** If you purchase 400 "Mystery Scrolls" you can obtain [Hidden] Dragon Ascend / Windblown Cherry Blossom Package. ** It will be sent to gift box
[Draw Outfit] - You can obtain Normal Grade ~ Rare Grade outfits through the draw. - Click the “Check Outfit Warehouse” button to see which outfits you’ve obtained! - Outfit through Outfit Fusion and Item (except the outfit obtained through draw) will sent to the gift box
** At the end of the event, all outfit items in the Outfit Warehouse will be moved to the gift box automatically
* Step 1
1. Purchase Mystery Scrolls using the "Purchase" button and draw x1/x5 times(s).
Mystery Scroll
2. You can obtain random Normal/Magic Grade outfits through the draw.
- Obtain FREE [Hidden] Dragon Ascend / Windblown Cherry Blossom Package for every 400 draws!
* The above packages are unavailable to fuse and send to the locker room directly
*Step 2
1. Outfits obtained from the draw can be viewed at the Outfit Warehouse. 2. Click the "Check Outfit Warehouse" button to see which outfits you've obtained!
- Send selected outfits in the Locker. (***Note: Outfits sent to Locker cannot be fused.)
[Outfit Fusion] - You can proceed with Fuse by selecting two outfits that you want to use as Fusion materials. - You can obtain a Normal to premium Grade outfit through Outfit Fuse. - The results can be different depending on the Grade of the item used as the material, and the higher the Grade of the Outfit, the higher the probability of winning a higher-grade outfit - During batch Fuse, the expected range of Fuse is not exposed - Material items used as Fusion materials will be deleted after the outfit is a fusion. -'Fuse ALL' allows you to fuse up to 100 outfit items that meet the fuse conditions you have at once. - During "fuse all", the highest grade costumes are fuse, and if the number of materials registered is insufficient, the outfit is automatically excluded and the batch Fuse is carried out.
*Step 1
1. Select 2 obtained outfits to use as Fusion material. 2. Use Mysterious Glass Beads and press the "Fusion!" button to obtain one outfit at a random possibility. 3. You can use the filter at the top to easily locate outfits by grade and/or part. 4. The results of Fusion will vary depending on the grade at the items used as material. The higher the grade of the item, the higher the chances of drawing a higher grade outfit.
*Step 2
1. Try using the "Fuse All" button to easily fuse multiple items at once. You can fuse 100 outfits from the ones you have. 2. Using the "Fuse All" button will fuse outfits in descending order, with the highest grade outfits fusing first. If an item cannot be fused or there aren't enough to be used as material, it will automatically be excluded from fusion. 3. After fusing, You may choose to send all the outfits into your Locker room.
Rewards List
Outfit Preview:
Steel Special Power | [Awakening] Steel Special Power Outfits (M)
Pure Poision Special Power | [Awakening] Pure Poision Special Power Outfits (M)
Blessing Special Power | [Awakening] Blessing Special Power Outfits (F)
Shadow Special Power | [Awakening] Shadow Special Power Outfits (F)
Blue Beachwear Outfit (M/F)
Lettering Outfit (M/F)
Oceanblue Outfit (M/F)
Pink Denim Outfit (M/F)
Washed Bucket Hat & Washing denim Jacket - Blue Outfit (M/F)
Five Nights at Freddy's: Security Breach - Grant@SWS
PATCH NOTES
We’ve been getting reports of players experiencing black screens during in-game cinematics and jump scares. This is due to a corrupted settings file, and there is a simple workaround!
Ensure that all mods are fully uninstalled
Make sure to enable ‘Hidden files and folders' on your PC
Head to C:\Users\%USERNAME%\AppData\Local\fnaf9\Saved\SaveGames
Delete or remove “PlayerSettingsSlot.sav” from folder
This will simply reset your in-game settings. Your save files should not be affected.
