Roguenarok - fishbumpdev


Hii everyone! It's me again, Sheb! I wish you all a Happy Happy Advance Merry Christmas! ːsteamhappyː

Before we dive into the patch notes, I would like to give you all a Very Special Thanks for all of your love and support! I really really appreciate you all! ːsteamhappyː

Also, Thank you so much @Sosich for your valuable feedback about the balance. I really appreciate you! Your feedback brings in improvements for Roguenarok and I owe you my deepest gratitude! ːsteamhappyː

Now let's dive into the patch notes!

This new major update brings in lots of balance and fairness. I've noticed that there's been a lot of messed up balance between Battle II - Battle IV as well as the ranged weapons having slow attack rate. I'm sorry for the inconvenience it caused and I hope that this new update will make up for that. ːsteamhappyː

Patch note:
  • Crossbow weapon from Iron to Ruby attack rate increased by 20%.
  • Pistol weapon from Iron to Ruby attack rate increased by 20%.
  • SMG weapon from Iron to Ruby attack rate increased by 20%.
  • Shotgun weapon from Iron to Ruby attack rate increased by 20%.
  • Blue Leeches movement speed decreased by 30%.
  • Battle II spawn rate decreased by 10%.
  • All turrets in Battle III have now increased damage from 100 to 120 and it can now pierce through enemies 2x as well as increased projectile shell by 2.
  • Battle III spawn rate decreased by 20%.

Upcoming features:
  • Proper adjustable screen resolution
  • An enemy champion for the Battle Arena mode! ːsteamhappyː
That's all for the Major Update 1.3.0! Thank you all so much for your love and support! If you have any suggestions or feedback, I would be very happy to read them.

I hope you all have a great day/night and Advance Merry Christmas! ːsteamhappyː

Cheers,
Sheb
Moonstone Island - Animat3dM3
Good day, Alchemists!

Forgive me for this, but it's December, I'm cold, and I'm feeling festive. Therefore, this bunch of patch notes will be brought to you in the form of... a carol.

Ahem.

On the first day of Patchmas, the dev team gave to me:
  • A Spirit storage system for free!

On the second day of Patchmas, the dev team gave to me:
  • A double-sized barn, and a Spirit Storage system for free!
On the third day of Patchmas, the dev team gave to me:
  • Coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the fourth day of Patchmas, the dev team gave to me:
  • Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the fifth day of Patchmas, the dev team gave to me:
  • FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the sixth day of Patchmas, the dev team gave to me:
  • Tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the seventh day of Patchmas, the dev team gave to me:
  • Holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the eighth day of Patchmas, the dev team gave to me:
  • Fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!
On the ninth day of Patchmas, the dev team gave to me:
  • Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the tenth day of Patchmas, the dev team gave to me:
  • Much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the eleventh day of Patchmas, the dev team gave to me:
  • No cap on Spirit levels, much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for free!

On the twelfth day of Patchmas, the dev team gave to me:
  • 12 other fixes, no cap on Spirit levels, much better mailbox, Infinidungeon, fast-travel totems, holiday decor stuff, tree lights for winter, FIIIIIVE NEEEWWW SPIRITS!!! Stones and wood at Paolo's, coal in Ferra's shop, double-sized barn, and a Spirit Storage system for freeeeeeeeeeeeeeeeeee!

Oh my god that took so long to write. I hope you enjoyed that for the fun and silly thing that it was and don't resent me for writing that all out, over and over again. I also hope that you sang it in your head just like I did.

