Home Products Changelog

Release Notes for Banquet for Fools

Patch 1.041

Visuals

- Map menu: updated World map reference image

- Fixed an visual when opening a new dialogue vignette where the previously opened one could show up for a frame first
 

UI

- End slides now scale correctly outside of a 16:9 resolution

- Fixed an issue with the item description’s text potentially being too large for Geofri’s note

- Fixed several grammar issues in dialogues
 

Adventuring

- Fixed a prompt issue where the frog known as Vesa could be called again and returned for reward

- Adjusted a boat captain’s status after getting to Act 3

- Corrected some dialogue with Aven Dura’s Mareshal Nadia’s when she references the gate location

- Changed some dialogue related to the God of the Hunt [Intercessions] check when speaking to Avri to be more clear

- Fixed situation with Dura Mare’s in-town status and summons waiting outside town and movement speed

- Fixed an issue that could result in the robber fort bandits returning

- Fixed an issue that could result in the Reeve not knowing about a previously exiled Informant

- Fixed a freeze in Garnet Bay when beaching on an island, related to certain events previously completed in the Bog

- Fixed a freeze that could occur when opening map menu on Mount Inela

- Fixed an issue with the large Marsh greva returning after being slain in the Bog
 

Maps

- Dura Forest: Updated some pre-rendered areas to make certain interactable objects and ground items more easy to see

- Dura Forest: added some banter for the guards when around some interactable objects that could be overlooked

- Fixed an issue with chest in Southern Pass that could be repeatedly found and stocked with items. The brisska doing this has been told to stop.

 

Gameplay

- Hammel now mentions his missing child when discussing payment for the armor if they haven’t been found yet

- FIxed an issue with stacking items while shopping with a merchant who has supplies in the menu inventory grid


Patch 1.04

UI

- Pinned notes now correctly reset position on dock when clicking “Reset Docks”

- Resolved a resolution issue with very wide resolutions and the quest ending vignette with the guards

- Fixed an issue when naming a spell after a recently deleted one, where the new one displays the old one’s rune

- Fixed an issue with selling and re-buying specific blessed items from a merchant breaking the Intercession skill requirement

- fixed issue with stacking items in boro bag if boro bag is full and you drag item out and let go while it’s not over a new slot

- Fixed an issue caused with the Necromancer’s circlet when equipping/unequipping it giving health

- Fixed issue where Blood Book did not reset after first use

- Fixed inconsistency where Blood Book didn’t close with Character Sheet when pressing Escape

- Fixed an issue where deleting favorited spells in spellbook causing future favorited icons to behave unexpectedly

 

Adventuring

- Can no longer attempt to fast travel with boat captains while you are already on your boat, and will require disembarking first

- Fixed an issue with Forten Lazure’s Dan being skittish if you have evidence against him and combat is occurring nearby

- Fixed some possible issues caused from the flower hanging out with Dan and his routine after their situation is resolved

- Fixed a grammar issue in the Din Varens Gadaar note

- Fixed an issue with the Marcato intercession from Chora not affecting the guard correctly based on who was playing the Flute songs

- Notes and keys in inventory have more detailed and helpful names and descriptions, indicating Volling/location they are linked to if known

- Updated Geofri’s “Observations on Exile Island” item description notes to be more clear

- Fixed a bug with a particular mountain fight that could end early if a certain captain is killed before the group with them

- Fixed an issue if you tried apprehending the “journeier” in the Forten Lazure map cave after letting him free being unable to send him to exile

- Dionisie can no longer repeats conversation again after you let him go and he flees

- Fixed bug with Overflowing intercession where blessing was duplicated

 

Guard’s banter

- Guards now have banter related to the staff items and the mechanisms in the bog and how they could interact with them

- Guards now quip about a certain face shape below their feet to help draw attention to it

- Guards talk about a location more specifically and how they came about the knowledge after picking up a particular item the first time without already visiting a type of location

- Guards now have a quip related to the lighthouse in Din Varens when standing near the boats on the beach

 

Maps

- Resolved an issue in Dura Forest where you could exit a boat but not re-enter on one of the beaches
 