Added “only on SB” to the description of the Reticle option in the General Settings, since this option only affects the base game
Added more time for the roll out texts in the credits to be displayed on screen
Updated the contact information in the EULA
Fixed an issue where deleting a game slot and then creating a new save on top will not save the player’s location or in-game time
Fixed an issue where the ‘Continue' button still appears in the Main Menu despite deleting their most recent save
Fixed an issue where players will be placed at the start of a new game if they select continue after deleting their most recent save
Fixed an issue where the flashlight respawned at the recharge station in the ‘Let There Be Light' mission after retrying
Fixed an issue where Chica will stray from her intended path toward food courts during the ‘Showtime’ mission
Fixed an issue where Lil MM’s footsteps could be heard continuously throughout the Loading Dock missions
Fixed an issue where Chica’s guitar solo animation was out of sync
Fixed an issue where Freddy did not lip-sync along with his lines after the Daycare mission
Fixed an issue where getting Freddy out right in front of the Mazercise vent allowed players to call Freddy into Glamrock Monty’s Boss Battle
Fixed an issue where the ‘Quit Arcade’ button on Balloon World’s main menu does not highlight when selected
RUIN DLC
Added UI to instruct the player on how to use the flashlight
Monty now follows a more direct path while chasing Cassie through the water in the log ride
Adjusted volume of ambient noises in Roxy Raceway
Mask UI now disappears immediately upon removing the mask
‘Quit to Main Menu’ now takes the player to the main menu rather than the title screen
Information about deactivated nodes displayed on the Faz-Wrench now displays until the Faz-Wrench is put away
The mask UI is no longer visible while using the turrets in Monty Catwalks, during Helpi’s initial messages when first acquiring the mask, or when deactivating Roxy
Updated the skip credit UI
Cassie can no longer jump on top of camera stations or the turrets in the catwalks
Cassie’s previous speed will be restored after slowing down for a chat on the Roxy Talky
Added an audio cue when Roxy responds to camera distractions
Adjusted volume of Monty’s splashing in the Log Ride section
Added closed captioning subtitles for Cassie’s gasp after the elevator falls in the Lobby
The Faz-Wrench will no longer auto-equip when approaching a Security Node that has already been completed
Added the “Pizza Helpy” loading indicator to some areas where they may be slight loading hitches
Updated the RUIN credits to correct a few team members' names and official titles
Added missing sounds to some objects Cassie can walk through while wearing the mask
Added the ability to swap between cameras in a camera station using numerical key bindings
Fixed an issue where playing the Mini Golf 2 arcade in RUIN DLC will overwrite the Base Game autosave ‘SaveGameSlot0’
Fixed an issue where the Caution Bots in the Daycare Gift Shop, Daycare Theater, and Secret Daycare area did not stay deactivated when loading Chapter 2 via chapter select, if previously deactivated on that profile
Fixed an issue where conditional Caution Bot does not spawn if the players deactivated them through Chapter Replay
Players should now be able to see the conditional Caution Bot when heading back to Chapter 7. If not, please make sure to deactivate the Chapter 2 Caution Bots and trigger an autosave before heading back to Chapter 7 again.
Fixed an issue where the conditional Caution Bot deactivation in Bonnie Bowl does not persist after players reload a Chapter
Fixed an issue where simultaneously jumping while interacting with a conduit puzzle causes them to fall through the world upon completion
Cassie will no longer be able to bypass the Salon area by using the mask in the hallway leading into Salon
Fixed an issue where Roxy did not despawn after breaking the last door
Fixed an issue that allowed Cassie to put on the mask while entering the Monty Ride, causing the created autosave to load into an instant Game Over
Refined some collision in the Log Ride area that was preventing Monty from being able to chase Cassie in some areas
Refined some collision to help Monty more easily chase Cassie through the tunnel near the Monty Golf Gift Shop section
Monty is now able to reach Cassie in more areas while she is standing in water while in the Log Ride area
The Entity is now able to reach Cassie in more areas in the warehouse between Monty Golf and the Daycare
The Mimic no longer clips through the cave walls and ceiling when catching Cassie in small areas
Fixed an issue where the ladder gates close prior to the player reaching the top
Fixed an issue where the audio from the encounter with Freddy still played if the player was wearing the mask in the vents leading out of Fazer Blast
Fixed an issue where the traffic cone child node in Bonnie Bowl did not have a corresponding asset when viewed without the mask on
