1.52m Bugfix Patch Notes - Feb 26 2022
BUGS
- Fixed potential infinite loop bug with the “Traps” magic mod affix
- Added graceful failure if the game tries to write to globalplayerprefs and the file is locked for some reason
- Defeating dirtbeak in one blow from when he has >50% health should no longer spawn a blank dialog box.
- Captured monsters, when first named and Buddied Up with, should no longer have their generic species name
- Updated final boss (first phase) default music to hopefully prevent odd cutscene error
- If you have never done the Escaped Frog mini-quest at the corral, and you also have the Ancient Cube from the first boss - fight, the Frog event will now play out first.
- Attempted fix for rare issue where game would soft lock after capturing a pet in another file
- Attempted fix for rare issue with gamepad-style options menu where transparencies could get messed up
- Fixed game error related to pets, where if you captured a pet on one file, saved the game and started a new file, the game would soft lock
Minor Patch 1.52j Notes - Feb 5 2022
BALANCE
- Increased drop rate of Lucky Envelopes from champions, bosses
- Increased event item drop rate in general slightly from champs/bosses
BUGS
- The “Counter Swallow” attack of the Nian monster and Tyrant Dragon no longer affects corral pets
- The dungeon floor name in the upper left should no longer overlap UI at some resolutions
- Fixed bottom HUD UI positioning issues at various resolutions
- Bottom hud UI should no longer overlap full-screen UI at various resolutions
- Pressing “Escape” to open the options menu should now correctly show a full background behind the entire screen at all resolutions
- Fixed bug related to duplicate pets on game load… again
- Riverstone Waterway unlock should be global now
Patch 1.51 Notes - Jan 11 2022
BUGS
- Fixed bug where if a new monster was created from two parents, the new monster could potentially be deleted or overwritten due to not being assigned a unique ID
- Fixed bug where going to New Game+ with a pet could cause some data issues with the pet
- When abandoning or failing a quest involving appeasing a food-loving monster, that monster’s quest status should now be correctly removed
- (Hopefully) Fixed the constrict/paralyze VFX getting stuck sometimes
- Fixed bug where Doublebite Axe, or items with its special affix, could be “stuck” on one elemental bonus in some situations - (i.e. dual wielding with the same mod), or could grant both bonuses simultaneously
- Knocking out a monster in the 2nd Job Trial now counts as removing it from the map for purposes of beating the trial
- Fixed bug where seasonal drops were not working at all
CONTENT/GAMEPLAY
- Prep work for the Lunar New Year patch and event!
QUALITY OF LIFE
- Added a new prompt if you try to switch gear, when doing so would cause you to fail a rumor.
Build 1.31i (27 February 2020)
BALANCE
- Tornado / Hurricane champions should no longer spawn tornados near you if they cannot see you.
- The price of Rose Petals is now 400g / sells for 200g (up from 100/50).
- (Legend of Shara) Increased Orb of Reverie drop chance in Wanderer’s Journeys
- (Dawn of Dragons) The Phasma Cannons in the final dragon fight no longer act as often, and summons should appear less frequently
- (Dawn of Dragons) Whip base damage is higher now.
BUGS
- Damage text missing from certain abilities like Photon Cannon should now appear again
- Fixed serious bug when going from a regular save to a DLC-enabled save
- (Dawn of Dragons) “Banishing” champions should no longer hit Vinelings for 50% of their health (oops)
- (Dawn of Dragons) Fixed issue where mighty vines could disappear forever, making the Ancient Jungle unable to be completed
- (Dawn of Dragons) Fixed Echo Dragon’s name, and incorrect coloring for Corporeal vs Ethereal forms.
- (Dawn of Dragons) Fixed visual issues with the final dragon
- (Dawn of Dragons) Whip damage should now properly scale with Strength and Swiftness as intended
LOCALIZATION
- “Legend of Shara” is now localized into Simplified Chinese
- Various German and Japanese translation updates
ENGINE
- Various performance improvements and optimizations
QUALITY OF LIFE
- There should be less log spam when monsters use abilities out of your line of sight.
Build 1.31c (12 January 2020)
BALANCE
- The “Steadfast” shield magic mod now reduces basic attack damage from the shield’s direction by 50% (up from 33%), while damage from other angles is only increased by 10% (down from 15%).
- The “Arrow-Dampening” armor magic mod now decreases ranged attack damage taken by 30% (up from 25%)
- The “Phalanx” armor magic mod now decreases melee damage taken by 20% (up from 15%), while the extra damage from ranged attacks is now 5% (down from 15%)
- Weapon and quiver mods that deal extra damage to certain monster families (Frog Slaying, Bandit Slaying, etc) now all deal +30% (up from +20%), with the exception of Rust-Biting, as it has an upgraded version (Chrome-Shredding)
- The “Emergency” shield magic mod now reduces damage from basic attacks by 50% while under 33% health (up from 25%)
- The “Toxicity” magic mod now has a 6% chance to drop acid pools, up from 5%, per step
- The ice shot ability used by “Icedaggers” champions now deals less damage (110% of normal dmg, down from 135%) and has a slightly longer cooldown.
- Adjusted how Resist-Piercing champions work. Rather than constantly piercing 50% of all resistances, they now add a stacking debuff when they damage their target, which lowers its resists by 10%. This can stack 4 times.
- Buffed the stats of the following monsters: Mottled Sandjaw, Heated Sandjaw, Electric Jelly, Cave Lion, Guardian Corsair
- Decreased the cooldown (20 -> 16t) and increased the damage (25% -> 35% attack dmg) of the toxic cloud used by Toxic champions
- Increased the cooldown of Conjurer / Frogmaster summons from 13 to 16 turns
- Unstable Magic (Spellshaper ability) now costs 5 Energy (down from 15) and has a cooldown of 6 turns (down from 8)
- In Savage World, monster resistance to status effects now halves the duration rounded up instead of down.
- (Legend of Shara/Dawn of Dragons) The monster ability Black Hole now lasts 5 turns, down from 7
- (Legend of Shara/Dawn of Dragons) The monster ability Energy Shield now has a 16 turn cooldown (up from 14)
- (Legend of Shara) In Tower of Ordeals, chance to find shopkeepers per floor is now 25% (up from 20%)
- (Legend of Shara) In Wanderer’s Journeys, champion monsters now give +15% rewards per champion mod, which should make them feel more worthwhile to fight
- (Legend of Shara) Adjusted difficulty curve of Tower of Ordeals. The first 20 floors now become harder more quickly (more monster power/level gained per floor), however the following 30 floors grow harder more slowly, particularly the final 20 floors. The overall end point of the dungeon is the same. This should make for a more even playthrough.
- (Legend of Shara) In all Wanderer’s Journeys, there are now guaranteed Scroll of Job Change scroll spawns every 10 floors (e.g. floor 10, 20, 30…) in chests, somewhere. Gotta explore to find them!
- (Dawn of Dragons) During the Ancient Jungle dungeon monster waves, monsters will no longer only focus on the vines. Instead, they add Vine aggro every turn, which can potentially be overridden by other sources of aggro.
- (Dawn of Dragons) Ancient Jungle now has at least 2 more friendly monster crystals/eggs per map
BUGS
- Fixed bug where monsters with the “Hundred Fists” abilities were dealing about twice as much damage as intended.
- Fixed bug where abilities could sometimes lose their Energy or Stamina cost if a monster had the same ability
- Fixed bug where Brigand’s Silver Job Emblem affecting Smoke Cloud was not affecting cooldown
- Poison Evocation and Unstable Magic should now be properly processed by Spellshaping mods (including costs)
- The searchbar now correctly filters by favorited items if you use “favorite” as a search term.
- Monsters Letters should correctly stack more often now (they will not stack unless all the underlying info is the same, though - who caught the monster, who released it, and the skill transferred)
- Sword Dancer’s gold emblem that allows you to parry skills (with 1/3 of normal chance) no longer reduces your regular chance to parry to 1/3 normal. Oops!
- Fixed bug with Gambler’s Skill Orb version of Double Down inconsistently triggering its effects. Also, fixed Double Down not always hitting all targets
- Fixed bug where toggling monster health bars via keyboard binding (“M” by default) would briefly flash them on the screen, even in fog of war
- Fixed bug where monsters with the “Monster Pull / Haul” ability (e.g. Puller/Hauler champs) could use this ability on themselves to do instant damage. This was not intended. It should only be usable on other allied monsters.
- Fixed bug that could bork pet duels. Also, added more safeguards to ensure that helpless corral pets wandering outside their pen won’t get caught in the crossfire and injured.
- Fixed visual bug when Sword Dancers parry and create Flame Serpents from their Advanced innate job trait
- If you try to equip an item in the dungeon, and you cannot equip it for whatever reason, you should no longer lose a turn
- (Dawn of Dragons) The Frog Dragon Break ability now pans the camera while using it
- (Dawn of Dragons) The final dragon dungeon event will now trigger as long as you’ve ever cleared the final boss on the current save slot (meta progress)
- (Dawn of Dragons) Fixed Orb of Reverie + Scroll of Job Change recipe working incorrectly
- (Dawn of Dragons) The “Arcane” Quiver mod now triggers 25% of the time as intended (instead of 100%...)
- (Dawn of Dragons) Fixed Spectral Crab / Enemy Jelly Trooper not showing up in the Monsterpedia (note: you will have to defeat more of them starting with this patch for them to show up)
- (Legend of Shara) Fixed various bugs with Glide resetting (or not resetting) its cooldown when it was not supposed to.
- (Legend of Shara) Fixed bugs where, in dream versions of certain maps, you could unintentionally trigger certain events
ENGINE
- Further save file size optimizations, trimmed out some garbage data
QUALITY OF LIFE
- (Legend of Shara) In longer Wanderer’s Journeys, the special music tracks now play for more floors in the middle and towards the end
- (Legend of Shara) Mini Dreamcasters now have a “Swap Places” option
WRITING
- Minor writing adjustments in the final battle dialogue
Build 1.30n (30 December 2019)
BALANCE
- During Gold job trials, you can now use 6 consumables (up from 5)
BUGS
- Fixed rare save corruption bug that made the game unloadable
- Fixed bug where your corral pet would become ‘disconnected’ from the corral, and you would be unable to return it (among other potential issues)
- Fixed soft lock if you leveled up while returning to town at the same time of the Riverstone Grove frog callout
- Bosses that can potentially spawn illusions for any reason should no longer cause script/cutscene glitches when you destroy the illusions
- Friendly bombs, like the kind generated by Brigand’s advanced job trait, should now always have a green aura (indicating they will not harm you)
- The minimap size will now dynamically adjust if it’s open while changing zones
- Fixed bug where Medium Armor Mastery was not giving you enough Dodge (8% of Swiftness, instead of 12.5%)
- (Legend of Shara) Fixed soft lock related to bringing some gear in or out of the dungeon
- (Legend of Shara) Items upgraded in Mini Dreamcasters should now have correct names
- (Legend of Shara) Fixed bug where some items found in Journeys could disappear when brought into Hall of Champions
- (Dawn of Dragons) When using a hand wrap in your main hand, random offhands should now stop being auto-equipped
- (Dawn of Dragons) A friendly Bandit Wrangler should no longer summon hostile monsters
- (Dawn of Dragons) Fixed Spirit Sanctuary stair routing issues that made it impossible to get back to your Item Dream once you explored deeper in. Also fixed bug where an Item Dream portal would not appear if you were knocked out there for any reason.
- (Dawn of Dragons) Fixed bugs with various crafting recipes sometimes not using all required input items.
MOD SUPPORT
- Fixed potential issues in mod loading and icons on some systems
ENGINE
- Various optimizations during gameplay
QUALITY OF LIFE
- Pet monsters should no longer use self-buffing abilities if outside of combat.
- The game now shows what DLC you have installed on the title screen
- Bringing a tamed (not knocked out) bandit to the Beastlake Park quest no longer removes it
WRITING
- Block, parry, and dodge descriptions on the Character screen now indicate that not all special attacks can be avoided, and that chance to dodge special attacks is halved.