Balancing

- Ring of Ponavenitula now works on berries that can grow next to home in Aven Dura

- Fixed an issue with Wine God ring allowing second elyxir to gain intercession benefits

- Vaha’s Ethereal Fist can only be applied to rings now

- Vaha’s Ethereal Fist now stack

- Fixed bug with Hero Song being able to be resisted by allies, Song cost changed to: (2 points)

 

Gameplay

- Fixed bug where Grave Keeper clearing sound was playing when sound volume was set to zero

- Fixed an issue with having Overflowing and Rays intercessions equipped at same time where guard could heal for more than intended

 

Controller

- Fixed an issue where spellcasting menu wasn’t responding to cancel button

- Slowed scrolling on Protestation of Innocence to match length of note

 


Patch 1.03

Visuals

- Fixed bug where oars could stay behind from NPCs on boats when loading game in middle of combat

- Fixed visual oddity with oar that could happen with NPCs on boats starting combat

- Fixed various wall and floor collider issues in many of the maps

- Fixed pre-rendered bake anomalies in many of the maps

- Saving book visual now animates through entire Quicksave operation

 

UI

- Fixed bug where Horn and Pipe Music Potency showing incorrectly in Character Sheet

- Updated stat grid Music Potency calculation to include equipped instrument’s Song Power

- Fixed issue where spells in dock were not updating to reflect changes to caster’s Difficulty Check if stats changed

- Optimized saving some data in particular scenes that may have been causing crashes for some players

 

Adventuring

- Fixed a dialogue issue in Sea of Sera if some of the Din Sera guards did not fare well against bandits

- Forfeit board added to Exile Island top

- Forfeit board added to exterior of Gadaar’s building in Aven Dura
 

Maps

- Improved and added some sound maps (footstep sounds) for various exteriors and interiors

- Fixed visual anomaly with cameras in the Din Varens cave with shroomers
 

Gameplay

- fixed an issue that could result in your support guards casting vine cocoon on enemies

- Fixed bug where enemies that follow from map to map have a delayed appearance on save/load

- Fixed issue that could occur with cinematic with Elspet and her band if instrument equipped was not highest skill instrument

- Fixed issue where Moonstone Ring could cause damage when equipped


Patch 1.027

Visuals

- Updated Lower Sandbanks map to not include a secondary fairy circle

 

UI

- Additional map pins

- Fixed a UI issue in Character Sheet that was cutting off some of the formula descriptions

- Fixed a UI issue in Character Sheet for mouse and keyboard that had misaligned hover states for some of the entries

- Fixed a visual issue when using a second chain rally attack displaying the previous rally boost by default (for when you miss the timer or click immediately through it)

- Fixed issue where pin text could temporarily remain red when hovering on it and exiting ‘remove pin mode’

- beach icons have animation and hover state to be more obvious

 

Adventuring

- Fixed an issue that could result in the inhabitants exiting exterior mausoleums being too shy to leave under some circumstances.

- fixed a door exit at Inela’s Gate where you could click a door below your characters from on top of a cliff

- increased radius Harvest god is willing to accept for his offering, updated his dialogue to indicate that he only needs a guard’s natural weight

- Gabriel’s band of robbers no longer immediately flee after he’s been taken out

 

Balancing

- Rogue and Charmer search checks no longer add to Skill Progress Usage

 

Controller

- Fixed bug with charging with boat not going in expected direction


 


 


Patch 1.0262

UI

- Fixed an issue that could result in Harvest Scores not displaying in the Treasury menu for new games that finished

- Fixed an issue with a bag weight display delay when adding and removing items from the offhand

- Fixed issue that could occur when dragging ground slot to equipped item slot

- Fixed an issue with Din Sera guard Bisera not giving gems after your first trade with her
 

Adventuring

- Additional conversation branch added to an imp

 

Balancing

- Updated some enemy volling behavior to use ranged weapons more aggressively if available


Maps

- Fixed bug with returning to Southern Pass after solving tile puzzle near dryads

 

Controller

- Fixed issue where bounding box remained on on-screen keyboard after speaking “Quest” until character quipping finished

- Fixed bug with boat charging where aiming did not work correctly



 