Fixed an issue causing Cassie’s hand and flashlight to vanish briefly when entering the Daycare
Fixed an issue causing Cassie to talk about the inhibitor in cupcake before the inhibitor is activated
Removed flashlight switch sound effect after the flashlight breaks
Cassie no longer comments on the Mini Music Men hoards each time the player loads a Bonnie Bowl autosave
Fixed an issue causing audio for cinematics to continue playing if the player quits to the main menu while the cinematics are playing
Fixed an issue causing audio for some cinematics to play in the base game if the player quit RUIN and loaded a base game save while the cinematic is playing
Fixed an issue allowing Cassie to skip past the first breakable door in Roxy Raceway by using the mask
Fixed an issue where the ambient walkie talkie audio lines could overlap with the cutscene audio
Fixed an issue causing the ladder in the Lobby elevator to be difficult to exit
Fixed an issue causing the player to occasionally fall off of ladders when looking up while climbing
Certain camera images are no longer stretched
Fixed an issue allowing Cassie to enter the Mimic’s lair while still wearing the mask
Lines from the Roxy Talky will no longer overlap before the player picks the Roxy Talky up near the lobby elevators
The binding for “next hint” on the loading screen will no longer be changed by editing the “use held item” binding
Fixed an issue where the crashing go-kart was not audible if wearing a mask
Fixed an audio issue where Cassie’s gasp and battery acid line in Cupcake Shoppe could overlap
Fixed a door that sometimes decided to open towards Cassie instead of away, when returning to Roxy Raceway
Fixed an issue where Cassie was able to bypass the first wooden door in Roxy Raceway if the mask was used right next to it
Corrected some missing and mis-matched collision in the Lobby, Kitchen area, Monty Golf, Daycare, Catwalks, Bonnie Bowl, Roxy Raceway, and Salon
Cassie will no longer get stuck in a pile of boxes when putting on her mask too close to the S.T.A.F.F. bot in the Daycare theater
Fixed an issue where Cassie’s arms models could be seen if pressing the button in the Sinkhole from an odd angle
Fixed some LODs and lighting on objects throughout the world so that they no longer visibly “pop”
Fixed the subtitles for the second line of Candy Cadet’s story to show up in the player’s selected language instead of English
Fixed an issue causing some Child Nodes to be difficult to interact with when standing too close to the Child Node
Fixed an issue where Cassie was able to enter the conveyor belt into Chica’s Cupcake Bakery without crouching
Fixed an issue where swampy ambient noises from Monty Golf could be heard in the Daycare Play Area
Fixed an issue causing error noises to play when interacting with various ladders, collectibles, and Caution Bots
Fixed an issue causing the Entity’s sound effects to sometimes play without them present
Fixed a spot where the player could see out of the world in the utility tunnels
Fixed some missing wall textures around the entrance to the sinkhole
Fixed some objects throughout the world that had one-sided geometry
Fixed an LOD issue on Freddy’s foot in Fazer Blast
Fixed an issue causing some of Gregory’s lines about Gator Grub’s electrified door to play later than intended
Helpi’s camera station intro sequence no longer plays in Chica’s Cupcake Bakery after loading into the area using chapter select
Cassie can no longer get stuck inside of a variety of objects throughout the world when taking off the mask while standing inside those objects
Cassie can no longer get stuck inside AR walls when putting on the mask while standing over those AR walls
Cassie will no longer get jump scared by an invisible mini music man when going the wrong way in the vent system leading out of Fazer Blast
Cassie can no longer get stuck behind the lockers near the Monty Golf security office while using the mask
Fixed an issue where Cassie intermittently gets teleported under the map when putting on the mask while trying to enter the Plushbaby room in Bonnie Bowl
Fixed an issue where Cassie could get permanently stuck behind the metal grate over the sewers leading to Bonnie Bowl
The hoard of Mini Music Men near the giant shoe Child Node will now go to the expected location when Cassie uses the intercom from CAM_4
Fixed an issue that allowed Cassie to have her flashlight again after it was broken when loading into some parts of the sinkhole via chapter select and retrying
Fixed an issue that allowed Roxy to be able to jump scare Cassie before Roxy is visible under certain conditions in the first section in Roxy Raceway
Fixed an issue where players could not hear Chica’s footsteps when looking away from her
Fixed an issue causing Cassie to occasionally teleport through floors, walls, and fences and fall or get stuck out-of-bounds when putting on or taking off the mask
Cassie can no longer take off the mask and fall out of the world while entering the tunnel to Fazer Blast
Fixed a visual gap in the Lobby ceiling
Fixed an issue causing the effect of the mask to sometimes be delayed when putting it on or removing it in Salon, Log ride, and the Cupcake Prep Room (before Catwalks and Cupcake Shoppe)
Fixed a visual issue causing door hinges to no longer z-fight throughout the game
Fixed a visual issue causing a flickering effect under the grated flooring in the utilidors tunnels
Fixed an issue that caused Cassie to get stuck behind the platform leading up to the tunnel out of the utilidors area
Fixed an issue that allowed Cassie to take off her mask while entering Roxy’s introduction cinematic in Salon
Fixed an issue that allowed Cassie to skip the Daycare Attendant’s pleas to reboot him by jumping on nearby objects
Refined some stretched textures on the handrails on the stairs leading into Roxy Raceway
Fixed an issue that caused Cassie to get out of bounds behind the Daycare theater screen by jumping on environmental assets
Fixed an issue that allowed Cassie to get out of bounds when putting on the mask on top of a large potted plant near the start of the Daycare area
Fixed an issue where the “Hold to skip” prompt stays on-screen above the credits until the player presses the button
Fixed an issue causing some sprites to appear ghostly in Chica’s Feeding Frenzy when DLSS is enabled on some graphics cards
Fixed an issue where some VFX for the mask would sometimes not play when reloading into AR-only autosaves
Fixed an issue causing an occasional crash when selecting ‘restart’ after being jump scared by Chica while in Cupcake Shoppe
Fixed an issue causing controllers to continue to vibrate when the vibration setting was set to 0% after restarting the game
Fixed an issue causing the cursor to sometimes become invisible while using camera stations
I wanted to thank the users who bought the game in the first week of the game's release. my dream of being a developer for work is getting closer and closer. it's not an easy thing at all and seeing that my first game is appreciated makes me immensely happy. I will continue to update the game throughout the year and will do so with great pleasure. Thanks again to everyone for reaching this milestone and for all the support received. Even if it's just the beginning!
Since the last devlog, we've been improving and adding a lot to the game. We've made some changes and improvements to the writing of the game's routes, rewritten many parts, and we're currently finalizing Ayden's route. Despite it being an unforeseen event, we're pleased to get a better result each time.
Art and New Game Content
Furthermore, we're putting in a lot of effort on the visual aspects of the game. Our artists are doing an incredible job producing the backgrounds, NSFW scenes (including animated ones), and customizable elements such as clothing, accessories, and pets for the characters!
Animated NSFW Scenes
Last but not least, an animated NSFW scene spoiler for you
That's all for today! Add Baradroid to your Steam Wishlist and join our Discord channel to stay updated; we'll be bringing more news soon.
Grass instancing texture rnd fix Boosted units incapacitate enemy units on impact Turrets can now also be temporarily incapacitated Removed vehicle death timeout/flashing Added vehicle headlights Optimizations to light culling Fixed window draw update bug (2)
This update to Inkbound is absolutely massive and includes new gameplay features, quality of life improvements, bug fixes, and a lot more. Our goal with the update has been to expand what our players love about the game while responding to feedback and also adding in all sorts of other surprises. We hope for both new and returning players you'll find something here to delight you.
We’ve tried our best to capture accurate patch notes from the past three months of development. If you’re interested in all the details, read on!
New Features
New Aspect: Star Captain
With a Blaster on your arm and Drones by your side, lead your allies and defeat your enemies using the power of cold space technology.
The Star Captain is a Frostbite and teamplay focused aspect. If you’re interested in all the gritty details, we have a deep dive available here.
To get access to Star Captain complete the short unlock quest. You can find it in the “Aspects of Lost Binders” quest tab.
New Book: Derelict Starship
The unsealed DARVe, once a lab now a prison.
Uncover the secrets of this new book via quests, meet a new NPC, and fight a brand new set of enemies with unique mechanics.
Trinkets
Trinkets are a new way to customize your run. After unlocking the feature via a quest, you’ll be able to pick from a few trinkets that are unlocked by default. Trinkets are equipped while in the Atheneum and persist across the entire run. Each Trinket gives a different benefit, supports different playstyles, and can help complete quests that have challenging criteria. Trinkets are unlocked by leveling up and earning Trinket Keys. We hope you’ll have fun experimenting with them and finding the Trinkets that suit your playstyle best!
To gain access to Trinkets start a run and complete the short unlock quest found at the start of any book.
Daily Challenges and Leaderboards
Calling all competitively-minded players! We’ve added the ever-popular Daily Challenge with rotating mutators that change core game systems to keep things fresh. Each Daily Challenge dictates the classes to play, the books you’ll visit, the Villain, and the mutators you’ll have to deal with. A new run scoring system feeds into competitive leaderboards.
Because you can also play Inkbound co-op, to keep things fair there are actually 4 separate Daily Challenges each day, separated by party-size. Each challenge has a separate leaderboard. If you wish, you can compete on both the Solo and 2-player leaderboard for example.
You can only upload a score once per day per player count. So make your runs count! Daily Challenges currently update once a day at 10 am PT (GMT-7). Your first challenge each day also offers an XP bonus!
Victory Board
The Victory Board is a new list of seasonal achievements to accomplish with cosmetic rewards tied to completing objectives. While some of the objectives are more straightforward, some are a lot trickier, like “Win a Run without equipping a Vestige.” We migrated the prior Villain kill and ranked run completion tracking into Victory Board objectives.
New Draftable Bindings
We’ve added three new draftable Bindings (abilities) that can show up in runs: Smoke Bomb, Quicken, and Grasp. Each offers new ways to fight with three ascension upgrade paths to explore. We have a deep dive on the new Bindings available here.
New “Anywhere” Enemies
To mix up combat across the entire game we’ve added four new enemies that can appear in any book. The new enemies include Chompy, the grumpy big brother of the existing Biter enemy.
Offline Mode Beta
We heard from you, our players, that you’d love if we supported playing Inkbound in a variety of contexts, including when fully disconnected from the Internet, and we are excited to have been able to get a beta version of this support completed earlier than expected and are rolling it out as a part of this update. While Offline, you can continue to progress your existing character, and then later bring that progress with you when online again. Some features are not available when offline, like multiplayer and Daily Challenges. Please don’t cheat though, when you reconnect we will validate this data and cheaters will be banned!
We have supported saving and resuming single player runs since launch. And now we’ve added the ability to save and resume multiplayer runs in this update! If all players in a multiplayer run quit the game, they can come back on at a later date and resume play. The first person to resume the run becomes the party leader. It’s up to players to coordinate outside of the game for when to resume the run. We see this as a great feature for friend groups who are playing co-op and want to continue their run at a later time.
New Villain Battle Music
Enjoy a pumping new combat music arrangement for your Villain battles. Jordan Chin has done it again.
Reworked Systems and Quality of Life
Player Movement in Combat
We’ve re-built how player movement in combat works. It no longer consumes Will and instead has its own resource that depletes the more you move in a turn. We think it’s significantly more intuitive compared to the prior system and makes combat easier to understand and more fun. We’re looking forward to hearing your feedback. Want to know more? We have a deep dive post on the new movement system here.
Enemy Movement and Aiming in Combat
To reduce intense enemy area attack overlapping we’ve updated the way enemies choose their position and attacks in combat to spread out more. This reduces the chance of “death zones” where many overlapping enemy attacks affect the same area of the arena and also increases the clarity of combat outcomes by reducing overlap of enemy attack UI elements.
Revamped Ranked Mode with Higher Difficulty Tiers
Have you already reached the max rank of “Inkbound” in the Story Begins season? Good news, we’ve added even more challenging ranks. The overall rank system has been reworked to refer to ranks as numbers instead by name. Ranks now go from 0, where you start, to 20. The prior “Inkbound” rank maps to rank 10 in the new system. We have migrated your existing rank into this new system.
Separately, we are now also tracking rank independently for Solo and Group play. We think the experience and challenges feel different enough to track these independently.
Each rank ladder has player nameplate rewards to earn as you rank up.
Quest Multi-tracking
As a small but impactful quality of life feature, we’ve added the ability to track up to 5 quests at the same time. May your questing be successful and easily tracked!
Quest Objective Indicators in Drafts
Need to draft something for a quest? We’ve added indicator pips to drafts that will lead to quest progress to make these easier to keep track of.