But, to recap in a more sensible way:
  • You can now store Spirits at the Science Center, even without a barn
  • AND there's a new barn, TWICE the size of the previous biggest barn
  • Paolo and Ferra now sell stones and wood, and coal, respectively
  • Five new Spirits with a focus on Ice Type
  • A new decor item that lets you put twinkly lights on ALL TREES, indoor and outdoor
  • A ton of holiday decor stuff
  • A Warp Totem that can be placed on any island, which overrides the Warp Statue in town to become your new fast-travel point when you play the Warp Whistle
  • The INFINIDUNGEON, found under the Tavern (in the basement)
  • The mailbox is improved (more on that below)
  • We removed the cap on Spirit levels. No cap. Hahahaha
And the following 12 little fixes:

  • Item names that were overflowing the text box at the end-of-day tally will now appear on two lines
  • Poinsettia plant will now be available in the Conservatory every day of winter ONLY
  • Earth and Water biomes now have their own sets of exclusive fish
  • We can now send items in the mail!!
  • All letters that send crafting recipes will now have the recipe attached
  • A new icon appears on letters with items attached that have not been claimed
  • An empty item was appearing in shops. Mysterious. We fixed it
  • It's now easier to target NPCs sitting in the tavern
  • Fixed a bug with the gates being added to your inventory as an invisible item
  • Changed the combat so that speed is more useful and randomness is less random
  • Fixed a bug where items couldn't be placed near edges during winter
  • Fixed the invisible wall in Dungeon 21

A lot of invisible stuff in this patch! But now it's gone forever. Probably just some leftover Halloween ghosts. Keep an eye out for our separate Steam post detailing the decor stuff!

– Kate, Community Manager and former choir girl, can you tell
Dec 13, 2023
Do Not Feed the Monkeys 2099 - l_olivan
Dear Members,

We were very excited to share with you today all the hard work that has culminated in our first free DLC, the Two-Cage Seasoning Pack.

Throughout our planning we focused much in some areas and in doing so, there's a chance we missed some others. Unfortunately, one of the slips is that the DLC was not submitted for review on time to be launched today.

We are confident that it will be available for everyone to enjoy on December 19th.

As a small indie studio, we try our best to be as meticulous as possible to share with you outstanding experiences. Unfortunately, on this occasion things didn’t work out as we hoped. We deeply regret this oversight and we are committed to rectifying this situation.

We appreciate your understanding and continued support. ❤️

Sincerely,

Fictiorama
Cyber Knights: Flashpoint - Trese Brothers

Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.

If you're enjoying the pace of updates and the improvements to the game please remember to leave a review ːsteamhappyː


AP / MP in the Timeline
One of the nicest F10 improvements for this update is to get the AP/MP ticks into the Initiative Timeline under each character's face. Regardless of what Turn they are in; this data is immediately available in a consistent spot on the screen and does not require you to do any scrolling or looking for the teammate to know their exact status.


Slashslide Improvements
The Cybersword's Slashslide is one of the best maneuverability Talents in the game and allows taking out multiple targets in on series of deadly attacks. We've taken some time with this update to improve Slashslide's animation and visuals. This is not the final resting place for Slashslide - we have bespoken animation for it - but this is a big step forward where before it always felt random what the animation was doing now it's clear, sequential and times the hits to the Damage displays and always drops a visual attack on each target.

Last update we fixed bugs where it could result in the character oddly teleporting after using it and with Update #28 we've fixed the bug where you could teleport before using it. And we've resolved the issue where sometimes it failed to attack the 2nd or 3rd target for a variety of different reasons.


Updated Lights in Appearance
After we updated all the lights in the mission and safehouse dialogs, we've heard a lot of good things about how much more that helps the characters pop and feel cool. We've been able to migrate that lighting setup (with some tweaks) to the appearance tab now, letting you stylize and build out your character in a much more dynamically lit environment instead of the overly lit "flat" that was previously used. We're very pleased with the results and hope you are too!

We're also making a big push on cleaning up any and all of the clipping issues. One big problem was that minor adjustments to avoid clipping with elements like beards and hair were not being made correctly when you selected / moused over the elements. So, flying down a row of beards, everything just looked wrong until you clicked. Now these adjustments are being made correctly during the preview.

Second, we just have to put in the time to clean up every clipping and misplacement. For Update #28, we have completed the task to get every beard and every face working together. They should all be very well positioned, no oddities. If you see any, please F10! Next, we will tackle hair.

