Characters requesting Dungeon Expedition Tasks will now also request bringing some party members along. They will try to cover various party roles if possible when forming this AI-created party. Reckless characters may decide to go off on their own. Characters acting as Free Agents may bring along idle characters and other Free Agents. The Rival and NPC AI will also use this new Dungeon Party logic.
Demonic-theme Dungeons now include Temptation as a Challenge Tag.
Air/Earth/Fire/Water/Frost-Touched Characters now receive a preparation time bonus for relevant Dungeon themes.
The Rival Wizard AI is now capable of prioritizing the resumption of the upgrade progress on Outposts that have seen progress halted. This should make them considerably better at expanding, as the inability to properly prioritize this was causing the AI to often end up with 'dead-end' provinces.
The scaling Mercenary Costs for wealthy factions are now capped at (x200% + 500 gold).
Fixed a bug where the AI would re-task followers before they finished their current task in order to maintain exploration efforts at all costs. Due to other constraints this could lead to per-turn reshuffling of several followers.
Fixed a bug where the AI could not figure out what to do with Salt Deposits.
Fixed a bug where pending 'On-End-Turn' Mastery Progress would not be saved (and thus loaded).
Fixed a bug where Mercenary Units would increase in cost on re-selection in the Hire Dialog.
The Life and Suffering of Sir Brante - 101XP Comrade Taty
Hey everyone! We'd like to invite you to join our official Discord server, meet other players, and talk to the team members.
Also, we'd like to remind you that we started an official The Life and Suffering of Sir Brante Wiki so feel free to write articles and add new content - we always welcome enthusiastic people to help us run this sort of fan-oriented services, so consider this an official invitation to engage with the community!
Reworked a lot of things that are not currently available to the player, but we also made our intro cutscene considerably better as well as our intro island.
Big changes coming this week for the beta. We are starting to push the refreshed designs through the mobile dashboard, and soon into Challenges. As we work through some of the quirks of the challenges sync we will be updating the working UX flow with a refreshed look. We’ve introduced gamified achievements that we will be expanding on to help you all get rewarded for all your hard work!
Join our Discord community and go to the #beta channel for the brand new links to our Android and iOS app.
Hi Everyone, This week we worked on several fronts. One of them is introducing more accessibility features wanted for a long time. We added more keyboard shortcuts including numpad movement for all eight directions and “F” key for ranged attack.
Also there are already shortcut keys for the action bar but there was no indication of it on the shortcut list. We corrected that too.
We added several Talent Stones including but not limited to:
Bleeding Arrow - As the name suggests, this is a ranged attack that bleeds the enemy.
Toxic Arrow - This is a powerful talent stone that deals with multiple enemies. It poisons the enemy and adjacent enemies for 2-4 turns.
Circle of Poison - This is a utility talent stone for more defensive tactics. It conjures a circle of poison that has 30% chance to poison adjacent enemies that hit you.
We also added an overworld incident: An Old Man Needs Help… Hero encounters an old man who seems to have lost his dog and asks for help. It requires a wilderness survival skill check to find the dog. But hero may as well discover that this was a trap and the old man is not what he seems to be.
patch 2.0.6 was just released and is now available! Steam will automatically download and install this patch.
Be careful, the patch notes could contain spoilers to some extent.
Thanks to the community member gavrant for his contributions to the patch.
Stay safe and have fun playing! :)
Fixed re-enabling of NPCs after Black Light, Part II.
Yuslan might get stuck during Nehrimese invasion.
Increased stability of the quest and armor system and some other scripts.
Fixed light sources in Residential Barrack, Ash Head, reported by CrackpotTheorist
fixed a glitch with the fade to black effect making the screen flicker a few times during transitions to/from black.
Fixed crash to desktop and updated lighting in Old Ishmartep.
Improved and fixed LOD, generated with DynDOLOD.
Fixed snow on the statue of Malphas, making the statue invisible.
Various fixes for the Myrads. they are no longer stuck into the ground, a certain Myrad Warden doesn't sit in a shrub anymore. The platform and the Myrad of Riverville has been repositioned and the camera of the Wellwatch Myrad doesn't get blocked from the trees anymore.
Sometimes IdleOn doesn't fully close when you exit, and continues to churn until you kill it in the Task Manager. This is a bug and something that I am working to fix hopefully before the weekend is over! - Apart from that, please do keep in mind this game is IN EARLY ACCESS.
If you're having fun, plan on coming back at final launch, or just don't enjoy the gameplay, great! Those are all very valid, and I can appreciate anyone who reaches any of these conclusions.
If you don't plan on coming back because you think this is a finished product that will never change or get better, please maybe slightly change your mind on that -- almost everything I see people suggest is something that I either totally agree with needs to be in the game, or something I already had plans to address with future content (like an auto-loot system)!
Thanks everyone for a super fun launch day, and again I'm hoping to get those critical bug fixes done within a few days!