Build 1.30l (12 December 2019)
BUGS
- Fixed rare save corruption bug that made the game unloadable
- (Dawn of Dragons) Fixed Spirit Sanctuary stair routing issues that made it impossible to get back to your Item Dream once you explored deeper in. Also fixed bug where an Item Dream portal would not appear if you were knocked out there for any reason.
QUALITY OF LIFE
- Pet monsters should no longer use self-buffing abilities if outside of combat.
Build 1.30j (09 December 2019)
BALANCE
- Reduced the gold cost to use non-Lucid / non-Skill orbs by 33%
- Reduced the efficacy of monster healing in NG+ and Savage World by 16/32% (this helps the player!)
- (Dawn of Dragons) In NG+ and Savage World, the Vinelings in the Ancient Jungle gain increased health and substantially more defense to make up for the increased monster power.
BUGS
- Fixed certain inconsistencies with attack calculations when dual-wielding weapons. For example, Sharktooth Axe in offhand was not getting an accuracy penalty, and the third Whip Mastery was triggering off both hands
- (Legend of Shara) Fix to Relic loading from meta progress, which was causing serious errors w/ Hand Wraps & Whips
- (Dawn of Dragons) Fixed the “1 Gem + 1 Lucid Orb = Random Lucid Orb” frogcrafting recipe, as well as “2 Gems + Accessory = Random Accessory”
- (Dawn of Dragons) Offhand attacks with Hand Wraps should work again.
LOCALIZATION
- (Legend of Shara) Spanish support added.
QUALITY OF LIFE
- You can now search for “gem” in the searchbar of various inventory UIs to filter all your gems.
Build 1.30g (05 December 2019)
BUGS
- Fixed some game load bugs caused by last patch, sorry
- (Dawn of Dragons) Verminespers should no longer be able to charm the vines in the Tyrant Dragon dungeon
- (Dawn of Dragons) You should no longer see the portal reveal animation to the Spirit Sanctuary if you’ve cleared it
- (Dawn of Dragons) Fixed bug in the 3rd floor of Bandit Waterworks where every switch would unlock the final gate.
Build 1.30e (04 Decmber 2019)
ART/VISUALS
- (Dawn of Dragons) Whip masteries now have unique skill icons
BALANCE
- Flame Cocktail (and all higher level versions) now have an additional square of range
- Guardian Lurkers now have a 5 turn cooldown on their laser ability (up from 4)
- For rumors that have a limited step count, you no longer lose steps while in Item Dreams or Wanderer’s Journeys
- Champions generated by the “Notorious” feat now give 15% more rewards, and have a 33% chance of dropping a useful item (such as rose petals, Orb of Reverie, a healing potion, butler bell)
- (Dawn of Dragons) The “Bubble” mod now grants a shield equal to Lvl x 30, down from Lvl x 50.
BUGS
- Fixed game error with Ramirel’s Dismantler if an attack was reflected back to you
- Fixed mapping bugs with Xbox One controllers
- Effects that reduce healing should now work correctly on monsters
- Quivers should no longer grant CT when using a staff or other non-bow weapon
- The Food Cart should no longer ever use Butler’s Bells as a demanded item
- When completing the Beastlake Park bandit pet quest, the pet should now be permanently removed from you as intended. (Remember, you can also simply hand in a knocked out bandit. It doesn’t have to be a tamed pet.)
- Porting out of a job trial on the 2nd floor no longer leaves an open portal back into the trial area!
- (Legend of Shara) While in Hall of Champions or Temple of the Elements, you should no longer keep equipped gear found in the dungeon
- (Legend of Shara) Fixed very strange bug with relic names sometimes being saved/loaded wrong.
- (Dawn of Dragons) Fixed bug with “the Wolf” mod’s defense being way too high, and also sometimes triggering (or not triggering) incorrectly after dismissing summons
- (Dawn of Dragons) Fixed bug where some monsters in dragon dungeons were set to 0% xp/gold/jp rewards
- (Dawn of Dragons) The “explosions” mod should no longer work on regular abilities, only items
- (Dawn of Dragons) The second Whip mastery should no longer trigger with non-Whip weapon types
- (Legend of Shara/Dawn of Dragons) Removed some monster sprites that were not supposed to show up in Journeys
- (Legend of Shara/Dawn of Dragons) Fixed issue where Shara could encounter game errors with Dawn of Dragons installed, in some areas (like Frog Bog)
CONTENT/GAMEPLAY
- (Legend of Shara/Dawn of Dragons) If you own both expansions, you will now be able to find relic Whips and handwraps
ENGINE
- Various small optimizations
QUALITY OF LIFE
- Reorganized the Fast Travel/waypoint dialogue to show floors in a consistent order
- (Dawn of Dragons) Langdon now has a dialog option reminding you where to go to continue the dragon questline.
Build 1.30b (26 November 2019)
- Dawn of Dragons, our second expansion, has launched!
BALANCE
- Rebalanced/fixed how Confusion status works. Now, Confused monsters have a 50% chance to take a Confused action on their turn. This action is either: attack a random target (including possibly allies, or themselves), OR wander to a random nearby space. Overall, this should be way more useful than Confusion was previously.
- Fixed a certain harmless frog exploit. You know what it is.
BUGS
- Fixed bug where the searchbar tutorial could sometimes mess with dialog box state.
- Fixed rare game crash bug
- Fixed issue where Bandages and Iron Breathing would trigger healing regardless of clearing any bleed/poison effects
- Fixed bug where getting a campfire before a boss or special map would sometimes spawn you in a weird location
LOCALIZATION
- Fixed missing kanji in Japanese fonts
QUALITY OF LIFE
- When talking to Jorito about Weapon Masteries, he will tell you how much JP you currently have.
- The game now saves your combat log in your save file folder (combatlog0, 1, etc. corresponding with save game slot.) This log mirrors the content of the log in the journal UI tab.
Build 1.29j (01 November 2019)
AUDIO/MUSIC
- Corral pets should no longer make so much noise, unless they’re in combat.
BUGS
- Fixed bug where some map objects lasted forever (introduced in the previous patch, sorry)
- Fixed monster behavior bugs (also introduced in previous patch)
- Fixed bug where no Orbs of Reverie worked on anything ever (same)
- Fixed bug where feat selection toggle states were janky
- Fixed bug where going from Shara character creation → Mirai would mess up the Mirai character creation process
- Attempted fix for bug where, in some regions, all “miscsettings” values (like enemy dmg, hero dmg, etc) were cranked up to 1000% on initial load.
- (Legend of Shara) Fixed broken relic names
- (Legend of Shara) Tutorials should really no longer pop up during Shara’s intro scene
- (Legend of Shara) Game error related to local region/language fixed
Build 1.29d (28 October 2019)
ART/VISUALS
- Worked on smoothing some dialog box jank
BALANCE
- Non-boss monsters in Savage World now have generally more Health, and scaled monsters in NG+ / Savage World (i.e. low level monsters scaled to higher level) both have more health and power as intended
- When extracting magic mods from the Dreamcaster, you now have a chance at a bonus shard depending on the rarity of the item.
- Budoka fist / kick weapon power now increases by an additional 5% at levels 12 1 6, and 20
- Budoka’s tier 3 innate passive now boosts Vital Point proc chance on attack to 30% as intended (up from 20%, which was bugged)
BUGS
- Fixed dream crystals sometimes having no aura and soft locking the game
- Fixed game error due to rare monster spawn
- Fixed Wild Cards “Straight” evaluation again
- Fixed bug where status data was not saved correctly, so hero-spawned poison/bleeds (etc) would load and use the monster’s stats instead of the hero’s
- Fixed bug where items would show a 4th upgrade possible in the Dreamcaster (such as +20 Stamina/Energy) outside of Savage World
- Fixed bug where a corral pet could be mad at you forever
- Fixed rare game error related to Runic Crystals on death
- Fixed error that could cause game to not load (due to DLC2 work, oops sorry)
- Fixed bug related to large pet parties throwing game errors
- Corral pets can no longer be charmed, ever
- Damage conversion effects like Fire --> Shadow should work correctly now with your bonus dmg
- Addressed various issues with monster level scaling. This might result in some monsters (scaled from a lower level) having more Health
- Whirlwinds - 2H weapon mod - now triggers only on use of physical damage skills, as intended
- Fixed issue with disappearing friendly elemental spirits
- (Legend of Shara) Orbs of Reverie should drop correctly in the right Wanderer’s Journeys again…
- (Legend of Shara) Fixed bugs related to saving/loading certain Wanderer’s Journey data in some regions
- (Legend of Shara) Less immersion breaking at the start of Shara’s story (tutorial popups)
MOD SUPPORT
- Fixed bugs with viewing / uploading mods from Linux
ENGINE
- A variety of engine optimizations for better performance on all platforms (fewer stutters, frame drops in various combat situations)
- Improved loading times
Build 1.28d (19 September 2019)
ART/VISUALS
- Limited the max # of pets displayable in the “Pet Party” hud element, so they don’t take up the entire screen
BALANCE
- Paladin’s “Advanced” innate bonus (blocking empowers next damaging skill) now applies to Shield Slam too
- Spears now have a new inherent effect: basic attacks pierce 25% of target’s resistance (depending on the Spear’s damage type)
- The second Spear weapon mastery now has an additional effect: Spears will strike two targets at once in a line (so if you attack at range 2, it hits the one in between, if you attack in melee, it hits the target behind)
- An Axe in your offhand will now correctly execute the 360 degree attack that all Axes have
- Adding Skill Orbs to Legendary and Relic items now takes 2x the JP
- (Legend of Shara) Default max # of mods on relics is now 3 instead of 4. Higher rank relics can reach up to 5, rather than 6, unless you’re in the Tower of Ordeals!
- (Legend of Shara) The final boss of Tower of Ordeals now drops two relics!
BUGS
- Monsters should no longer exceed the “Happiness” threshold after breeding
- Fixed bugs related to job & feat unlocks using wrong data from other save slots instead of the selected slot
- Fixed incorrect text output when Cat’ie bonks a pet on the head
- Fixed some ground effects not being flagged correctly as reducing defense
- Fixed various status effects added by gear not reading the correct originating actor as the Hero on load. This made some statuses like “increased block chance with even gold amount” not work correctly.
- Fixed mod viewer not maintaining scroll position past the first page of mods.
- When dueling your pet, your pet should no longer harass your other corral pets
- Fixed bug with Sword Dancer’s tier 2 emblem effect that was supposed to auto-attack enemies when pulled or pushed by them.
- Fixed bug where trying to put a Skill Orb on an item via Dreamcaster would sometimes display a success rate of 0% regardless of JP added
- (Legend of Shara) Relic quivers should no longer use a shield icon
- (Legend of Shara) Ranged relic weapons should no longer spawn with Parry mods
- (Legend of Shara) Relics shields should now properly have physical damage reduction
- (Legend of Shara) The “Eat Weapon” ability of Mimics should no longer be inheritable
- (Legend of Shara) You should no longer be warned about failing a rumor while in a Mystery Dungeon.
- (Legend of Shara) You should no longer find Orbs of Reverie in Wanderer’s Journeys where you can’t use them or carry them out
- (Legend of Shara) Attempted fix for bug where relics would sometimes be capable of getting more magic mods via Dreamcaster than originally intended.
- (Legend of Shara) Fixed bug where Mystery Kings would sometimes not drop relics. Sorry!
ENGINE
- Switched to a new typewriter text function, should be much more CPU-efficient now
QUALITY OF LIFE
- Monsters will now drop all items they are carrying if hit with a Monster Mallet. This should prevent situations like your weapon being eaten by a Mimic, never to be retrieved again.
- You should no longer receive a popup about entering Savage World once you have already seen it at least once.
WRITING
- (Legend of Shara) The “Armillary Mirrors” effect no longer says “Armillary Mirrors” in the log if you are using a relic with that effect
Build 1.27 (13 August 2019)
BALANCE
- The benefits of the second Dagger Mastery have been reduced from +10% dual wielding accuracy/damage to +7.5% (per hand).
- Using a Lightweight weapon or a Claw in your offhand is now a little worse than before, by about 5%. However, if your offhand weapon is both Lightweight AND Claw, it’s still as effective as before.
- (Legend of Shara) Slightly bumped up the average monster level in Temple of Elements, along with respawn rate. Also, shops now appear a little less frequently (25% chance per floor, down from 33%)
- (Legend of Shara) The base weapon power of all Relics has been reduced by 15%, prior to any other modifiers, multipliers, flat enhancements etc. Since Relics are already pretty strong, this seems reasonable.
- (Legend of Shara) Default armor, shield, quiver, and magic mod values have also been reduced slightly for Relics.
- (Legend of Shara) The “Precise Finish” skill now grants +35% JP, gold, and XP (up from +20%) when landing a finishing blow with the skill
BUGS
- You should no longer riposte while under the effects of Paladin’s Sanctuary
- “Heavy” magic mod should now correctly show the CT penalty when hovering over the item
- Fairy’s Choker (20% chance to reduce random cooldown by 1 turn when attacked) should work again
- Fixed issue with certain directional-based status effects causing game errors occasionally
- Savage World / New Game+ selection should work reliably now on main branch (was only working properly on beta, most of the time)
- Gambler’s “Wild Cards” ability should now properly test Aces valued as both “1” and max value for the purposes of Straights etc.
- Bred monsters should now have the correct Family in all cases
- Visual fix for bug w/ ending scenes/credits where gameplay leaked through
- Attempted fix for bug where portals were not always created when leaving an Item Dream
- Fixed bug with Talrose the Painter sometimes telling you to go to the wrong place
- When interacting with the food cart, you should no longer see “Sale Value: 0g”
- Fixed some garbage text in the log related to the food cart
- (Legend of Shara) Fixed game error that occurred with the “Shard” relic affix (negate magical damage, gain spirit buff)
- (Legend of Shara) Attempted fix for Obsidian Band affix on relics that was causing problems when stacked (it should not stack)
- (Legend of Shara) Attempted fix for rare bug related to Shara’s Dominate power
- (Legend of Shara) Fixed bug where Relics could be permanently lost if eaten by a Mimic, then saving+quitting
- (Legend of Shara) Fixed bug where items with the “Does not interfere with offhand fighting” mod were not working on Relics correctly
CONTENT/GAMEPLAY
- You can now duel (roughhouse) with your corral pet, in Riverstone Grove. Just use the appropriate pet command. When dueling, you cannot actually defeat your pet (or vice versa). After the duel, you both will be cleared of all temporary negative statuses, and restored to pre-duel Health.
ENGINE
- Considerable work on DLC2!
QUALITY OF LIFE
- Up to 12 buffs/debuffs can now be displayed (up from 8/8)
Build 1.26a (04 July 2019)
BUGS
- Fixed bug where HuSyn’s tier 3 emblem was not working correctly (Runic Crystal was not picking up powerups as intended)
- It’s now possible to close the Steam Leaderboards via controller
- Daggers now actually give +35 CT on crit as intended (down from +50; this change was made a few patches ago, but was not implemented correctly)
- Ice shards from Ice Tortoise should no longer be consumed when passing through friendly creatures
- (Legend of Shara) Relics that grant the ‘Deep Lake Gem’ effect of ignoring Deadly Void damage should now work properly
CONTENT/GAMEPLAY
- New armor magic mod: Gourmand’s (upgraded version of Gluttony - increases food healing)
- New melee weapon magic mod: Immobilizing (% chance to root with basic attacks)
- New shield magic mod: Spiked (blocking attacks deals 33% of Weapon dmg back to attacker)
- New shield magic mod: Balance (not blocking an attack raises block chance by 20% until your next block)
- New 2h melee weapon mods: Weighted and Robust. Uses 15/20 CT per attack, but increases attack damage by 20/30%.
- New 2h melee weapon mod: Fury. Gain 35 CT upon defeating a non-trivial enemy.
- New 2h melee weapon mod: Sundering. Weapon attacks reduce target’s def/dmg by 5%, stacks up to 4x.
- New 2h melee weapon mod: Whirlwind. Using Physical skills also attacks nearby enemies for 20% weapon dmg
- New bow/staff weapon mod: Point-Blank. Attacks to enemies in melee range deal +25% damage.
- New armor magic mod: Determination. Reduces damage from summoned creatures by 50%
- New weapon magic mod: Anti-Summon. Increases damage against summoned creatures by 25%.
- New equipment magic mod (any slot): Loyalty. Corral pet restores 10% of its max Health when you defeat a non-trivial monster.
- Eight new legendary items, including a new Wild Child-oriented gear set!
Build 1.25j (04 July 2019)
BALANCE
- (Legend of Shara) The min & max rank of scaled relics found in Wanderer’s Journeys now varies based on the difficulty of the Journey. Easier journeys like Goldfrog’s Grand Grotto will have somewhat lower average & max relic quality than much harder ones like Temple of Elements and Tower of Ordeals.
BUGS
- Fixed Chinese language selection at title screen.
- Fixed display bug with reserved Energy and dismissing Floraconda
- Fixed bug with pet trainer’s forget skill function not subtracting JP properly
- Fixed bug in evaluating game completion state for purposes of NG+ / Savage World
LOCALIZATION
- Updated Japanese localization with Savage World content
Build 1.25i (04 July 2019)
BALANCE
- Corral pet max health has now been capped at 4000 for the regular game, 6000 for NG+, and 8000 for Savage World. The reason for this change is because, due to a bug fix also in this patch, corral pets can learn and pass on a wider range of passive traits than they could before.
- NG+ minimum monster health slightly increased
- Savage World monster health increased
BUGS
- Passive monster abilities on pets/corral monsters should no longer disappear on save/load. This means passive monster skills should now be able to be passed down to children.
- Talking to NPCs should no longer trigger end-of-turn effects like gaining CT or ticking statuses (could be particularly exploitable in Wanderer’s Journeys)
- Fixed a couple item comparison bugs; comparisons should be more accurate now particularly for armor with Dodge
- Fixed bug where certain status effects granted by equipment (such as Antipode Blade’s fire/ice attack) sometimes got ‘stuck’ and were not removed
- You should now be able to enter an item in the Dreamcaster if it does not have max upgrades (+++) but does have max magic mods. You just won’t be able to get more mods on it.
- Chance of passing day in the Dreamcaster should be accurate even if you clear a Nightmare Prince
- Fixed bug where Skill Orb version of Escape Artist had the unintentional limiting property of ‘adjacent wall only’
- You should now be able to search for rarity “RARE” (threw an error before)
- Fixed bug with Overdraw magic mod not working correctly on quivers, also fixed it not working properly when auto-switching weapons
- Edge Thane’s innate “Survival” bonus should no longer persist if you change jobs
- The buff from Vanishing Ink should no longer persist if you unequip the ability
- Damage from Radiant Starhelm’s “Smite” effect should now show up correctly in the log (as “Divine Fury”)
- Fixed game error when capturing very high level monsters and trying to add them to your corral
- The new searchbar tutorial should no longer pop up more than once
- After upgrading your Monster Mallet, the correct Health threshold should be displayed when using the ability (20% instead of 15%)
- Attempted fix for rare bug with cooking UI
- Attempted fix for some weird edge cases with Blinking monster power
- Fixed bug with searchbar tutorial popping up after using a Job Change scroll
- (Legend of Shara) Fixed animation time on Energy Shield effect
- (Legend of Shara) Runes of Knowledge now actually cost JP as intended, instead of giving you JP
- (Legend of Shara) Fixed bug with stairs disappearing sometimes in Shara mode
- (Legend of Shara) Fixed map generation bug in Realm of the Gods where objects could be on inaccessible tiles
- (Legend of Shara) Fixed display error when getting multiple relics in a single Wanderer’s Journey, sometimes showing incorrect item info
- (Legend of Shara) Subtle Bonk should work correctly now
- (Legend of Shara) Another bug fix related to relics disappearing in Wanderer’s Journeys
LOCALIZATION
- SPANISH language support is now available!
QUALITY OF LIFE
- Sped up the animation on Divine Fury again
- Abilities taught by Cat’ie, such as Fast Healing and Taunt, should no longer get written in Monster Letters (this was just a time-waster!)
WRITING
- “Teleportation Scroll” is now “Scroll of Teleportation”, and “Job Change Scroll” is now “Scroll of Job Change”.
Build 1.25c (06 May 2019)
SAVAGE WORLD
-
The ultimate challenge for those who have defeated even New Game+! As with NG+, this restarts the game world while keeping all of your progress. The entire game will be much harder in a variety of ways, in exchange for even greater treasure-finding prospects and the ability to upgrade equipment to ++++ in the Dreamcaster. If you can defeat this mode, you’ll have supreme bragging rights! Here is a list of key changes in Savage World:
-
Bonus CT gain from all sources reduced by 33%
-
Using any item from your inventory, unless it grants CT, now reduces your CT to 0
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Parrying now blocks 66% of damage (instead of 100%)
-
Base powerup drop rate reduced to 25% of normal game; healing reduced 50%
-
Monsters recover from non-damaging statuses twice as quickly
-
Monsters gain additional stats, damage, defense, and aggro range
-
Certain easily-dodged monster abilities like Panthox’s Claw Rake and Electric Jelly’s Lightning Circle now have more challenging targeting patterns
-
Monster skill cooldowns reduced by 25%
-
Monster density and respawn rate increased
-
Boss fights now have extra enemies
-
Items can be upgraded a 4th time in the Dreamcaster (++++)
-
Loot quality improved throughout the game
-
Items can now spawn with up to +++ already added
-
Double legendary and Orb of Reverie drop rate compared to NG+
-
You can learn an additional ultimate Weapon Mastery
BALANCE
- Non-summoned player-faction monsters should no longer combine with each other (could lead to wacky scaling)
- Godspeed Strike no longer gives you a free turn automatically, instead granting +25 CT on use.
- Daggers now grant +35 CT on crit (down from 50). They are just a little too strong in giving the player multiple turns.
- In New Game+ (and beyond), the hidden dream boss encounter is now much harder
- In New Game+ (and beyond), loot rank has been nudged up.
- In New Game+ (and beyond), champions now have a chance to drop Rose Petals in addition to their other loot
- In New Game+ (and beyond), shops now carry more stuff
- (Legend of Shara) The “Armor Training” relic mod should no longer show up on armor (as it could potentially show up on medium/light armor, where it did nothing).
BUGS
- Job change scroll should no longer use stairs if you use it on top of stairs
- Fixed Godspeed Strike display bug
- (Legend of Shara) Hotfix for Wanderer’s Journey related bug introduced in 1.25b
- Fixed issues with hero starting in the wrong position on certain maps (like the 2nd boss fight)
- Sword Dancer’s gold emblem (allowing for skill parrying) should now work as intended, giving you 33% of your normal Parry chance (instead of the unintended 100% of your normal Parry)
- Also fixed bug where abilities used on ANY character had a 3x multiplier on parry chance…
- Fixed wonkiness allowing you to sometimes learn multiple armor masteries (quest flag was being reset)
- Fixed bug with Ice Daggers sometimes not dealing triggering its effect correctly
- It should no longer ever be possible to Fast Travel from within an Item Dream (caused some further bad behavior)
- Hopefully fixed bug where the black fade behind the end cutscene and credits sometimes didn’t work
- Fixed some bad save file issues
- (Legend of Shara) ‘Factory Free-for-All’ should now properly give you 10 Camouflage Perfumes at the start
- (Legend of Shara) Attempted fixes for Mirai campaign data leaking into Shara data somehow
- (Legend of Shara) Fixed hang in post-final boss cutscene
- (Legend of Shara) Calligrapher ground buffs (shadow, lightning, water) should now spawn on monsters, as intended
- (Legend of Shara) Fixed possible bug in Shara’s second boss fight
CONTENT/GAMEPLAY
- A new challenge has been added: “Savage World”, unlocked after completing New Game+!
- (Legend of Shara) After completing Shara’s story in any save slot, Mirai will now be able to do a Shara cosplay.
ENGINE
- Save file size optimizations, particularly for Legend of Shara players with many relics
- Game now saves an additional layer of backup history to help with future file corruption issues
QUALITY OF LIFE
- Doubled the size of the combat log in the Journal
- There are now 15 save slots available
- New features for the searchbar! See below:
- Searching ‘trash’ will allow you to view only items marked as trash
- You can now add “or” to your searches, for example ‘sword or axe’, to get items that match at least one of those terms. You can even use multiple OR terms, for example: ‘relic or legendary or trash’
- You can now search by rank by typing: rank:x, where x is the desired rank. Typing rankbelow:x will search for anything below that rank, while rankabove:x will search for that rank and higher.
- The same works for rarity, for example: rarity:common, raritybelow:ancient, etc.
- Negative searches can now be performed with !, for example !quiver would return anything not a quiver
- Also, searches for ‘quiver’, ‘shield’, and ‘book’ should now work properly to search for those offhand types
- There is now a tutorial that pops up the first time you use the searchbar (after you close the UI you were using, of course) explaining these features
WRITING
Build 1.24L (17 April 2019)
BUGS
- Fixed bug with Job Trial map generation that would take your JP but not create the trial
- Fixed bug with feeding max-happiness monsters anything at all
- Fixed major bug with exiting Item Dreams sometimes screwing up the AI state
- Sword Dancer’s Flame Serpent riposte should no longer destroy your existing Flame Serpent
- (Legend of Shara) Fixed rare bug in Item Dreams that could softlock the game in certain memory worlds
- (Legend of Shara) Runes of Knowledge should actually cost JP now
- (Legend of Shara) Calligrapher map buffs (orbs etc) should no longer be destroyed by monsters on step. Also, Calligrapher Forbiddance runes should no longer be destroyed by the player on step.
MOD SUPPORT
- … Should be working on Linux now!
ENGINE
- Various small UI-related optimizations
QUALITY OF LIFE
- In the monster feeding UI, a monster’s favorite / hated foods are now marked in green/red with extra text too. You still have to experiment to discover them at least once, though.
- When feeding a monster, the cursor will automatically be placed at the last food you fed that monster when the window opens back up
WRITING
- Clarified “Shadow Stalk” skill orb effect. The intended description and effect is that Shadow Stalk now requires a turn to use, but the spawned clones gain a ranged attack.
Build 1.24h (09 April 2019)
BALANCE
- (Legend of Shara) Adjusted spawn rate of fountains in Shara’s story. You will generally not find as many now (late in the dungeon won’t be affected)
- (Legend of Shara) Flow Shield and Void Shield now grant a shield equal to 40% and 30% of your max health, respectively (down from 50% / 40%)
- (Legend of Shara) When at full health, the overflow from Fountain healing in Shara’s story is no longer a full 20% of max health, but is now ~16% of max health. Thus, fountains are slightly more beneficial if you are injured, as opposed to when your shield is already maxed out.
- (Legend of Shara) Increased loot drop + magic item chance for all monsters
- (Legend of Shara) Dominated creatures (final Shara upgrade) now lose health at half the original rate (it is now one tick per 6 turns, instead of one tick per 3 turns)
- (Legend of Shara) Adjusted “Inkstorm” skill orb which was partially bugged anyway. Damage is now increased from 150% to 175% of Weapon Power at the cost of 1 range.
BUGS
- Fixed miscsettings ‘globalunlocks’ feature for real
- (Legend of Shara) Fixed another game load bug related to Riverstone Waterway
- (Legend of Shara) Fixed bugs with Vanishing Ink. Now it should work (and display) as intended: if you are at 25% health or below, you gain +50% dodge.
- (Legend of Shara) Fixed Retort visual bug
- (Legend of Shara) Another fix for weird Shara/Mirai campaign switch game data
- (Legend of Shara) Fixed bug with Glide / Combat Biography interaction (and various other abilities + Combat Biography)
QUALITY OF LIFE
- When you are Paralyzed and try to attack, you will now hear an obvious ‘error’ sound. Furthermore, the monster who has caused the paralysis (if any) will ‘jab’ toward you to show you the source of the paralysis (i.e. crab grab)
(Legend of Shara) Floor difficulty indicators have been adjusted and should be a bit more accurate (visual-only change). Things were listed as being harder than they actually were, previously.
MISC SETTINGS
These options are modified in the “miscsettings.txt” file, in your save game directory.
It is now possible to directly modify game balance from miscsettings.txt without making a Player Mod file. This is a more straightforward way of adjusting under-the-hood gameplay variables without going through the workshop. Keep in mind some of these options will not be (fully) effective without starting a new save file.
All of these new tweaks are multipliers with a base value of “1.0”. For example, if you wanted to cut XP gain in half, you would write:
xpgain 0.5
- This will multiply all XP gain by 0.5, cutting it in half. Also note that all of these tweaks multiply with any existing active player mods, so if there is a mod that doubles XP gain and you add 0.5 to your miscsettings file, the result will be 1.0 (no change.)
- monster_spawn_rate: the rate that wandering monsters spawn (higher = faster respawns)
- xp_gain: amount of XP gained
- jp_gain: amount of JP gained
- gold_gain: amount of gold gained
- loot_rate: drop rate of loot from all sources (note: loot is pre-determined on world creation / spawn, so this won’t affect most areas in an existing save file)
- magic_item_chance: chance of equipment receiving at least one magic mod (same as above)
- hero_dmg: ll damage dealt by you, the hero
- pet_dmg: ll damage dealt by your pets
- enemy_dmg: ll damage dealt by enemies to you
- pet_xp: experience gained by your corral pet
- powerup_rate: drop rate of powerup globes
- powerup_healing: % resource healing from powerups
- orb_drop_rate: drop chance of Orbs of Reverie / Lucid Orbs / Skill Orbs
- monster_density: overall density of monsters (this only works for newly-created maps/files)
Build 1.23e (19 February 2019)
BUGS
- If you don’t defeat any Goldfrogs in an Item Dream, the results screen should now say 0 instead of -1
- Fixed mouse hover jank related to the new minimap quality of life change - the mouse hover state was not being properly released sometimes
Build 1.23c (19 February 2019)
BALANCE
-
Adjusted how the “Banish” champion ability works. It now reduces the summon duration of all nearby temporary player summons by 50% of max. ‘Permanent’ summons like Floraconda will take 50% of max health in damage.
-
Staff-type weapons now give +1 base Spirit Power per level (before multipliers)
-
The Staff mastery “Force Blast” now inherits your weapon’s element, and gains an additional +20% damage from Spirit Power (is now 40%/60% of weapon/spirit power, up from 40%/40%)
-
XP/JP rewards from chopping down trees have been increased across the board. The cap on these rewards has been raised, and uncommon/rare trees give even more now.
BUGS
- Fixed bug where elemental auras on champions would not appear if you loaded the game near one
- You should no longer get double money when using a movement ability to land on a pile of coins
- Fixed somewhat broken trigger mechanism for random lightning strikes by champions
- Fixed display bug if you got 0 fountains in a dream (should say 0, not -1)
- Fixed rare game load bugs related to certain blocking objects
- Possibly fixed bug with non-rendering terrain
- Fixed another AI bug related to healing abilities and dismissed or destroyed summons
- Discipline stat should no longer extend the duration of your Escape Portal, causing it to take LONGER to go back to town!
- Fixed longstanding bug with equipment comparisons! If an item had multiple stat mods, it was only calculating as if it had one mod. e.g., A plain Spectacles (+5 Guile/Swiftness) would almost always be better than a magical one (+5 Guile/Swiftness, +2 all stats; only the second mod was counted).
- Summoned monsters like Bonecrabs can no longer be marked for quests
- Finally fixed Hergon’s Frostplate ice shard bizarre movement
- Fixed AI quirk related to corral pets with lots of abilities (some abilities would be ignored at certain angles)
QUALITY OF LIFE
- You can now hover over stairs on the minimap to see where they lead!
- In the shop UI, when buying items, hovering over a consumable item will show you how many of that item you already have in your inventory.
- Divine Smite / Holy Bolt animation (i.e. from Radiant Starhelm, Divine Fury) should execute about 250% faster now.
- Daily/Weekly challenges now have reduced or sped-up cutscenes and callouts.
- Lucid Orb Shards now display the full text for the mod they add in the item description.
- When using “Repeat Recipe” in the cooking UI, the cursor will now return to the “Repeat Recipe” button unless you change the recipe.
Build 1.22g (19 February 2019)
ART/VISUALS
- When an ability reserves Energy or Stamina, this is now reflected on the main HUD
BALANCE
- Increased drop chance of quivers, books, and shields in the master equipment loot table
- Certain champion powers like “Boost Morale” and “Regeneration” should no longer be spammed out-of-combat
BUGS
- Fixed “Day 31” indicator that sometimes appeared briefly on game load
- Fists should no longer be the target of dream king rumors
- Fixed bug with calculation of Medium Armor Mastery dodge bonus (was not giving enough)
- Fixed game error that could occur after using Deafening Dream Drum
- Fixed bug where if a monster died due to one of YOUR turn-end statuses (such as Radiant Starhelm) they would linger on the map at 0 Health for one turn.
- Fix for rare bug in shops that would cause a game error when pressing page up/down with quantity selector open
- Fixed bug with ‘Haunt’ effect when used by non-Wraith creatures
- Fixed rare bug with damage text and exiting Item Dreams
- Fixed bug with monster aggro causing them to be generally less aggressive than intended
- Fixed bugs that could occur if you quickly opened your Inventory and used something before the top animation finished
- Fixed bug with difficulty display of dungeon floors when loading a save
- Fixed powerups not triggering if you used a movement ability to land on one
- It should now be possible for monsters to inherit weapon animations from their parents (this won’t help existing bred generations)
- When switching places with an NPC, you should now pick up any items in the spot where the NPC was residing
- Fixed bug where status immunity wasn’t being checked in some cases
- Fixed faces going outside of dialog boxes sometimes. Whee!
- Dirtbeak in the Bandit Library should no longer be a valid rumor target
MOD SUPPORT
- It is now possible to create “GAMEBALANCE” mod files in any mod. This lets you change various multipliers: hero damage, monster damage, XP gain, JP gain, gold gain, loot drop rate, magic item chance, orb drop rate, powerup drop rate, powerup healing, pet XP gain, pet damage, monster density, and monster respawn rate!
QUALITY OF LIFE
- Default Cursor Repeat Delay is higher now. Should feel better.
- When holding a direction and opening a dialog or menu, there will now be a pause before the dialog or menu keeps scrolling, until you return the keys/controller to neutral. This helps the cursor feel less ‘slippery’
Build 1.22a (18 January 2019)
BALANCE
- Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
- Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
- Effects that involve stealing food items now steal a random item, rather than the latest item
BUGS
- The Wandering Merchant dialog should no longer appear in boss areas, potentially interfering with cutscenes
- Fixed skybox bleeding through in ultrawide resolutions (which are technically still not supported but this still looks bad)
- Fixed missing job names from emblems
- Attempted fix at FPS uncapping sometimes after patch 1.21a
- Fixed buggy log messages if you have a charmed/pet Wraith
- Gambler’s “Flush” hand and higher should no longer affect friendly creatures
- Fixed deep engine bug that incorrectly evaluated status effects if your list of statuses changed while being evaluated. For example, if Sneak Attack triggered and was consumed, other on-hit effects were not triggering properly on that turn.
- Various attempted fixes at rare bug where the menu screen could be open, but your character info could disappear
- Fixed some bugs with the JP “!” indicator showing inconsistently
- Added extra error checking for stuck damage multiplier or mitigation effects (happened rarely on the hero)
- Fixed bug with Item Dream portals not appearing.
- Fixed erroneous rarity coloring for certain items with 1 magic mod or more (i.e. Spectacles with 1 mod showed up as Magical, when it should have been Uncommon)
- Fixed rare bug that could occur with effects that randomly summon more than one actor at a time
- You should no longer disable your own Bear Traps by stepping on them
- Certain rolls were not being subject to your World (random) Seed. Now they are!
- Bottles and Brews should now be excluded from combat rumors, which were causing problems there
- Fixed major bug where, if certain map object effects triggered simultaneously, all player status effects could tick multiple times (along with a bunch of other issues!!)
- Fixed bug where, in pet breeding, inaccurate parent health was sometimes used (e.g. if a parent leveled up after its original capture)
- Fixed bug with ability targeting that prevented you from using abilities like Hail of Arrows on tiles occupied by objects like ice blocks
- Fixed bug where, if you used an item with quantity of more than 1, the sprite would not pop up
- Attempted fix for bug with targeting lines emanating from monsters out of view
- Fixed bug that rendered the Sword Dancer tier 3 emblem power of parrying abilities 100% useless!
CONTENT/GAMEPLAY
- Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
- Free Job Changes (job changes cost nothing at Percy)
- No Job Changes (you cannot change jobs anywhere)
- Fewer Powerups (BASE powerup drop chance is lower)
- Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)
QUALITY OF LIFE
- Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.
- When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
- Ice blocks summoned by Ice Missile now use smaller sprites that are colored like player’s Materialized Ice (etc) to differentiate from enemy blocks.
- The bandit NPC in the Bandit Enclave now has a “swap position” option
- Adjusted opacity of tornado effect to make things a bit easier to see
Build 1.21a (18 January 2019)
BUGS
- Another fix to pet happiness threshold calculation (thanks Zhentar)
- NPCs should now be shown on minimap
- Fixed bug with “Restart Same Character” option causing game hang
ENGINE
- Improved loading speeds further (thanks Zhentar)
QUALITY OF LIFE
- Merchants and fungal columns now have unique minimap icons
Build 1.21 (18 January 2019)
BALANCE
- Monsters should no longer have Butler Bells on their loved / hated food table
- “Elemental King” rumors should now have a slightly larger pool of items to choose from
- Adjusted how JP spent improves pet breeding stats. Previously, you had to spend about ~93% of the max possible value of JP to get any bonus at all. Now the bonus will scale linearly with JP spent.
- “Aura of Growth” effect now significantly prioritizes tiles within view
- Slightly toned down the stat scaling of monsters in Job Trials.
BUGS
- Damage is now properly capped at 9999 per hit
- Fixed missing campfires :(
- Fixed occasional error when restarting game
- Fixed display bug related to name/rarity of equipment upgraded in Dreamcaster (occurred if the gear auto-equipped upon picking it up again)
- Fixed minor display bug when quickly cycling hotbar weapons (one frame of another weapon was being shown)
- Removed certain debug key macros that were not intended to be in non-editor mode
- Fixed Wild Child tier 1 emblem adding +50% crit instead of +5% crit chance against Champions
- Attempted fix for rare bug when creating Item Dreams that ate your gold yet produced no dream
- Fixed bug that caused old/bad summon data to sometimes be saved and loaded
- Attempted fix for rare bug where multiple dialogues could be open at the monster rancher. This bug may have caused other issues with other dialogues as well (typically happened when exiting back to title and continuing a save again.)
- For rumors involving “Wild Untamed” monsters, this prefix is now shown in the initial rumor dialogue
- Fixed bug with monster food/happiness thresholds occasionally causing errors or returning incorrect values
- Fixed bug where, in pet breeding, only the 1st parent’s rarity was used to determining JP growth scaling costs
- Fixed bug that occasionally caused tier 1 job trials to not be winnable
- Fixed “Examine Mode” or mouseover hover text sometimes being cut off
- Using items while stunned will no longer consume the item
- “Dream” items assigned to hotbar will now disappear when you exit the dream
MOD SUPPORT
- Fixed bugs with More Earlygame Monsters and Shopping Madness not working correctly on the latest game version
ENGINE
- Removed AssetBundle functionality originally designed for Switch (which now has its own codebase) - loading should be much faster now
QUALITY OF LIFE
- The extended combat log in your journal is now substantially longer
- The banker now displays used / max slots in the header
- The “extra turn” popup and log text will no longer appear if you haven’t been in combat for awhile (10+ turns)
- When entering a Job Trial, you should now be healed to full even if you’re a Floramancer and had an Energy-reserving effect (i.e. Floraconda)
WRITING
- Fixed “Conjuration” magic mod description (numbers were switched)
- Fixed bandit love quest text (lady bandit’s end dialogue)
- Filled in missing name of Shadow Elemental’s vanishing passive (it’s “Vanishing”)
- Clarified a few abilities that used the word “Instantly” but still took a turn to use.
Build 1.20b (18 January 2019)
BUGS
- Fixed bad stair connections in the 2nd boss fight room
- Fixed Shara-related log message (shhh!)
- “Aura” effects underneath monsters and the player should now draw above ground effects but below the actor’s sprite where possible. Looks better!
- Fixed bug that was multiplying your gold gains if you had any extra gold find on gear
- Fixed bug with saving/loading in Item Dreams (sometimes)
Build 1.20 (18 January 2019)
BALANCE
- Passive abilities can no longer be swapped in non-safe areas.
- Monsters summoned via eggs can no longer be commanded like regular pets, nor do they show up in your pet list. This means they also no longer follow you between floors.
BUGS
- Fixed minor errors that occurred when returning to menu from main game scene
- Fixed bug where using Reveberate Monster during boss battles could allow you to trigger cutscenes before defeating the boss.
- Fixed Gambler’s “Lady Luck” buff disappearing sometimes
- Fixed occasional game errors related to shops and restarting the game
- Illusions should no longer drop items - ever
- Fixed various bugs with Wraith’s “Haunt” ability when used by pets or charmed enemies
- Fixed bug where you could not use your Escape Portal during Job Trials (this should be possible, it just cancels the trial)
- Fixed bug where Shield Slam would always give you improved block, even if you had no Wrath charges.
CONTENT/GAMEPLAY
- Cat’ie the pet trainer can now help your pets forget skills (in exchange for JP, of course!)
MOD SUPPORT
- Fixed bug with job sprite replacements which would incorrectly use “Idle” sprites for “Walk” sprites
- Fixed bug where custom item graphics were not showing up properly on the hotbar
QUALITY OF LIFE
- During Daily/Weekly challenges, various cutscenes, callouts, and tutorial popups have been disabled. We will continue to work on this to streamline these timed challenges even more.
- Friendly creatures that use summon flame attacks will now summon blue flames to indicate they will not hurt you, as opposed to red flames that hostile enemies use.
- You can now use the search term “dream” in your inventory to display Dream-only items
WRITING
- Added CT gain info in item description for Brew of Rapidity
- Added damage/status info in item description for Dread Darts
- Added exact numbers for the Mega Flavor Enhancer
Build 1.19o (05 December 2018)
BALANCE
- “Notorious” feat timer/cooldown increased
BUGS
- “Notorious” feat now actually spawns champions, not just regular monsters
- Further adjusted pet healing behavior
- Possibly fixed bug with Item Dreams failing to spawn sometimes
- Added error correction for save files made during 11/26’s mistake patch :(
- Shadow Vulnerable should now be prevented by Emerald Plate, as intended
ENGINE
- Updated to Unity 2018.2 (from 5.6)
QUALITY OF LIFE
- Reduced animation timing of Radiant Starhelm’s smite
Build 1.19n (05 December 2018)
BALANCE
- Adjusted monster AI. Now, monsters with buff or healing abilities will ONLY use those abilities if they are already within range of something that needs healing. They will not waste turns trying to move to a healable target, instead choosing to spend that turn taking a more aggressive action.
- Champion monsters should no longer appear within 5 tiles of stairs the first time you arrive in a level
- Wandering monsters should now generally spawn a bit farther from the player
BUGS
- Fixed missing / wrong bush texture bug on Volcano and Future-themed levels
- Fountains now spawn again
- Added safety code to prevent rare broken saves in Item Dreams
Build 1.19l (21 November 2018)
BALANCE
- Summon Floraconda now reserves 30 Energy (down from 40)
- Summoned player pets now have slightly better health & damage scaling with level. +10% health per level (up from +8.5%) and +1% overall damage per level (up from 0%)
BUGS
- Fixed occasional map generator bug creating some extremely cramped maps
- Fixed more bugs with pet behavior when using healing abilities
- Fixed some friendly ground effects disappearing when your or your pet(s) stepped on them
- Starting a daily/weekly challenge should now clear your bank, as intended
- Fixed soft lock that could occur at Jesse (monster corral)
ENGINE
- Fixed several enormous memory leaks that could be caused by going back to title screen repeatedly
Build 1.19i (21 November 2018)
BUGS
- Fixed text/dialogue bug when picking up multiple stacked legendaries for the first time
- Fixed daily/weekly challenges not selectable
- Fixed occasional error with certain daily/weekly feat combinations
- Really actually fixed bug with certain Spellshaper summons disappearing on open/close inventory
- Player pets should not use healing abilities on targets with >= 80% health
- “Fortify” can no longer be toggled and removed from hotbar to remain active
QUALITY OF LIFE
- Magic mods that are unique (do not stack, even across multiple items with the same mod) are now tagged as (Unique). If this makes the mod description too long, this is abbreviated to (U)
WRITING
- Cleaned up and tightened some magic mod descriptions
Build 1.19h (21 November 2018)
BUGS
- Fixed various bugs with monster romance / rose petal quest
- Fixed bug with starting NG+ and character data deletion on New Game option
- Fixed rare error that occurs sometimes when traveling maps
- Fixed bugs with Mechanist talisman summons disappearing, and Soulshades summoned by Soulkeeper’s Gold emblem
- Fixed bug where combinable monsters like Jellies would combine with quest (rumor) monsters, causing you to fail the rumor
LOCALIZATION
- Fixed various errors in the German translation
Build 1.19g (21 November 2018)
BUGS
- Fixed rare errors related to pet pathing being wonky after reading bad save data
- Fixed errors related to bad stored data related to various effects
- Fixed rare bug that occurred when dying & restarting as same character several times in a row
- Attempted fix at rare dagger mastery 3 game error
QUALITY OF LIFE
- Smoothed loading bar a bit more
Build 1.19f (21 November 2018)
BALANCE
- Pets should no longer use healing abilities like Medi-Ray II while at max health. They will instead wait for their target(s) to have some % of health missing first.
BUGS
- Fixed bug where side areas not intended to give clear bonuses were giving bonuses on game load
- Fixed bug where pets were causing Powerups to disappear by touching them
- You can no longer use the Monster Mallet to knock out summoned creatures
- Fixed potential game lock bug with Inferno Spirits
- Fixed item sprite rotations sometimes rendering wrong
- Fixed game error related to certain ‘attack empower’ effects such as one of the Dagger Masteries
Build 1.19d (05 October 2018)
BALANCE
- Adjusted the NG+ resist penalty. Now applies a flat -25% to “All Defense”, which does not interfere with your Resist calculations. Previously, the resist math was getting messed up by this new penalty.
- Kalzarius’ armor can now ignore damage from Deadly Void
- Champion “Vampiric Touch” melee attack now deals about 25% less damage (sorry for the oneshots)
- Max cost to change jobs has been capped at 99,999 gold.
BUGS
- Fixed bug with Thundering Lion charges and Skill Orb’d Radiant Aura disappearing when opening/closing menus (among other abilities)
- Fixed bug where Hunter’s Spirit Wolf would not disappear upon switching jobs, sometimes
- Added Phoenix Fang to certain spawn tables where it was missing
LOCALIZATION
- Fixed handful of missing strings in Simplified Chinese
Build 1.19c (05 October 2018)
BALANCE
- In New Game+, your resistances now start at a flat -25% offset before any bonuses are calculated. This does not affect monsters.
- Arrowstorm (Ultimate bow mastery) is now triggered by Jumping Shot and Ice Missile
BUGS
- Fixed game error that could occur with “reactive regen” effects
- Fixed bug where certain Spellshape: Materialize effects would vanish after opening a menu
- Fixed summoned objects created by items disappearing when opening a menu
- Added extra error checking for certain types of bad save data related to status effects
- Fixed rare game error with monster behavior
- Fixed rare bug that could set healing effects to 0 if you had heal-altering gear or statuses
QUALITY OF LIFE
- When you dodge a skill with Medium Armor, you should now see a log message, and “MISS!” should appear over the attacker’s head.
Build 1.18o (13 September 2018)
BALANCE
- “Fencer’s” and “Duelist’s” magic mods reduced from +5% / +9% parry to +4% / +7% parry.
- Slightly reduced the base power of 2H Swords
- Reduced the Parry bonus on various legendary/set weapons
BUGS
- Fixed game errors that could occur with invalid paired equipment (particularly on game load or NG+ restart)
- Fixed various temporary buffs/status effects disappearing when opening + closing character/skill sheet
- Fixed missing text in the item pickup box hover
- Fixed combat log sitting out of place on non-16:9 resolutions (these generally aren’t supported, but this was an easy fix)
- Fixed bug where Runic Crystal buff would linger after the crystal died or was removed from hotbar
- Fixed bug where actors removed when changing your hotbar were sometimes not removed from your ‘party’
- Fixed bug that could occur during ability targeting on initial game load
- Fixed some camera jank
LOCALIZATION
- German text and UI improvements
Build 1.18n (11 September 2018)
BALANCE
- When using the “Frenzy” Claw Mastery, switching weapons will break the effect and Unseal you. You will be prompted while switching weapons to confirm you want to do this.
- Adjusted the frequency of getting rooted in mud
BUGS
- Fixed rare game error that could occur if a monster somehow aggroed itself
- Fixed bug where getting a new stack of certain statuses would not refresh the duration of the entire stack as intended.
- Fixed bug that allowed you to accumulate infinite stacks of Thundering Lion with the Wild Horse skill orb.
- Really fixed inaccessible areas in some Item Dream layouts
- Fixed bug where trying to enter some items at the Dreamcaster would not work
LOCALIZATION
- Full German support has now been added!
- Chinese now has support for a vector-based font in addition to the pixel font!
ENGINE
- Load time optimizations
- Minor optimizations when you’ve learned a large number of abilities
Build 1.18j (27 August 2018)
ART/VISUALS
- Changed sprite for legendary items “Deep Lake’s Gem” and “The Shard”
BALANCE
- The minimum cost to heal at Percy now scales with level (100g at level 5, 200g at level 8, 300g at level 12, 400g at level 15).
- Champions that summon tornados now have a reduced chance to spawn tornados near the player when outside of LOS
BUGS
- Fixed hanging dialog cursor that happened sometimes when switching jobs at Percy
- Fixed bug where Spellshaped Auras, Sneak Attack would disappear sometimes from you
- Fixed bug with multi-target abilities like Godspeed Strike and Escape Artist not working correctly
- Fixed bug with certain dialogs not responding to ‘Confirm’ input
- Fixed bug with dual wielding accuracy calculation
- Attempted fix at map generation bug with certain Item Dream layouts
QUALITY OF LIFE
- The tutorial popup for when you try to switch skills - but can’t - now force closes the skill UI so you’re not confused as to why it’s not working. Also, an error sound now plays.
Build 1.18g (27 August 2018)
HOTBAR BALANCE CHANGE
- Previously, we had a Game Modifier that limited your character to using only skills assigned to your hotbars. You also could not switch skills outside of town or a safe area. Now, we are making this mode the default setting.
- In other words, you can actively use up to 16 skills at a time, but you can no longer use skills directly from the Skills page, and you can no longer switch skills in a combat area.
- We think this change will make your choice of what skills to learn and use more meaningful, encouraging you to try different ‘skill builds’. Also, it will give very end-game and NG+ characters a bit more of a challenge, as you will no longer be able to access dozens of toggles, buffs, and movement abilities at all times.
- p.s. If you prefer the old way, you can select the appropriate Game Modifier when creating a new character!
- P.p.s. We’re also considering expanding the hotbars with an extra 1 slot each, based on the feedback to this change.
SPELLSHAPER CHANGE
- With the above balance change, we’ve changed the way Spellshape and Spellshift abilities work. Now, as a Spellshaper, learning any of these abilities gives you just a single active ability called “Spellshapes”. Using this ability will pop up a menu of all available Shapes/Shifts, and you can toggle them on/off at will.
- You will still learn abilities like Spellshape: Line and Spellshift: Penetrate like before, but these will be treated as ‘free’ Support abilities that don’t take any slots. You need only use the new “Spellshapes” active ability to switch between them!
BALANCE
- Soulkeeper’s Gold emblem that summons Soulshades on crit now has a 5 turn internal cooldown (up from 3)
BUGS
- Fixed bug where a number of “reaction” type abilities were not evaluating their trigger conditions correctly and thus triggering too often. For example, Detect Weakness was triggering and being consumed even when attacking at unmarked angles.
- Fixed bug where Thundering Lion charges were consumed with some attacks (such as Spears at range 2) without triggering the lightning strike effect. Now, the charges should ONLY be consumed if the effect triggers.
- Fixed bug where monsters with “Stalking” behavior could engage in this behavior regardless of player Stealth and aggro-reduction effects
- It should now be possible to Fast Travel from town if you don’t have any kind of portal open.
- Fixed bug where bosses and their “adds” were not nearly as aggressive as intended
- Fixed bug where boss “adds” such as the bandits in the first boss fight were giving too much JP
- Final boss phase 2 is now immovable, which should prevent some softlocking bugs that were possible.
- Fixed some logic bugs with 2nd job trial floor, e.g. monsters giving XP/JP when they shouldn’t
- Fixed visual oddities with Craggan’s summoned mud drawing on top of certain objects and actors
- Fixed extra staircase spawning after the final boss is defeated.
- Fixed bug where unknown characters in your character / pet names would mess up various displays such as the combat log. These characters are now replaced with question marks. (This is true for all game languages.)
- Fixed bug where Percy’s Blessing of Protection was not lasting long enough.
- You can no longer assign passive abilities to your hotbar by pressing 1-8 on the Purchase Abilities page
- Fixed bug in Equipment and Inventory UIs where sometimes interacting with an item would do nothing
CONTENT/GAMEPLAY
- New champion mods: Heavy and Massive! These champions cannot be pushed or pulled, and cause damage with each step they take. (Massive monsters cause even more.)
- New champion mod (higher level): Resist-Piercing! These champions pierce 50% of your resistances with their attacks, so watch out!
- Three new monsters with new powers and abilities: the Marbled Banebite, Maniox, and Inferno Spirit!
- Magic Books can now get mods that increase single-elemental damage by 18% (lower rank items) or 30% (higher rank), thus making 10 new magic mods total! You can stack multiple elements (such as a boost to Fire and a boost to Water), but the lower and higher-rank versions of the same element mods are not compatible.
- Added a new possible map layout type to Item Dreams
LOCALIZATION
- Beta support for Chinese and German!
- (JP) Various adjustments to font rendering and sizing for the pixel font. It should look best at 720p/1080p on almost all UIs.
- (JP) You can now select a “smooth” Vector style look. Just click the smooth, non-pixelized Japanese flag on the title screen and restart the game.
ENGINE
- Minor optimization to monster pathfinding / movement.
- Various other minor optimizations
WRITING
- Circlet of Persuasion is now “Charm Circlet”
- Fixed slightly awkward game log message when a monster heals you (“Monster heals yourself for…”)
Build 1.17m (27 August 2018)
ART/VISUALS
- Notification for new day stays on screen a bit longer
AUDIO/MUSIC
- New audio notification when a new day happens
BALANCE
- Hunter’s “Spirit Wolf” ability cooldown lowered to 10 turns (down from 30)
- Rumors that generate monsters (such as Boss Gangs) should now de-prioritize floors with a lot of monsters already. Floors with above a certain number of monsters will never spawn new ones via rumors.
BUGS
- Grotto Flyers and certain other creatures should no longer take Lava damage (or other terrain effects) as intended
- Fixed visual bug with the “ancient cube” cutscene in camp that could happen sometimes
- Fixed bug where trees could occasionally spawn in non-collidable ground tiles, creating ghostly trees with no collision!
- Fixed bug with text parsing of the pet command help popup
- Another attempted fix at the “elemental defeat” rumor display bug
- Attempted fix for bugs with large ‘ghostly’ images occasionally appearing
- Fixed display bugs with Show Item Info on Pickup boxes
- Fixed bug where turrets were not being cleared from final side area 1
- Fixed bug where “tame monster” quest was not removed from your journal after completion, until you switched zones
QUALITY OF LIFE
- Using your Flask during a job trial no longer interferes with rumors
- Taking steps in Job Trials no longer counts toward rumors, nor does taking damage or switching gear
- Job Trial Crystals now have a unique icon on the minimap
WRITING
- Added text that clarifies when Sneak Attack and Autobarrier reactivate.
- Localized new strings into Japanese
Build 1.17k (27 August 2018)
ART/VISUALS
- Juiced up visuals + sound for planting and chopping trees
BALANCE
- Floramancer’s “Bed of Thorns” now lasts 8 turns (down from 12)
- Increased health/damage of the 3rd boss by about 15%
- Increased the frequency of the 4th boss (phase 1) laser attack
- Increased 4th boss phase 2’s non-health stats
- Slightly toned down the damage of the shadow bolt attack used by the 2nd bosses
- Doubled the restorative effect of Song of Spirit (lvl 3)
- Monsters will no longer drop 2 powerups if you do not defeat them in melee range
- Gambler’s “Roll the Bones” healing effect now carries over to your corral pet by whatever your % pet healing is
- Pandora Boxes will now “throw” any loot they might contain so as not to be obscured by the animation
- Monsters are no longer attracted to noise caused by actions not involving the player. This was causing some unusual behavior and pathing.
- Monsters should be more hesitant about walking into lava.
- Reduced the damage of Ember Spirit’s Bed of Flames attack by about 25%
- Reduced the damage of Guardian Lurker’s laser attack by about 15%
- Brigand’s “Detect Weakness” should no longer trigger on mushrooms. Also, the effect is no longer consumed unless you attack the target from the marked direction, and it should happen a bit more frequently.
BUGS
- The “defeat monster with element” rumor type should no longer mention side areas with a monster that has already been cleared from that area
- When using the “Back to Town” option from a side area where fast travel is not possible, the game should now generate a return portal again - as intended
- Monsters will now be relocated from stairs when entering a new zone, avoiding situations where you could enter a zone on top of a monster
- Fixed bug where “Wild Untamed” monsters would sometimes not lose their quest target icon when being added to the corral
- Fixed visual bugs in Applewood Grove and some other side areas not showing their Trees properly
- Attempted fix for issue with new auto-weapon swap when using certain abilities that could cause problems with paired offhands
- Attempted fix for rare bug with abilities like Dirtbeak’s “Run Through” that could allow monsters to spam the same ability with no cooldown
- Fixed rare bug with Gambler tier1 emblem
- Fixed bug related to saving weapon power/range values and monster stats in certain real-world regions
- Fixed bug related to Energy reserving abilities
- Fixed bug where you could mark your summons as hostile
- Fixed some bugs related to monster evaluation of player stealth. In some cases, stalking monsters would still sometimes “aggro” the player without respecting stealth.