For Proc-Gen
With proc-gen now out for a few days, we're still cleaning up a few more issues with the new feature and content set before we go on a rampage of adding and more adding. We've resolved oddities in the Truck Stop mission where your movement lines on screen were oddly shifted and further tweaked the duration of Hack CPU missions to be one Turn longer across the board. Some of the hacking hosts created by proc-gen had disconnected nodes and those have also been resolved for future proc-gen missions.


Sword Range
If you ran into an issue where the bottom left weapon display would report that you sword could attack 1 person from your movement destination ... and then when you got there, you can't attack anyone -- this should now be fixed. We fixed at least one cause but there may be more. If you see this please F10!

Sec AI Orders
We've fixed some issues where the Sec AI and individual enemy agents were forgetting some of their state if you used the Restart Turn feature. They could feasibly forget about security infractions they had been instructed to investigate or drop from Alerted back to Unaware without explanation.

V-Sync Option
We've fixed an issue with the V-Sync option where it was not always set correctly when the game started up. Now it is and you don't have to go back to the options menu to toggle it. Thanks for the F10s!

v1.2.5 - 12/13/2023
- Added AP / MP into the Initiative Timeline under each character
- Improved animation and timing of Slashslide, fixed issues where it could miss second or third targets
- Improved lighting setup characters in appearance tab to be more dynamic and exciting
- Improved preview in appearance tabs, previewed appearance option is now placed correctly
- Fixed all placements of beards in appearance for all faces
- Renamed Contact filter Known to Friendly
- Fixed issue where item charges would be reset between mission stages
- Fixed broken Nano-Stim kit item (now very good)
- Better balance of Spike CPU hack only mission duration, now more closely based on Matrix host size
- Fixed issue with movement lines being unaligned in start of proc-gen Truck Stop mission
- Fixed disconnected nodes in some of proc-gen hack missions
- Fixed floating crates in Cube Run mission, other prop tweaks
- Fixed bug where some Sec AI orders down to enemies could be forgotten if Retry Turn
- Fixed bug that could cause Slashslide to teleport player if canceled
- Fixed bug where bottom left would report sword was in range before movement but then it would not be
- Fixed bug that prevent Radar Arrays (long-range cameras) from spotting dead bodies
- Fixed issues where zooming out matrix would scroll the IC panel
- Fixed issues with V-Sync not being set correctly when game is restarted
- Fixed issues with memory leaks in appearance tab
- Improvements to custom difficulty window, sliders, thanks for the F10s!
Dec 13, 2023
SeaOrama: World of Shipping - VioletAmy

Get ready! – less than 24 hours are left until SeaOrama drops anchor with a price of 19.99 USD/EUR with a 10% discount only during launch week! 🚢



So, Wishlist it Now!
https://store.steampowered.com/app/2002570/SeaOrama_World_of_Shipping/
Dec 13, 2023
Timemelters - Autoexec Games
Watch DuoMTL plan some crazy strategies just in time for the Steam Winter Sale!
Dec 13, 2023
PEAK.53 - [\E/] Eagle_JRiv
Ontotis - Xenoplasis Games
Hello everyone and thank you for playing Ontotis.
The following updates and game improvements where added with the Patch v1.2:

  • Added support for 2 new languages: Japanese and Turkish making the game now available on 6 languanges (English, French, Spanish and Portuguese(Brazilian)).
  • Changed the IES texture of the flashlight and added a small delay when changing directions with flashlight wielded in order to make it more realistic.
  • Aim dot is now a bit bigger and more visible, additionally a new circle dot will appear for interactable objects like doors, drawers, etc.
  • Added a short hand animation when picking up items when nothing is equipped (axe/flashlight).
  • Various small fixes and improvements.
Follow Xenoplasis Games on the social media for more upcoming news:
twitter/X
Facebook
Instagram
Dungeon Full Dive: Game Master Edition - Cytions
UX:
  • The Combat initiative now also displays the participant's name
  • Characters attacks & actions are now printed to the Chat when used

Bug Fixes:

Visual:
  • Fixed Character Sheet background being incorrectly displayed in VR
  • Fixed Purple Shader issues for Terrain & Baseplate decals. They are now displayed correctly in High & Epic Graphics
  • VR: Rays in Full Dive are now visible again
Multiplayer:
  • Fixed an issue where players' movement in Full Dive was no longer visible after they opened their Character Sheet
  • Fixed various network problems caused by incorrect thumbnails of Miniatures
Dice:
  • Roll results are now shown in the chat again
  • Dice amount is now correctly shown again above the die group
Characters:
  • Fixed a bug where Creatures were not longer placable because of broken character files
  • Wizards can now properly add spells to their Spellbook
  • Spells Known can no longer be less than 1
  • Fixed an issue where spell slots were incorrectly subtracted
  • Characters now only have one Unarmed Strike and not multiple
  • Species & Subspecies traits are now correctly removed after changing them
  • Fixed an issue where a character's Features & Traits were no longer available after a restart
Inkulinati - Penta
Hello Inkulinati Masters,

We are happy to announce that the all new “Tactical Swimming” update is here, ready for download! What awaits you? New Water Beasts, new Battlefields, new Talents, a lot of balancing, and lots, lots more was added to Inkulianti.

Let’s dive a bit deeper into those new features. Shall we?



So the big addition is the all new Inkulinati army - the Water Army! This army is made up of the Sword-Wielding Fish, Spear-Wielding Fish, Bow-Wielding Fish, and the Seal.

On the Battlefields where those Beasts will grace a Big Water will arise at the beginning of a chapter. These water Beasts are immune to damage from the Big Water. When they are located on fields covered in water, their Sprint Range becomes Walk Range (it means that they will be able to attack their opponents). Not bad of a perk, isn’t it?


Water Army and Water.

Here’s a quick summary of each Beast:

Sword-Wielding Fish - a formidable aquatic Beast whose melee attacks prove invaluable in submerging hostile Beasts.

Spear-Wielding Fish - magnificent aquatic creature, akin to the Sword-Wielding Fish. However, with its aquatic spear, it can target adversaries on different levels of the battlefield.

Bow-Wielding Fish - a waterborne Beast whose attacks can flood the enemy's army from a considerable distance.

Seal - a legendary aquatic creature whose spear inflicts not only significant damage but can also pierce two adversaries simultaneously!

Where there are fish, there must be Water too. With this update Water will flood some of the Battlefields. There might be small and big fields of Water. No matter the size, while in water, Water Beasts will always have a Walk Range. At the end of the Chapter, big Water deals an additional 3 damage to non-water Beasts and to Tiny Inkulinati, as well as Battlefield elements. Between Chapters, big Water turns into small Water, and small Water disappears. And just like in nature, Water destroys Fire Sparks, Bonfires, and Bean Pots. However, Fire Sparks will destroy Water if they are created while on the same field. Yes, let those tactical braincells of yours percolate with ideas!


We’ve also added a ton of new Talents, with some that are strictly connected to water itself! As you may already have noticed, every Talent can be placed in a category. Some of them will belong to the Defensive category, giving your army and Tiny more defence - adding shields, halos, etc. Other Talents will help you with collecting Living Ink, and others will improve your damage. While getting experience during your Journey, you can collect new Talents and pick those that you like the most. Till now, you could choose one from three randomly picked Talents. With this update, it'll be a bit different. From now on, you will be presented with two Talents from the same category you already have and three from ones you don’t. This will help you choose Talents that create synergies between them, making your Talent portfolio stronger and connected. Don’t fret though, you don’t have to choose the Talents that are suggested to you. You can still pick the ones that resonate with you.


With this update we also balanced the current Battlefields. We actually spent quite a bit of time making them more fun. And that’s not all. We’ve also added a whole bunch of new Battlefields too! Now we have quite a lot of Battlefields inside Inkulinati, meaning that the chances that you will get the same one more than once during your journey are a lot slimmer.


Big and Small Waters will occur on some Battlefields. Water Beasts love them! Others not so much.


New Beast Lairs Battlefields are waiting.


There is no such thing as too many new Battlefields.

Dive into Inkulinati now and try all of our new additions. If you want to read in detail what we worked on, check our changelog below. We are now slowly getting ready for the big 1.0 release, which we will tell you more about soon. Thank you so much for all your support, suggestions, feedback, and more. We couldn’t have done this Early Access adventure without your aid. And if you have any thoughts on Inkulinati, please leave a review. That minute or two that you spend on writing the review would mean the world to us.
Until next time Inkulinati Masters! The journey to 1.0 begins.

Speak to you soon,

Your Yaza Games and Daedalic Teams




Changelog:


Added new playable Tiny Inkulinati in Journey Mode and in Duel Mode – Damsel

Added new Beasts:
  • Sword-Wielding Fish
  • Spear-Wielding Fish
  • Bow-Wielding Fish
  • Seal
Added new type of fields on the Battlefields: Water fields – with Small and Big Water

Added new type of Event during battle – Creating Water

Added 8 new Hand Actions:

  • Draw Big Water
  • Draw Big Waters
  • Precious Armours
  • Biting Armours
  • Water Healing
  • Healing Farts
  • Massive Bloating
  • Water Punch
Added 26 new Talents:
  • Rushing Water
  • Friendly Water
  • Healing Power of Water
  • Cure Thanks to Water
  • Water for Tiny!
  • Daily Water
  • Blessing Water
  • Non-daily Water Pain
  • Motivation on pass by
  • Healing Motivation
  • Bleeding Healing Business
  • Daily Bleeding
  • Purifying Fire Sparks
  • Fiery Business
  • Scratching Wounds
  • Hellish Maws Business
  • Neighborly Blessing
  • Marathon Armour
  • Healing Nap With Armour
  • Motivating Explosions
  • Ink Dream
  • Ink Armour
  • A Little Inky Attack
  • Explosive Freshness
  • Bean Ink
  • Added new Battlefields and new Minimaps
Balance
Balance changes in Talents:
  • Love for Explosions – Explosions deal 1 damage to Beasts and Tinys, but Beasts are not drawn with 1 level of Bloating
  • Cheaper Beasts – cost reduction changed from -2 to -1
  • Inky Business – the tiny gets 2 ink drops instead of 3
  • Handy Business – the tiny gets 6 ink drops instead of 10 for killing an opponent with a Hand Action
  • Mourning Business – the Tiny gets 1 ink drop instead of 3 for the death of an ally
  • Desperate cunning – the Tiny gets 6 ink drops instead of 10
  • Healing Grief – the Tiny gets 1 Health point instead of 2 for the death of an ally
  • Beast Friend – the Tiny gets 1 Health point instead of 2 for each Beasts standing next to Tiny
  • Balance changes in Hand Actions:
  • Drain Ink – cooldown changed from 2 to 3
  • Collect Ink – cooldown changed from 1 to 2
  • Healing – the Tiny regains 3 Health points instead of 4
  • Greater Healing – the Tiny regains 6 Health points instead of 8, cooldown changed from 3 to 4
  • Mass Healing – the Tiny regains 3 Health points instead of 4
  • Detonation – range changed from 7 to 4 and now Bean Pots can also be detonated
  • Infected Finger changed cooldown from 2 to 3
  • Draw Big Obstacle range changed to 4
  • Draw Big Obstacle Explosive range changed to 4
  • Draw Small Obstacle range change to 4
  • Draw Small Obstacle Explosive range changed to 4
Balance changes in Beast’s statistics:
  • Dragon Health increased from 20 to 25, Attack damage changed from 6-8 to 7-9
  • Mighty Hare Health decreased from 25 to 22
  • Exploders accuracy changed (dexterity attack should be a little bit slower now)
  • Sheep Devotee cost decreased from 15 to 12, max damage changed to 4, Health decreased from 15 to 14
  • Cooldown Exploder Cook's action Feeding changed from 0 to 1
Balance changes in Non Battle Locations:
  • Hermit – in the first option Boredom reduction (-2) added instead of Health regen, in the second option Boredom reduction removed
  • Inkulinati Guild – Ink that can be obtained in the first and third options reduced by 1
  • Master’s Cousin – in the first option Health regen added (+5) instead of Boredom reduction, in second option maximum Health decreased (from +4 to +3), in the second option Boredom reduction (-3) added instead of Health regen
  • Alchemist – in the first option Ink decreased from +4 to +3
  • Princess – in the first option Ink decreased from +2 to +1 and Health regen added (+2) instead of Boredom reduction, in the second option Boredom reduction (-1) added instead of Health regen, in the third option Ink and maximum Health decreased (Ink from +3 to +2, maximum Health from +3 to +2)
Balance changes in Talent sets for Inkulinati (Duel mode):
  • Loony 1 – Beasts Sword-Wielding Creature, Bow-Wielding Exploder, Cook Exploder and Cerber changed to Sword-Wielding Rabbit, Bow-Wielding Dog, Cat Bishop, Mighty Dog)
  • Loony 2 – Beasts Sword-Wielding creature, Bow-Wielding Exploder, Cook Exploder and Cerber changed to Sword-Wielding Rabbit, Bow-Wielding Dog, Cat Bishop, Mighty Dog); Talents “Cheaper than Cheap” and “Thorned Fingers” changed to “Marathon Armour” and “Minimal Chaos Effect”
  • Loony 3 – Beasts Sword-Wielding creature, Bow-Wielding Exploder, Cook Exploder and Cerber changed to Sword-Wielding Rabbit, Bow-Wielding Dog, Cat Bishop, Mighty Dog); Talents “Cheaper than Cheap”, “Thorned Fingers” and “Handy Business” changed to “Marathon Armour”, “Minimal Chaos Effect” and “Anointed Hands”
  • Loony 4 – Beasts Sword-Wielding creature, Bow-Wielding Exploder, Cook Exploder and Cerber changed to Sword-Wielding Rabbit, Bow-Wielding Dog, Cat Bishop, Mighty Dog); Talents “Cheaper than Cheap”, “Thorned Fingers” and “Handy Business” changed to “Marathon Armour”, “Minimal Chaos Effect” and “Heavy Tiny”
  • Alewife 1 – Hand Action “Put to sleep” changed to “Drain Ink”
  • Alewife 2 – Talent “Daily Supper” changed to “Mourning Business”, Hand Action “Put to sleep” changed to “Drain Ink”
  • Alewife 3 – Talent “Handy Business” changed to “Cheaper than Cheap”, Hand Action “Strike” changed to “Drain Ink”
  • Andreas 1 – “Bishop-like Creature” changed to “Dragon”, Hand Action “Draw a Big Cauldron” changed to “Medium Ink Blot”
  • Andreas 2 – Bishop-like Creature changed to Dragon, “Draw a Big Cauldron” changed to “Medium Ink Blot”, Talents “Cheaper Beasts” and “Blessed Anger” changed to “Motivating Friendly Attack” and “Desperate Cunning”
  • Andreas 3 – Wolf Pilgrim changed to Spear-Wielding Creature; Hand Actions “Strike”, “Put to sleep”, “Mass Healing” changed to “Draw a Gate”, “Medium Ink Blot”, “Draw a Chest”; Talents “Handy Business”, “Ink Attack” and “Healing Grief” changed to “Motivating Friendly Attack”, “Desperate Cunning”, “Ink Dream”
Balance changes in Boss profiles:
  • Master Act 1 First run – removed Hand Action “Detonation”
  • Master Act 1 Not first run – Hand Action “Detonation” changed to “Draw a Small Cauldron”
  • Master Act 6 – Talents “Mourning Business”, “Love for Explosions” changed to Talents “Motivating Explosions” and “Non-daily reinforcement”; Hand Action “Wake up mass” changed to “Wake up”, Hand Action “Draw a Gate” changed to “Draw a Small Cauldron”