Patch 1.0261

Quick fix for some spotted issues:

 

UI

- Fixed an issue that could occur from using non-pagans to cast from scrolls, resulting in problems selecting some UI elements and items from the dock and action bar

- Fixed an issue with the block action not allowing for ‘perfect dodge’ to fire off
 

Adventuring

- Fixed an issue that could result after eliminating feral root pagans in Inela’s Eastern Pass map who could try returning in some specific scenarios when they shouldn’t


Patch 1.026

Additions

- Added “Studying” state toggle for skills to amplify progress % of unfamiliar skills while using them (just click on skill in character sheet to attach a little book)

 

Visuals

- Fixed an issue where the guards could be using oars the wrong direction

 

UI

- Fixed a bug where if you Reset the hotkeys, Exit and Block would both default to the T key

- Fixed issue where Emilyn in Aven Dura sold Disrupt twice

- Wreath of Vines now accurately displays its intended status effect of “Spell Difficulty Check” instead of “Pagan Hit Chance”

- Fixed a bug with the notes where if you had scrolled down a long ways on a longer note and changed to a shorter one, you’d have to scroll back up

- When deleting a save the previous background screenshot no longer remains, and removed instances where this could be a white square

 

Sounds

- Some combat effects like the Fox charge sound are now linked to Sound Volume slider

 

Adventuring

- Fixed an issue where the Wandering Lady’s intercession could eject you into orbit if you didn’t prime it first

- Simion no longer flees if you discover and open his secret chest

- Spring goddess ring now shows details in gamefeed

- Traders no longer offload Cici’s (Quez’s) unique ring

- GraveKeeper Lords are now killed even when in stun mode

- Sela statue has short guard commentary to prompt to seek her blessing

- Fixed a bug where Laveni’s dialogue was not ending correctly after you help her with bandit threat

 

Songs

- Fixed bug where songs could have negative proc if they were counted after combat ended

- Music extended calculation formula displays correct numbers when gathering what level the spell effect would be


Pagan Spells

- Fixed an issue when casting a spell and quickly switching to another guard before the cast is triggered

- Fixed an issue with Find Forest/Shroom/Fish creature spells acting more hostile to the player’s guards than other factions, behaviors are now as expected. These creatures summoned are now also able to be bound

 

Maps

- Removed a bridge control mechanism in Din Varens (now remains open) to prevent locking yourself out if closed them and portaled out

- Fixed a gate in Din Varens that could block you party

- Fixed an ambush prompt in the Forest Ruins map that could play the sound trigger but not have enemies emerge
 

Balancing

- Reduced progress % of all unfamiliar skills (circumvented with Studying state)

- Instrument skill progress weight adjusted

- Armor skill progress weight adjusted

- Pagan spell skill progress weight adjusted

- Armor gets progress when damage is evaded while wearing

- Armor and weapons get progress when repaired

- Intercession jewelry get progress per jewelry piece when worn in combat

* progress weight adjustments will be more evident after finishing current level

 

- When buying/selling an item with a trader, you now buy them back at their full value

 

Gameplay

- Fixed an input issue where you could trigger Perfect dodges while holding through blocks

- Fixed a freeze that could occur during a rally attack where a target died from projectile or effect from another attack during the prompt or animation leading up to it

- Added corner UI exit and hot key prompt to room with rope in Mausoleum

- Fixed bug with returning a child to Garnet Bay

- Fixed issue with Aven Dura skill trainer not displaying correct skill

- Fixed an issue with Minodora’s dialogue where it could close out early

- Fixed issue where offhand item was sometimes incorrectly getting skill progress

- Fixed issue where Din Sera fletcher wouldn’t leave lower deck

- Fixed issue with Din Sera fletcher quest where if you sold whip first she would not let you return it


Controller

- Fixed issue where exiting the Menus could show box around attack button that was not interactable

- Fixed issue with boro stats card where navigating with left joystick could leave the card menu


Patch 1.025

UI

- main menu and end game credits video update

 

Performance

- Some small performance improvements for VRAM

 

Adventuring

- Using that bath at Rozafir now heals as well as provides the bonus effect

- Fixed an issue with the mountain stairway door sealing off earlier than it should after you enter it