Player Stats Visible in HUD
To make it easier to keep track of your stats during the current run we’ve put them on screen in the lower right corner at all times.
Increased Clarity of Class Passive in HUD
Every aspect in Inkbound has a passive ability that you need to utilize to maximize your chances of success. Previously, the indicators for the status of the passive ability were a little bit hidden. We’ve brought it directly into the middle of the HUD so that you can, for example, more easily track how much Heat you have built up as Magma Miner.
Reworked Run Types
When Inkbound launched, we had two types of runs: Unranked and Ranked. Other than difficulty rules, the run types were the same.
In this update, we’ve reworked the two original types of runs. Unranked is now called “Quick Dive”. It’s a shorter run with fewer battles and a faster start, designed for people with limited time or those who are looking to complete quest objectives that don’t require playing at higher ranks.
Ranked is now called “Deep Dive.” These are longer runs and utilize your rank and progressively get harder as you rank up. We’ve simplified how increasing your rank works. Now you must simply win once at your highest rank to progress to the next rank.
Many Vestige Unlocks Moved to Progression Reward Track
We have moved a number of Vestige unlocks from quests into a new progression reward track. These rewards are earned by leveling up. We wanted to simplify how players unlock access to more types of Vestiges and felt that too many were tied to challenging quest objectives. Now many are unlocked by simply playing runs and leveling up naturally. We’ve also moved some previously locked Vestiges to be unlocked by default. We felt new and returning players who didn’t progress very far should have more variety earlier in their journey.
Season Pass Is Now Leveling Pass
The Season Pass feature has been reworked into a new iteration called “Leveling Pass.” Rather than going away at the end of each Season, we now maintain progress in each pass permanently. Your progress in The Story Begins pass has been migrated to the new system automatically. This is targeted at eliminating any concerns about losing access to rewards paid for, or even the opportunity to buy them in the future. Also don’t forget to look for the free Shinies on the top track. If you run the numbers you’ll find with some leveling up that you’ll be able to pick up the pass. These will refresh every season, so make sure to earn them all before then!
Finally, we’ve added a new Leveling Pass for The Starship of Terrors filled primarily with sci-fi and modern cosmetics.
Other Changes
Big Changes
Added new Starship of Terrors seasonal quests.
Added new quests for drafting all Bindings and their Augments and Ascensions.
Added ability to change default server region from the main menu. This is mostly meant for people whose networks block ping and where we can't figure out a suitable default, though it can be used by anyone.
Added Glyph rewards for picking books with negative mutators.
Added class icons for players in the top-left Party section.
Trimmed down the number of ‘task’ style quests in each core quest group. The goal here is to make progression between major story beats happen faster.
Eat fish off the ground like an animal. You can now ctrl+click consumables on the ground to consume them directly without needing to first add them to your hotbar.
Renamed “SP” (Season Points) to “XP” to make it more clear what it’s for, especially now that levels are less tied to passes.
Increased XP gain from runs to help make these contribute more significantly and flattened out XP gain from runs so it's more evenly distributed throughout the run.
Some daily quests have had their requirements lowered to match the new quick dive mode length.
Removed "general" chat completely. We still support “lobby” chat (formerly called “local”) to speak to players in the same world you are in and “party” chat for private conversations between your party.
Updated Fountains to heal 10 down from 15. This is part of an overall goal to have more chip damage and less death zones or big damage turns.
You can now choose to pass Font of Wisdom drafts to gain HP instead of taking one of the draft rewards. Regaining HP no longer needs to show up as a draft option, giving the player more choice. Common heal 5, Uncommon heal 7, Rare heal 9, Epic heal 12.
Players no longer automatically move to pickups on clicking, and instead receive a notification if out of range. This prevents accidentally ‘spending’ too much movement or moving to an undesired location when collecting them.
Some draft choices and your starting class now add some slight tilt towards Vestiges, abilities, or stats with similar attributes. If you draft a burn Binding, you are more likely to see more burn options show up, and so on.
Shrunk the size of the initial Sea of Ink to make you have to walk less to get to the action.
Run quests with less generic criteria only show up when you have an Aspect or Trinket that can help complete it.
The camera can now be dragged further than before.
Increased speed of draft open and close animations to make drafting snappier.
Made run quests with more complicated criteria easier to complete in multiplayer.