  • Godfrey Act 7 – Talent “Minimal Chaos Effect” and “Cheaper-Plated Than Cheap” changed to “Desperate Cunning” and “Born Ready”, Hand Action “Wake up” changed to “Pet”
  • Hildegard Act 4 – Talent “Healing Grief” changed to “Desperate Cunning”, Hand Action “Put to sleep” changed to “Wake up”
  • Hildegard Act 7 – “Aspiration” changed to “Mourning Business”, Hand Actions “Healing”, “Greater Blessing” and “Put to sleep” changed to “Greater Healing”, “Mass Blessing” and “Wake up”
  • Francis Act 4 – Talent “Anointed Hands” changed to “Mourning Business”
  • Francis Act 7 – Talents “Anointed Hands”, “Handy Business”, “Daily Heresy” changed to “Mourning Business”, “Non-Daily Reinforcement”, “Bleeding proof”
  • Dante Act 3 – Talent “Thorned Fingers” changed to “Fiery Business”; Hand Action “Infection” changed to “Draw Fire Sparks”
  • Dante Act 4 – Talent “Inky Business” changed to “Fiery Business”, Hand Actions “Infection” and “Let Them Bleed” changed to “Draw 3 Fire Sparks” and “Headache Mass”
  • Dante Act 7 – “Inky Business”, “Mourning Business” and “Thorned Fingers” changed to “Fiery Business”, “Desperate Cunning” and “Painful Fingers”; Hand Actions “Infection” and “Let them Bleed” changed to “Draw 3 Fire Sparks” and “Headache Mass”
  • Ape Act 7 – “Painful Fingers” changed to “Painful Business”
Other balance changes:
  • Difficulty Hard – starting Ink decreased from 16 to 14, Starting gold decreased from 200 to 100
  • Difficulty Master – starting Quills number increased from 1 to 2, Health regen decreased from 3 to 2
  • Changes in battlefields for Dante
  • Bonnacon removed from act 1 (from fox and hybrids armies, instead of Bonnacon Mighty Hare added)
  • Bellow-Wielding Devil's "A Puff of Bellows" action change - instead of insta kill, it deals 15 damage
  • After performing the "Hold your farts" action, the Exploder explodes with a Big Explosion, not a small one
  • After winning the battle with the Beast’s Lair, the player gets Gold, Prestige and Hand Action
  • Balance changes in the Beast’s Lair – Tree (less Pigeons)
  • Exploders perk "Loyal to the grave” removed
  • Gates removed from random events
UI and Effects
  • When an effect to which the Beast/Tiny is immune is to be applied, information about its resistance to that effect appears.
Bug Fixes
  • Nap removes 1 level of Ape's Frenzy
  • Act 6 – Inkulinati vs Beast’s Lair battle does not provide Hand Action or Talent rewards
  • Asian fonts are displayed as box characters in the talent On Activation notifications (MAC versions only)
Texts and Localization
  • Improved descriptions of Beasts
  • Localization updated for all languages
Other Changes
  • Added support for inverted mouse input
Known Issues
  • Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
  • The text with information about the effect applied to the beast/Tiny appears twice
  • Trumpet-Wielding Skeleton – Plague Bringer does not trigger when flying past enemies
  • The achievements of beating Godfrey, Hildegard and Dante if beaten at the end of Act 1 are not triggered
  • Bestiary – Lower-most row icons have an offset mouseover trigger area if they are too close to the tab's lower border
  • The achievement First Steps does not trigger
  • Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
  • Sometimes the indicator for new Beasts, Hand Actions, and Talents in the Bestiary does not disappear
  • AI difficulty modifiers affect Player vs. Player battles' starting Health in Duel Mode
  • Professor's Assistant triggers the achievement "Absolute Efficiency"
...