- Fixed a chest baked into the pre-render map in Northwest Dura Waters

- Fixed an issue where you could get caught behind the [redacted] vine wall setpiece

- Fixed an issue with a Rozafir informant not being able to be turned in when quest is completed by turning in both enemies to exile at once
 

Gameplay

- Fixed an interface issue when opening the inventory after clicking an item to pick up

- Made some adjustments to improve how items spill out of characters

 

Controller

- Fix for bug with controllers not being able to click on doors in initial area in Mausoleum


 


 


Patch 1.024

Balance

- Porta Dun merchant Dracul’s scepters properties have been fixed

 

UI

- Warning appears on save files that have missing data from save corruption

- Delete saves ability added

 

Optimization

- Fixed an issue that could leave to Save File corruption and black screens on load


Patch 1.0234


Patch 1.0233


Patch 1.0232

Adventuring

- Fixed an issue with Cici accepting her requested ring back from certain characters in dialogue

- Fixed an issue with bartender’s items for sale

- Fixed an issue with the Witch not accepting some chalk rubbings


Patch 1.0231

Fixed an issue that could cause a merchant's ownership of an item getting mixed up temporarily, resulting in the item not indicating that it would be stolen if taken (thus not refresh).


Patch 1.023

UI

- Fixed bug with docks where weapon sprite didn’t show up in description

- Game Feed windows that are dragged long no longer show up off-screen when toggling “Reset Docks”

- Fixed bug where treasury screen was showing incorrect text for recently beat games

- Resolution saves if Fullscreen is turned off and you enter/exit in windowed mode


Adventuring

- Fixed an issue with some missing text for a Teamwork quip for rallies after combat

- Merchants will no longer refill stock if they were knocked out and awaken to them missing

 

Controller

- Fixed issue with Settings menu where some of the newer sliders were not interactable



 


Patch 1.022

Visuals

- Improved visuals and fidelity of a certain book you can draw in

- Belgati Green vials now display correct in Field Assembly Kit
 

UI

- Changed “Attack” label hotkey in Settings to “Dome” to be more obvious

- Changed “Click to move” toggle in Settings to “Left click to Form Up only” to be more obvious

- Updated a layout in Treasure menu for detailing what goes into Harvest score

- Fixed an issue for some game completions to not activate the Treasury Menu button

- Fixed an issue for the h.264 transcoding option playing some videos

- Removed a stray sprite that looked like a floating pixel in the middle of the quest completion screen

 

Adventuring

- Corrected a conversation issue with Aurel, Chanter-Sil of Rozafir, when trying to train Intercessions with him

 

Balancing

- The Intercession “Hammer Hit” can no longer breach a weapon’s condition threshold

 

Gameplay

- Changed support behaviors so if you start to resurrect a guard in combat any other guards will stop their attempt if they had also been trying

- Corrected health description for when eating a berry and how much health is received

- Fixed an issue crafting Belgati Green knockout globes

- Musical instruments are now controlled by the “Sound Volume” slider in the Settings menu

- Moved an awkward boat entrance/exit point in Abandoned Farm near the caravan that could barricade you in

 

Controller

- Fixed issue in Prologue where menu switching would get stuck on Rest menu

- Fixed issue in Settings menu where More Resolutions button wasn’t correctly showing extra resolution choices


 


 


Patch 1.021

Visuals

- Main menu Credits video edited

- end of game Credits video edited

- some visual anomalies fixed and fog added to mountain area


 

UI

- Music power now displays in game feed calculations/item description

- Guard display order now remains consistent after character creation and regardless of how they are dragged around HUD or if Reset. This will also always display in character-creation order during dialogue.

- a map you cannot explore all of now remains hidden on the [Invimona] tab

- fixed the inventory sprite of a particular book you can pick up on the mountain


 

Adventuring

- fixed a dialogue issue with boat captains where they didn’t relay the price for traveling to different locations after you’ve collected your own boat

- dryad’s frog game - fixed an area of safety

- dryad’s frog game - fixed some behaviors of the frogs relaxing at end of route


 

Gameplay

- fixed issue with Dimi (dinosaur looking creatures) HP blood masks

- fixed issue with Scepter hit chance where Strength modifiers were not being correctly added to calculation

- fixed an issue after, ok this is a lot, stunning a non-talking creature that drops loot, allowing it to wake up, and then saving and loading, attacking it and having its loot drop a second time

- Fixed issue where quest followers could deactivate and no longer follow


 

Controller

- Inventory screen - fixed issue for the display panel showing status effects going away early when being toggled

- Fixed issue where controller in Settings couldn’t move to Adjust Brightness slider

- Fixed issue where controller in Settings menu could snap to mouse and keyboard only checkbox


Patch 1.02

Visuals

- Fixed a small ui pixel that could appear on some of the menus after the UI Scaling update at some specific zoom levels

 

UI

- default Settings for quicksave is now F5

- Fixed an issue from the UI Scaling update where spell icons were scaling up after loading a game in the Spell book action and Spell book inventory screen

- Fixed issue where right clicking on song book multiple times would cause songs to grow in size

- Gave [redacted] book more tolerance when rune drawing

- Fixed Treasury screen to not show duplicate entries on leaderboard

- Fixed text on hover for binding cap too low

- Fixed an issue with the Binding information on hover being too close together on larger zooms

- Fixed issue where hotkey visual could disappear while dragging on some resolutions

- Taught Asal about how math works, and now emeralds in Act 1 that are picked up display the correct amount in the game feed

 

Adventuring

- Updated Good Harvest shrine to have seamless dialogue options after clearing the goblins if you also have talked to the Gadaar of Din Sera.

- Fixed a camera panning issue during an event when entering a specific settlement at night

 

Balancing

- Fixed the Sneaking formula adding too much time on

- Tuned the Endurance flute spell (25% less stamina regen)

 

Gameplay

- Fixed a potential targeting issue that could happen when using a cursor

- Fixed a situation where you could getting locked out of an area after being taken captured by spiders

- Fixed a conversation issue with Danut (the Chanter-sil of Forten Lazure) allowing to exit the dialogue early

 

Controller

- Adjusted dead zone while using joystick in gameworld for movement and inventory (variable speeds coming soon!)

- While moving with the joystick while opening the action dome, the selection won’t immediately continue to move through action selection. You can now re-move the joystick for selection, or it will resume in a moment automatically

- Fixed an issue with some interactable objects leaving behind a controller highlight if they went away while they were being targeted

- Fixed an issue while hovering over a note on the map screen an exiting, allowing it to persist in the HUD back in the game


Hotfix 1.012

Fixed issue where cafera and Belgati Green cider could be sold for incorrect value


Hotfix 1.011


Patch 1.01

Additions

- UI scaling buttons now available either on the top left or with the [start] button on controllers

 

UI

- brawl book text larger

- make controller layout larger

- controller menu text

- Updated Credits

 

Adventuring

- made item drop range larger for some specifically impish items more

 

Gameplay

- fixed an issue with the “last meal” intercession getting blocked by armor

- fixed an issue resulting from naming a character with the text “ghost”. This will retroactively fix any existing characters being
 

Controller

- Controllers: Fixed issue with Settings menu when moving between Sound, Music and Voice Volume

- Controllers: Updated size of selection box to be smaller so it doesn’t overlap with text under sliders

- Fixed issue with controllers being able to kick the heavier fallen logs from the wrong direction


Patch 1.003

Visuals

- fixed a visual layering issue with a lake near Rozafir

- Fixed Pasaaran specific headgear issue
 

Adventuring

- Fixed some late game events due to saving/loading in particular areas

- Can no longer save in the Padurii mother’s grove

- Fixed in issue with some of the perspective cameras in a late game area
 

Gameplay

- Fixed an issue with equipping the merchant Dracul’s sword and sling


Patch 1.0022


Patch 1.0021

Fixed visual bug with Din Sera armor models


Patch 1.002

Hello!

Thanks so much to everyone who’s been playing the game since 1.0!

To address some feedback on text size we’ve scaled up the text across the UI and menus to be as large as they can within the menus. We’ll continue to see what we can do about a more widespread scaling option as we make updates. