can and will change as your turn and their ally turns progress. So inspect the battlefield carefully before drawing your conclusions. Think of the actions you have Echoing, if bewitched enemies can harm their allies etc.
By default 'Sixth Sense' is ON and will appear for Enemies you have defeated. If you find that it confuses you more than it helps, or that it makes things easier and strips away the joy of deduction, you can disable it from your settings by checking the box that disables it. ;).[/u]
Protected Toggle
You can click this little incospicuous lock to change Unprotected allies to Protected and vice versa. No one prevents you from unprotecting a Unique, so don't, unless you want to of course.
Mentor Hints
Refill
Finding used up consumables doesn't suck anymore. You can click 'refill' and replace the consumable with one that has full uses. This ointment is in my stash with 4/5 uses. Clicking refill will give me one with 5/5 uses.
Card Copies Filters in Deckbuilder
These filter your Deck cards based how many copies you have in it. 0x, 1x, 2x or 3+. In this case I have active the 2x filter.
You can read everything in detail in the patch notes below.
Patch Notes - 1.088.5
Misc / QoL changes
Added a verbose log entry with the miss chance when the enemy avoids all damage due to concealment/incorporeal or gallop.
If an enemy avoids damage due to Concealment, Incorporeal or Gallop evasion, their icon will follow up after the shield icon to give you a hint that this was the reason that damage was blocked (in case you play with the log hidden.)
Added an 'F' in the Advanced Filters icon, to indicate it as the shortcut.
The 'x' button (that appears when a filter is active) will also appear next to the active filters for the 4 basic categories allies, backpack, actions and commodities.
The 4 basic categories allies, backpack, actions and commodities, can be included in more complex queries by prepending them with only. They can still be filtered using their old icon.
ie. only allies&&element=poison, will show only the poison allies.
ie. only actions&&element=poison, will show only the poison actions skipping allies and consumables etc.
Sixth Sense (Enemy Intent): Will let you predict what the enemy will do on their turn. This calculation will happen only when you hover over an enemy as it's pretty taxing to have it update for all enemies. The prediction will be accurate as long as nothing changes the enemy's status before they act. 'Sixth Sense' is optional and can be turned off in the Game Settings.
If you have any innate resistances, gaining a temporary resistance under the PC portrait through a card, will display your new total resistance in a parenthesis.
Mentor hints: If an Ally can't be mentored ie. has an effect as ability, produces two cards etc. this will show in their description (once they are in play). If an Ally can be normally mentored, but not with the card hovering them, then a warning will appear.
You can use the (alpha-numeric) keys 1 to 8 to trigger the corresponding node in the puppeteer wheel.
During loot opportunities: finding singleton Consumables with expended uses (that you already have) will give you the opportunity to pick up a refilled version of them in stash or deck (depending where the consumable is stored at that moment.)
Deckbuilder fiter 'show deck' expanded to use >=, =, <= to also filter cards in deck of certain quantity. ie. show deck, will show all the cards in your deck, but 'show deck=2' will show the cards with exactly 2x qty and 'show deck<=2' with qty 1 or 2.
Added icon filters in Filters panel for 0x, 1x, 2x & 3+ copies in Deck. Replaced 'Not in Deck' button (redudant) with an 'Allies' button.
Added a toggle on Allies to make them Protected or to lift their Protected status.
Setting an Ally as the preferred target for automatic 'Ally' Actions will no longer mark them as the preferred ally to sacrifice when exceeding the summon limit.
Bugfixes
Advancing the turn with space after having toggled the protect/unprotect button would toggle it again.
Gnome Quartermaster (and his merry band of clones) properly joined the rest of the pirates in the Urban & Coastal areas
An exception error introduced in 1.088.x patches would prevent cards that add ally types from going to the discard pile after use.
Ascending from a Sandbox to a Gauntlet mode could offer the wrong Hourglass options (Headquarters instead of Exploration option)
Ascending from a completed Sandbox to a Gauntlet mode could set the character in an extremely high stage or (worse) auto-complete it.
Backback category in deckbuilder could display Allies with uses when it shouldn't
Multiple perks affecting MinDeck & MaxDeck would result in a higher Deck Requirement.
'Adventure' mode wasn't set to dynamic in DLC combinations that didn't include WFR. Causing some setups not have rewards in some areas.
Illusions Grimoire was teaching Inquisitor instead of Illusionist actions
Balance
Control Rule changed - it now reads: "If Target is of [Archetype] & has Power less/equal than x, they become an Ally for [Card Level + 1] Turns. Once the effect ends they are removed from Combat.You can control Enemies up to 2 levels higher than you."
ie. If they are level 6, you need to be *at least* level 4 to Control them.
If you don't meet either the Power or the Level requirement. Control effect will fail and the log will state that the 'Enemy is too powerful to control'
Added 'Ignore Synergies' in a few cards with (unconditional) Reactivate Allies effects.
Modding Additions
Game Mode properties: AdventureModeScaleEnemiesToPC:x & AdventureModeScaleChallengesToPC:x will additionally boost slightly Enemy stats in addition to the area levels.
(This property isn't used in any vanilla modes other than 'Campaign'. Campaign by default is available only through Ascension in Book of Heroes.)
Normal Enemy Power & Health become Power + 2x and Health + 4x respectively
Boss Enemy Power,Health & Level become Power + 3x, Health + 6x and Level + x respectively.
When it comes to this scaling, as x I have in mind a value of 3 or less. ie.
For a Level 18 PC an x = 3, means that all area levels increase by +6 (+3 to +6)
If the normal enemy has power 24 it becomes 30, if their health was 30 it becomes 42.
If the boss enemy has power 24 it becomes 33, if their health was 30 it becomes 48 and if their level was 3 it counts as 6 (Where potential, dispel and control effects are concerned).
'Max Rations' & 'Max Farthings' can be given as Event Rewards to affect the max rations or farthings the player can carry (similarly to their perk equivalents)
'AddAllyType[Type]:1' will ignore the 4 types limit if '5' is used as value instead of 1. i.e AddAllyType(Protected):5 will allow the ally to gain 'Protected' even if they already have 4 types.
Passive & Protected won't count as types when determining if you can grant your ally a new type.
Passive, Hideout & Landmark allies can't gain new types through AddAllyType effects
(New Action effect) 'RemoveAllyType[Type]:1' can be used to remove a [Type] from an ally.
English.json Edited: CardRulesControlArchetypeEx & CodexControlArchetype, to reflect the changes in the 'Control' rule.
Canticum Noctem & Underworld DLCs
Tweaked Underworld Endgame. It was missing Node 3 bosses (and Node 2 was too easy).
Removed the 'Talk' card from 'Lieutenant' Allies.
This change can't affect Lieutenants already in play, but those you summon from now on.
You can use the new 'Interact' button to interact with them.
Lieutenants gaining XP by fetching the Talk card was a necessary evil (prior to the 'Interact' button) rather something desired.
Here, only the best will make it. Become a part of an elite police unit and investigate the dangers lurking in Harran. Form a team with your friends to make sure you’re covered!
The zombies refuse to give up; in fact, their numbers are rising as we speak. With the situation in Harran getting worse by the hour, we’re left with no other choice but to send a Harran Tactical Unit into the city. Become one of these elite officers and give the infected a taste of what happens when professionals enter the scene. Which you’ll do at roaring speed in your new buggy, the Four-Wheeler. By the time zombies see your lights flashing, it will be too late for them to retreat. Clear your way with a special HTU hammer that’ll send your enemies flying with its permanent hypermode effect. Then, open fire before they rally and pick them off with your new rifle or shotgun. Do whatever’s necessary, but remember: the operation must not fail.
The bundle contains:
Protector – a Harran Tactical Unit armor skin
Dispatcher – a Harran Tactical Unit shotgun
Guardian – a Harran Tactical Unit rifle with burst fire
HyperArgument – a Harran Tactical Unit Hammer with permanent hypermode effect
Four-Wheeler – a Harran Tactical Unit buggy skin with police lights effect
Hi! The Bus has its own Facebook page now, so stop by and leave a Like. From now on you will also find all information and the latest material about The Bus under this handle on FB: TheBusTML
Let’s all give an especially warm welcome to the Poet Trait! This venerable little piece of content is making a triumphant return with reworked stats, a character interaction, and randomised poetry generation for our upcoming 1.3 free Update.