Display overkill in overhead UI to see how much damage the player needs to mitigate to survive.
When re-rolling Vestiges any Vestige you’ve already seen will not be shown again until the full pool of available options are consumed.
When re-rolling an Ascension it will avoid rolling the same base Binding whenever possible.
Status Effect keywords are now highlighted on tooltip and card body text to make them stand out more.
Implemented a more regimented system for restricting what enemies can get what Challenge Buffs. Overall should be more intuitive and less randomly punishing.
Reworked Shocked. Now when hitting an Enemy with Shocked you deal damage to all other enemies equal to 50% of the damage done, per stack. There were a few problems with the old version of Shocked we wanted to improve upon. The reward for Shocked was to be able to convert strong single target damage to area damage. But we felt Shocked wasn't always clear what it would do, and tracking it across the entire arena was difficult. Also, boosting damage on the target itself by 50% made it a powerful damage booster in its own right, making it hard to balance for what it was intended as.
Changed the starter vault from Uncommon to Common in order to make Common Vestiges exist again and to counterbalance other changes which otherwise have made the early run easier.
The cosmetic shop now offers sales on the first page. These change at 10 AM PST on Mondays.
The Changing of the Season
With the launch of The Starship of Terrors certain season change events have occurred, listed below.
Season level has been reset to 1. We’ve stored your Season 1 level in our database and in the future we will let you see your past season levels earned!
Milestones have been reset. You can now earn XP from them again!
The seasonal Villain Defeat rewards have been moved to the shop and a new Victory Board feature and series of rewards now exist (see above).
New in the Starship of Terrors
New season specific Challenge Buffs.
New season specific Challenge Tiers, found at Tier 11, with season specific rewards.
New Vestiges
Added Uncommon Vestige Scattered Samples: On consuming an item in combat, gain 1 Will.
Added Rare Vestige Malfunctioning Multitool: On critting, Smite.
Added Epic Vestige Wit’s Bloodboiler: On dealing Bleed damage, gain 1 stack of Vigor.
Added Epic Vestige Special-Issue Stabilizer: On hitting an enemy with Frostbite, proc an additional stack of Frostbite. Does not stack.
Added Legendary Vestige Gavel of the Dam: On hitting, gain 1 stack of Shattered Will.
General Polish and Tuning
Removed 'pass through ally' mechanics from Mosscloak (Scavenger’s Dash) and Clairvoyant (Telekinesis), since these slow down play in multiplayer, where the optimal playstyle is having your teammates move close together during a turn without them spending their movement.
All levels now require 70K XP.
Rarer potions are slightly more likely to show up.
Movement Per Turn stat and Max HP stat will appear at fonts.
Updated new player tutorials to explain new movement changes.
Updated Vigor status effect: "On being hit, restore 1 HP and lose 1. On end of turn lose all stacks. Max 10 stacks." >>> "On hitting, restore 1 HP. Lose 1 stack per Enemy hit. On end of turn lose all stacks. Max 10 stacks.".
Updated Vulnerable. "Incoming damage from all sources increased by +100% until end of turn." >>> "
Incoming damage from all sources increased by +50% until end of turn."
Updated Burn, Poison, and Bleed tooltip to specify it triggering on 'After Enemy attack' instead of 'On turn start'.
Updated Frostbite base damage from 25 >>> 30.
Updated potion Bloodthirst Blend: "Left Click Consume: Until end of turn, on being hit, restore 10 HP." >>> "Left Click Consume: Until end of turn, on losing HP, restore 10 HP".
Updated potion of Alacrity now gives 2 cooldown reduction instead of 3 but also gives 20 Movement.
Updated OHM quest to be more clear that they can be visited before beating the miniboss.
Made a change to hide all non-class Upgrade quest objectives until the upgrade has been found.
Made a change to hide all class Upgrade quest objectives until the upgrade has been found.
Split the damage over time run quests into two different versions, one that counts either burn or poison, and one that counts either frostbite or bleed. Rebalanced them to take into account that it counts the amount of stacks applied now.
Reduced XP gain from Milestones by 25% to balance against the other XP increases elsewhere.
Made Orb pickups higher priority compared to loot on the ground to fix issues where a Vestige could drop in combat, could be right on top of an orb, but then you couldn't pick up the orb.