- Phasing/Blinking monster’s “Reactive Warp” ability will now warp to the attacker, not just the player
- Gambler should now be able to draw Wild Cards far more reliably during Job Trials
- Fixed bug where portals could activate immediately after entering a boss room, leading to unintended behavior. Any in-progress portal is now canceled when entering boss/story areas.
- Fixed bug where Highland Charge was not adding the attack buff correctly
- Attempted fix for bug where opening and closing menus extremely quickly could cause the ‘character block’ in the upper left to disappear. There is now a short delay on opening/closing menus.
QUALITY OF LIFE
- It’s now possible to deposit stackable consumables at the bank even if the bank is full, as long as the banker already has at least one of the item you’re trying to deposit.
- The log message for learning an ability from a piece of equipment is now marked as “Verbose” for the combat log
Build 1.17c (05 July 2018)
BALANCE
- Rose Petals will no longer show up as demanded items in the Food Cart
BUGS
- Fixed bug where the ‘grace period’ for monsters not acting on entering a floor was NOT breaking if you attacked a monster
- Emerald Maul is now 1-handed, as intended
- Attempted fix for bug where if you died while trading blows with a boss, the game could soft lock
- Fixed bug where one-shotting Dirtbeak could softlock the game
- Fixed bug where the +4 Core Stats bonus of the Bronze job emblem was not removed as intended when upgrading your emblem
- Fixed bug where the sprite and flavor text for your emblem was not updating after an upgrade without reloading the game
- Fast Travel back to town should no longer override your town portal (as intended)
- Fixed bug where the “quest monster” status display would sometimes disappear from quest monsters
- Fixed bug where auto-switching weapons to use certain abilities would sometimes not auto re-equip your offhand
- If the “harvest all food” dialog is overridden by other dialogs, it will appear on the next step you take in Riverstone Grove.
QUALITY OF LIFE
- Demanded items at the Food Cart are now colored green when adding items TO the cart
Build 1.17b (05 July 2018)
ART/VISUALS
- The “teleport” effect that plays when you use your Escape Portal now syncs to your sprite
- Adjusted the sprite for metal object destruction
- Increased the size/readability of the CT and XP bars and text on the main hud
- Cleaned up the buff/debuff area on the main HUD to be more readable: The green/red overlays are now white, and at a lower alpha. Statuses that don’t tick down each turn no longer have an overlay.
AUDIO/MUSIC
- Adjusted arrow / small energy projectile SFX for a little less ‘pew pew’
BALANCE
- Decreased the base starting Health of Floramancer’s starting Floraconda (75 -> 60).
- Increased the cooldown of Summon Floraconda (and skill orb version) from 6 -> 8 turns
- Summon Floraconda now reserves 40 Energy while your Floraconda is alive. This means your effective max Energy is reduced by 40.
- Reduced base powerup drop chance by 5%
- The Sword Dancer emblem that pierces fire resistance now works on Fire-absorbing enemies, however its effect is more limited against these enemies.
- Food demands at the Food Cart now have a +25% chance to update each day (up from +9%)
- Floramancer can now Vine Swing to any Floraconda
- Budoka’s Qi Strike now deals 180% Weapon Damage (up from 140%)
- Your pets should now be much more willing to go over various terrain tiles that are dangerous to you but not to them
BUGS
- Fixed rare bug that could occur when more than 32,000 items were generated in a single save file.
- Fixed major bug where all resistances for both player and enemy were being cut in half in damage calculations
- Default escape portal binding is now “P” when using WASD control scheme (instead of “T”, which is bound to monster malleT)
- Splash FX should no longer play when there are planks on Deadly Void
- Fixed bug that was multiplying JP rewards from bosses, elemental kings, and champions
- Fixed bug where Glorious Battler’s +25 CT gain was not implemented
- Fixed visual bugs with Item Dream and bomb auras
- Fixed certain map objects toward the end of the game not displaying transparencies behind them
- Fixed transparencies in the final boss phase 2
- Fixed bugs with staircase destination in final boss phase 2
- Fixed bug with Slime Rat’s “Mold Mind Control” not working
- Attempted fix for bug where you could sometimes be pulled “under” void tiles in some Item Dreams
- Wild, Untamed monster rumors in side areas should now display connecting area(s) where needed
- Fixed bug where moving the mouse while using “Confirm Step Move” style would override the option during mouse movement
- Fixed bug where ability cooldowns would not update when switching or re-assigning skills on your hotbar on the skill screen.
- Ice Missile’s damage in the combat log is now properly listed as Ice Missile and not Ice Evocation
- Attempted fix for bug where Vanishing armor can desync your sprite position temporarily
- Summoned objects should no longer auto-play SFX if they are summoned out of line of sight
- Fixed ‘chunky’ movement, visible mainly at lower zoom levels in Riverstone Grove
- Fixed sprite positioning of the blessed pools from Consecrated Chalice (should no longer obstruct other sprites)
- Fixed some large map objects like the chest in Buried Loot not showing transparencies
- The “NEW!” display text above merchants now respects line-of-sight in the dungeon
- Fixed “Snack Bag” hotkey not showing up on the HUD when hovering, and also the hotkey itself not being called “Snack Bag” (but instead, View Healing Items)
- Fixed bug where ‘wild untamed’ quests would not display their reward popup upon completion
- Fixed bug where “Cancel” keybind could not be used on the Community screen
- Kit of the Schematist’s effects should now be properly reflected on potions’ estimated healing
- You can now Fast Travel from the Branching Meadow / Vista areas
- SFX for ranged attacks on enemies that jump out of LOS during the attack frame should now play
CONTENT/GAMEPLAY
- In Examine mode, you can now hover over a monster that is not currently aggressive to you and press confirm. This will give you the option of marking the enemy as hostile, which will allow your pets to start combat with it, without you needing to take the first attack.
- Alternatively, you can use the new pet command, “Initiate Combat”, available from the pet menu. Note that this cannot be used to change your pet’s targeting priority. It does nothing if you are already in combat. It is strictly used, as the name suggests, to START combat.
ENGINE
- Minor XML optimizations for faster loading
QUALITY OF LIFE
- Equipment screen: Leftmost equipped weapon box now wraps to filter buttons (far right side) when you push left on keyboard/controller. Filter buttons under the top one will now link to item list if you push left. Item list will now link to lower filter buttons when you push right.
- If you have food on your hotbar and you are Full, a cooldown indicator will be shown corresponding to the number of Full turns left
- In the Dreamcaster UI, you can now use the “Compare Alternate” button to display information about the ITEM you’ve selected. Release the button to revert to the normal dream-related info.
- You can now break destructibles with a ranged weapon via keyboard/controller
- There is a new confirmation dialog if you try to use your Flask while you have a rumor with a “no flask” requirement
- When the minimap would normally exceed the bounds of the screen in its “large” size, it will now automatically scale down.
- When planting a seed in the ground, the exact seed (with rarity color) will be listed in the game log
- Active abilities that are toggled, such as Thundering Lion or Echo Bolts, now display in green in your ability list
- When unlocking a new Fast Travel destination, you will now see a popup and a log message announcing the unlock, and reminding you how to Fast Travel.
- Fast Traveling from side areas back to town no longer creates a portal and instead puts you in front of the cave. If you had a portal already, it remains where it is.
- In Job Trials, you’ll now see a count of # monsters remaining in the log (when the number is 5 or fewer), just like in side areas.
- When “Show JP/XP Gain” is enabled, you will now see XP/JP from Pandora’s Boxes above your head
- When using abilities via controller or keyboard, and there are no ‘ideal’ targets in range, the targeting square will start on a square near your character
- Your Weapons hotbar now shows the rarity of each item, just like on the Equipment screen
- Monsters summoned by allied creatures should now show the ‘charm’ hearts above their heads
WRITING
- The offhand (quiver) version of magic mods like “Frog Slaying” has been renamed to Anti-Monster Arrows, for example Anti-Frog Arrows, Anti-Bandit Arrows, etc.
- Clarified Job Trial info text to explain that the trials scale to your level, so you can try them anytime.
Build 1.16 (05 July 2018)
ART/VISUALS
- Added a bit more fanfare when defeating a boss
BALANCE
- Dream rumors will now only start appearing when you are at least level 5 and have the Dreamcaster unlocked
- Adjusted the costs of some job abilities to help normalize the overall cost of mastering a job. Passives are now generally a bit more expensive and some jobs that had slightly-too-cheap abilities overall are more in line with the average.
- Champion monsters now give +10jp base (scaled down/up depending on relative level)
- Elemental Kings now give +50jp base
- Bosses now give +150jp base
BUGS
- Fixed text bug in elemental rumor descriptions
- Fixed bug where mouse cursor was still affecting menus even when disabled
- Fixed some odd behavior with the search bar in the Dreamcaster interface (it should now completely clear when going back and forth between item and orb select mode)
- Fixed bug where menu UI could be opened during the pre-boss 3 cutscene
- Fixed some visual ugliness when dialog boxes first open
- Fixed AI bug with certain self-buffing monster abilities that could cause monsters to move around or pass turns instead of doing things
- (Audio) Fixed loop point in the ‘escaped frog’ corral theme
- The Herbalist quest should no longer reset on multiple NG+ playthroughs
- In the Dreamcaster UI, difficulty estimates should be a bit more accurate (some dreams were being estimated as a little too easy.) Also, the dreams themselves should now display the correct adjusted difficulty level.
- Fixed bug where pets using movement abilities outside of combat (such as Fungal Toads’ hop) would reset their “in combat” timer
CONTENT/GAMEPLAY
- Experimental: When trying to use an ability that requires a certain weapon type, you will automatically switch to that weapon if it is on your hotbar. Once the ability executes, you will switch back at the end of the turn (once enemies have acted.)
- You can now issue a command to any pet telling them to not attack at all. This behavior state can be un-toggled at any time from the same pet command menu. Pets in this state will still move around and use support abilities, but will not take any offensive actions.
QUALITY OF LIFE
- You should no longer get elemental rumors targeted at cleared side areas with monsters that only live in those side areas
- Reorganized job skill lists so that passives are always at the bottom (except for Budoka’s Vital Point: Pain, which gets a discount)
- When Phasing/Blinking mobs “Reactive Warp” ability triggers, popup and log text now appears indicating this
- If you have Changed Clothes in the wardrobe, your sprite will now change when you switch jobs. Previously it didn’t, which meant you could change jobs and not have any ability to switch to that new job’s sprite (since for Change Clothes to be available for a job, you must first spend JP in it)
- Pushing any direction (arrow keys, joystick) while dialog text is ‘typing’ will now finish the text.
- The Dreamcaster UI now displays ALL available orbs, but marks unusable orbs in red. Unusable orbs were previously hidden from view, which was confusing. Hovering over the orb will show you why the orb is not compatible.
Build 1.15b (05 July 2018)
AUDIO/MUSIC
- Added SFX for completing a side area
BALANCE
- Eased the difficulty of Job Trials in a few ways. Max # of flask and consumable uses has been increased based on trial level. There are now slightly fewer monsters in level 3 trials. Also, monsters no longer receive extra stat and health scaling based on job trial level (previously, they received up to +30% to core stats and health, on top of existing scaling.)
- Slightly scaled up Percy’s healing costs. It is still not nearly as exponential as before, but now the cost of repeated heals will raise slightly more as you go up in level.
- Talrose should no longer send you to places far above your level
- Nando’s brothers (Wando, Armando, Juliando, Rando) now have a better chance of stocking magical gear, and this gear may have more affixes - especially as you get higher in level
- Heated Sandjaws (uncommon monster variant that shows up in a couple areas) can no longer be a rumor target
- Changed the way rarity impacts weapon power. Previously, increasing the number of mods on a weapon would increase its raw power by a %. However, this scaling had numerous issues such as: (1) high-rank weapons gaining far too much power simply due to rarity, (2) power fluctuating based on order of mods added, (3) power fluctuating based on an item being found/bought vs. Dreamcaster upgraded, etc.
- Now, weapons with more mods will still have more power than their base counterparts, but this scaling has been toned down and should be consistent regardless of Dreamcaster upgrades or the order of mods added.
BUGS
- Really, actually fixed bug with Overdrawing weapons on the hotbar not recognizing their max range on mouse click
- The cooking tutorial popup should no longer overlap other cutscenes or events in Riverstone Camp
- Fixed bug introduced in 1.15 with Edge Thane innate bonuses not working correctly
- The new Item Dream aura popup font now uses regular game font, so it can represent characters like %% properly
- Fixed Spirit Wolf’s “Wolf Lunge” behavior
- Fixed bug with Skill Orb version of Runic Crystal causing random game errors
- Attempted fix for monster transparency layer sometimes rendering at the wrong rotation
- Fixed buggy monster behavior
- The default cursor position during challenge selection now defaults to “New Game” instead of “Weekly Challenge”
- Fixed minor bugs with name input screen
- Fixed bug where the harvest food dialogue could override certain cutscenes in the Corral
- Fixed bug where, if you found a legendary item, rumors offering that item as a reward would disappear. Now, those rumors will simply change their reward.
- Also fixed bug where dream rumors related to legendary items could sometimes disappear
- Fixed battle popup text font inconsistencies
- (JP) UI navigation shortcut text should now be localized / correct font
ENGINE
- Monsterpedia now supports scrolling (necessary if we want to display even MORE monsters!)
QUALITY OF LIFE
- Spike traps are removed from the first boss fight upon victory. The map doesn’t visually change, but the spikes no longer deal damage.
- Rumors that ask you to defeat X monsters with an element will now mention that the monsters can be found in multiple locations, but give you a specific location to try (to make life easier)
WRITING
- (JP) Translated some miscellaneous English-only dialogues and messages from recent patches
Build 1.15 (18 June 2018)
ART/VISUALS
- Allies buffed by moonbeams (from the Moonbow legendary) now show the buff animation
- Improved the cutscene involving the Dreamcaster in town
- Improved the cutscene involving the escaped frog
- Improved the cutscene when picking up the cube from Dirtbeak for the first time
AUDIO/MUSIC
- New music for the escaped frog sequence
- Replaced some placeholder SFX
- Crab Grab now has SFX
- Planting a tree now has SFX
- Selecting items in your inventory / equipment screen now has SFX
- Various Monster Corral actions now have SFX
BALANCE
- Pet insurance cost is now simply player level * 75 gold, rather than monster level.
- Gambler’s Cheat Death passive now works a bit differently. Now, if it triggers from any damage source, you cannot die from any other damage sources that turn. For example: 5 monsters attack you. The 3rd monster’s attack would normally reduce you to 0 Health, but Cheat Death triggers. Previously, the 4th and 5th monsters could still defeat you. Now, they cannot.
- Brigand’s Detect Weakness passive now has a 50% higher chance of marking a monster each turn, and the damage bonus has been raised to +100% (up from +35%)
- Edge Thane’s Glorious Battler passive now also grants 25 CT when defeating a non-worthless enemy with a song active.
- Edge Thane’s innate abilities have more generous Health thresholds. The base innate now triggers when health is <= 60% instead of 50%, and the final innate (triggers when health is <= 33% instead of 25%. Also, when the base innate triggers, your damage mitigation is increased by 20% (up from 15%).
- Budoka’s Vital Point: Bleed now has a buffed ‘trigger’ effect. Once an enemy is marked for bleeding and you strike them with another Budoka technique, the bleed will spread to enemies within 3 tiles of the original enemy, instead of within 1 tile.
- For the first 3/4 of the dungeon, there is now a ~2 turn buffer from when you first enter a floor to when monsters can aggro you naturally. This should help with edge cases where a ton of aggressive monsters happen to spawn right next to stairs. However, note that if the monsters were already aggressive, or if you attack them, they will still fight back. Note: This does not apply on New Game+.
- Monsters knocked out with a Monster Mallet should now gain immunity to mud and lava, and any ‘charged’ ability they may have been using should now be canceled
- Jade Beetle’s ‘Armor Break’ skill removed (was only accessible by pet Jade Beetles)
- Flat damage resistance (such as the Physical damage reduction granted by Medium and Heavy armor) is now applied AFTER your % resistance. This is most noticeable when you have higher resistance values.
- Percy’s healing costs have been reduced to a flat, linearly scaling 50 -> 100 -> 150g (etc), resetting each time you level up. The costs are no longer based on character level. JP healing starts at 100jp and increases by 25jp per time you heal in your current level.
- The cost to deposit an item at the bank has been reduced by about 20% on average
BUGS
- Attempted fix for bug where monster echoes and powerups would sometimes not trigger if they spawned on top of you. The powerups should now be obtained automatically at the end of the turn
- Job Trials are now accessible immediately in New Game+ (if you’ve mastered your current job)
- When hovering your cursor over an enemy and using a melee weapon with an Overdrawing bow on your hotbar, clicking on an enemy at max range should properly switch to the Overdrawing bow
- Fixed monster wander behavior in Item Dreams with Deadly Void
- Fixed bug with certain monster ability targeting such as Battousai’s Iaijutsu
- Fixed bugs with inaccurate estimated healing on food items
- Fixed bug that was allowing certain status effects like Sneak Attack to trigger on the wrong conditions
- Fixed bug that made the Overdrawing magic mod always reset CT to 0 even when at less than max range
- Fixed bugs with effects that required enemies to have not noticed you (these were always triggering)
- Fixed visual bug with ‘icy ground’ (dropped by Frosted Jellies) sprite
- Fixed bug where certain status effect sprites would “stick” to a corral pet and never come off
- Corral pets should now gain XP even if you are at the level cap
- Another attempt at fixing bug where getting pulled or pushed would not update line of sight properly
- Fixed some monster abilities not using proper targeting
- Fixed bug where monster letters would sometimes display garbage text
- Fixed bugs with Armor Training (Paladin skill)
- Fixed bug where the block bonus from Big Giant Circlet and Crystal Ring did not stack correctly
- Fixed bug where friendly River Spirits’ water shot attack could sometimes target the player. Also fixed a number of other assorted friendly monster attacks
- Fixed bug where the cursor could permanently disappear when returning to title
- Attempt at fixing bug where the Summon Mini-Panthox effect would not trigger all summons (sometimes)
- Fixed visual bugs with button colors in equipment and inventory screens
- Fixed random floating “new item display” popup text
- Enemy buff animations should no longer play while outside line of sight
- Orbs/seeds should no longer drop in Job Trials, as intended
- Fixed bug with high level rumors spawning after doing job trials
- Fixed the monster family of one of the final hub side area bosses
- Fixed random error that could happen and prevent game load on some older systems
- Fixed health bars sometimes rotating out of position
- Attempted fix at issue where Fungal Columns (and some other enemies) would occasionally be invisible
- Monsters KO’d with monster mallet should no longer take lava damage (this should have been fixed already, so re-fixed?)
- Fixed bug that was not incorporating your Spirit Power into Iron Breathing’s healing calculation (this may have affected some other healing abilities)
- Fixed issues with sprite layering of summoned objects or terrain like mud and lava
- HuSyn’s Autobarrier is now correctly classified as a Passive skill again
- Gold cost of upgrading bank storage has been capped at your max gold held amount
- Casino 2F now gives a super treasure chest when cleared, as intended
- Parting Gifts should now work correctly with Runic Crystal
CONTENT / GAMEPLAY
- You can now find a new tree in Riverstone Grove that will be inscribed with the names of characters you’ve lost in Tangledeep. This data has been tracked only recently and will show level, job, champions defeated, etc. for each of your previous characters.
- Upon completing an Item Dream, you’ll now see a popup showing the results of your Dream run: gold, XP, and JP earned, fountains found, items looted, and Goldfrogs caught. You’ll also see what (if any) upgrades your item got!
ENGINE
- Yet more XML optimizations for faster load time
- Support for dialogs with multiple pages of reponses! Wow!
- Major optimizations related to map objects, monster spawns, and wandering monster behavior
- Major optimization related to monsters trying to pathfind from very far away
- Major optimizations related to many damage-dealing effects
QUALITY OF LIFE
- On the Equipment screen, pushing left on your list of equipped gear via keyboard or controller will wrap the cursor around to the Filter buttons. Pushing right on the Filter buttons will then return to your equipped gear list.
- When walking into an Item Dream aura (after not being in that aura the previous turn), the game log will show the aura effect. Also, the aura effect will pop up over your head for a second.
- When purchasing Pet Insurance, the game will now let you know if you already have insurance before checking to see if you have enough money
- When attempting a Job Trial, if you have a corral pet, you will now have the option of putting the pet back in the corral automatically
- The Recipe book now updates ALL recipes to check if you have ingredients, each time you cook a recipe.
- When handing in quest-related items like Tsukida’s coffee, the game will try to use unmodified versions (such as Coffee with no seasoning)
- You can now sell items to Nando in town.
- A new confirmation dialog now appears if you try to leave a campfire area without resting or cooking at the fire.
- New tutorial popup the first time you knock out a monster in the dungeon reminding you to use your Escape Portal to easily escape
- New tutorial popup if you have not returned to town after going through several dungeon floors (and if you have never used your portal before!)
- You can now swap places with merchants in the dungeon.
- When using the “Come to me at once” pet command, your pet should now stick right next to you for a few turns. It will not move away for any reason (unless pulled away.)
- The “Wandering Merchant” message should no longer obscure the “Harvest Food” dialog after exiting an item dream.
- Dungeon areas that are roughly on-par for your level will be noted as “Tricky” in the upper left, which is generally accurate to the challenge you would expect in these maps.
- When finding unusual Item Dream events, you will now see some overlay text the first time you enter that floor
- Grove Pest and two of the final hub area bosses (re-used sprite) removed from the Monsterpedia, secret rift boss added to the Monsterpedia
- “Shaken” status now displays exact amount of CT lost per turn
- Added numbers to various special item and effect descriptions
WRITING
- JP: Numerous text updates and fixes
- “Spirit-Linked” modifier was previously used for both armor and shields and had the same name for both. Now, the shield version is called “Refreshing”.
Build 1.13u (24 May 2018)
BUGS
- Throw Stone now hits 100% of the time as intended, even to targets in water
- Fixed bug where Heavy Armor Mastery was always giving +15 flat resistance instead of +1 per level as intended
- Fixed bug with Floramancer’s Compost passive
- Fixed bug where you could be pulled into an area with no line of sight
- More attempts at fixing edge cases where you could find duplicate legendaries
- Fixed various bugs with Skewer (1st spear mastery)
- Fixed bug where monsters could jump on to tiles with destructible, blocking objects like crates or ice blocks
- Fixed bug with Gamblers’ “Roll the Bones” 6+6 roll
- Fixed bug where St. Herge’s 3-piece set was not working properly
- Fixed bug where an extra SFX would play when opening the Journal tab
- Fixed some monster powers that were only usable a limited number of times in the monster’s life
- Attempted fix at a bug where a quest could be completed and then failed simultaneously if the quest completion and failure conditions were met at the same time.
- Fixed some visual bugs in the feat selection screen
- Fixed bug with wrong terrain sprites showing up sometimes out of LOS
- Cleaned up visual bugs that could occur when returning to the final boss area
- JP: Various text fixes for overlapping text, dialogs going off screen, etc.
ENGINE
- Pathfinding optimizations, should be particularly noticeable in densely packed areas with narrow corridors
- Minor optimizations related to UI and animations
- Major optimizations related to certain restorative effects
- Optimization of game load times
- Optimizations related to dialog boxes
- XML compression for faster loading
- Yet more data optimizations for faster initial load time
QUALITY OF LIFE
- Magic mods that require a specific item subtype (like weapons, quivers, etc) now display this in their description
- Abilities that require a certain weapon type for the cooldown to tick (ultimate techniques) now say this in the skill description
- The “Use Shovel” hotkey will now try to use Dream shovels before regular shovels