Today we bring you the equivalent to seatbelts in cars. Well, better than seatbelts because you can see those. We are making security improvements. Like we said before, we have the whole team committed to fixing the issue that caused the weekend exploits and will be releasing a fix for it soon. This is a programmed release with many fixes for previous issues.
Fixes
HP and MP potions now cannot be accidentally used if your HP/MP is at 100%.
You will notice the cooldowns of some item effects tooltips (procs) have been changed to show a different value. Actually this is correcting these procs back to be exactly like their 1.3.1 functionality: A lot of proc tooltips were incorrect due to a bug, whose fixing in 1.3.2 accidentally nerfed some of these items, such as Divinity and the Vampire Rogue set.
Adjusted and fixed certain issues in Oryx’s Sanctuary. For example, Beisa is not able to be dragged out of his room anymore, and some of Oryx’s attacks are now more precisely telegraphed. Even so, more work is in the making and we will continue improving this dungeon.
We made it more difficult for toxic behaviors to happen, like opening keys on top of portals that could confuse players, especially in dungeons susceptible to this. Still, please be aware this is a non tolerated behavior as it results in the disruption of the normal gameplay.
User's will not be able to shoot and gain xp from the wall shooting bullets in phase 1 and 3 while engaging with Leucoryx
Fixed an issue that made some assets appear glitched in the new Macbooks with M1 Chips.
Ground elements that have alpha will no longer render as black.
Fixed an issue that gave some users the “Build doesn’t exist” error while trying to load the game.
Typing the euro symbol (€) in the chat no longer causes DC to the player
Updated Mystery ST Crate description
Fixed an issue that allowed items being equipped in incorrect slots
Users should not be able to bypass the realm limit and should stay in the queue
Other minor fixes that don’t affect the gameplay
Misc
Improved Security
Removed change password option from the options menu
There is now an option to turn of Shadow rendering in options menu to increase performance
Implement a button to change servers along with a “Quit” button when the user presses the esc key during the loading Screen.
Item description tooltip remained on the screen when the user pressed ESC key while the tooltip is on from the Nexus Shop
If you used the testing launcher to participate in the previous public testing sessions please remove it. This update allows you to connect to testing from the main launcher if needed.
During the next days or weeks, you might notice a change in Fame prices. This update is related to our adjustments based on the new behaviors and rhythm at which players gain Fame with the new Fame system. This adjustment may affect items in Shop, Nexus, Pet Yard (feeding and Pet Yard upgrade) and Bazaar.
Please note:
If you, or anyone near you have been affected by 'keying’, please report to us by sending screenshots / video links of the incident so we can investigate.
Ni Hao Governors!🏮 The Oriental Alamo has all you need to bring you happiness and prosperity. Low buy-in, BIG prizes, all wrapped into one exciting 3-player Spin&Play saloon!🤩💰 Did we mention that is already OPEN in the High Rollers' Valley?😉
Fixed a crash occurring on access of a furniture blueprint in the Russian language.
James' building quests pass ok.
A few doors in James' quests were locked – fixed.
Wife addresses player correctly (not as Mayor).
More "wifey"- sounding conversations when asking the wife if she requires anything.
Wife should not wander away far from home, also some fixes to her general behaviour.
Optimization to foliage display and physics.
Strong optimizations for grass shadow render. Beware: Expensive on FPS, especially on highest shadow quality setting.
Animals voices tended to overlap in first frames of the game – fixed.
A smaller mushroom silhouette in ES.
Wife and Oscar might have walked into henhouse walls, fixed.
Fixed wrong sheep animation for shearing sheep.
Fixed wrong player animation for milking cow.
Animals should not disappear anymore – if you still encounter this, please contact moderation or community management, we might require a savegame and more details.
Vehicles should not sink into the log drop ramps, nor other world objects after game load.
Flying NPCs should be properly on the ground after load – if you still encounter this, please contact moderation or community management, we might require a savegame and more details.
Fixed random NPC rotation jumps along North-South axis.
While painting, brush has actual paint color on it.
Hellish Quart pre-alpha v. 2021.03.02.0 (small update)
NEW: - Ambient Audio slider in Audio Options - Foliage Density slider in Graphics Options
TWEAK: - Lowered wind sound on Steppe level - Set default Foliage Density to 0.8 (you can set it to 1 in Graphics settings if you have powerful enough PC) - Jacek on Aggressive AI uses more cuts rather than stabs (easier)