Damage Reduction can no longer reduce attacks to 0.
Streamlined several quests by removing grindier tasks. Shifting over to granting XP instead of Vestiges.
Swapped Legendary items unlocked for 2 Villain quests to make Vestige-related quests easier to complete without villain kills.
Increased status effect infliction milestones now that progress is tracked per stack inflicted instead of per instance of infliction.
Fixed Regeneration healing based on the source's stacks instead of the target's.
Fixed rare potion Unstable Brew not granting -15 AP a turn after granting +15 AP.
Fixed Frostbite not splitting instances per player.
Fixed rare fountain magic power and physical power upgrades granting 4 Magic Power or Physical Power instead of 3.
Fixed a bug where the Theory of Lost Ink quest to defeat Janus before Training Mode could apply Inky
Might was becoming unachievable too early in multiplayer runs.
Fixed the issue where, when you had an augment and ascension upgrade available at the same time, an augment would disappear from the options if you ascended the Binding it was referring to.
Fixed bug with quests related to Hard Combat Encounters not working properly. Either counting progress or blocking progress depending on the quest.
Fixed issue with Blight dealing damage when spawned during the enemy turn.
Fixed bug with Treasure Chests not colliding with player after being opened.
Fixed Blight Ring rarely persisting after combat.
UI
Added player Rank and Season Level display above the heads of all players in the Atheneum.
Improved search functionality in Logbook Collections screen; search now will match keywords like 'Will'.
Resolved issue where Argoloth's tentacles could show their overhead bar while despawned.
Target selection for bounce/spread targeting types adjusted to account for larger hitboxes.
Adjusted dropdowns to be more consistently sized.
In drafts, tooltip text that previews damage amounts are hidden. So certain tooltips don't say "(Total 0 damage)" anymore in a draft context, which we felt was confusing.
Added keybind for opening the Party Details screen -- defaults to Tab.
Auras that affect enemies no longer show up on their status effect bar, since the information is otherwise contained on other locations attached to the player. The goal with this change is to reduce clutter on the status effect bar on enemies.
Fixed visual bug where holding Alt while hovering an enemy would sometimes fail to display the enemy's name.
Fixed issue where notifications would fail to fire when progressing ability draft quests.
Renamed the default names for the first two chat tabs from "Global" -> "Chat" and "Party" -> "Party Only".
Boss Overhead Visual now always shows predicted damage values.
Updated Party Details art to include trinkets and class passives.
Adjusted tutorial class select to show all class options, including locked ones.
Added tooltips to font of wisdom upgrades.
Hid Binding tooltip details like "(Damage: 123)" when hovering Bindings outside of combat because that information often doesn't make sense outside of combat.
Improved readability of text on various screens by removing colored text in certain instances.
Added a bunch of keyword highlighting in various places.
Added support to show player names in combat when holding Info key (default Alt).
Fixed Spiked tooltip showing incorrect damage values if the player had damage resist.
Improved load times of dynamic UI icons, particularly in the Main Menu.
Resolved issue with overhead attack indicators not showing when reconnecting in combat.
Even More Details
Steam has a limit for how long these posts can be and we ran out of room. Want to see 100% of the notes, including excruciating detail on numeric balance changes? All patch notes connoisseurs are welcome to come and view the rest of the details we couldn't fit in this post.
Get ready to create the lavish, fantasy orgy of your dreams with PLEASURE PARTY 2. With 9 different party themes like holiday orgy and golf course sex bash, and over 75 different sexual positions, you have the freedom to create almost anything you can imagine.
Create up to 25 custom characters with their own sets of "Skills", and combine them into all new single, pair and group positions to create a scene like nothing ever created before.
Don't miss out on the Orgy-tastic fun. Wishlist Pleasure Party 2 now!
Get ready to create the lavish, fantasy orgy of your dreams with PLEASURE PARTY 2. With 9 different party themes like holiday orgy and golf course sex bash, and over 75 different sexual positions, you have the freedom to create almost anything you can imagine.
Create up to 25 custom characters with their own sets of "Skills", and combine them into all new single, pair and group positions to create a scene like nothing ever created before.
Don't miss out on the Orgy-tastic fun. Wishlist Pleasure Party 2 now!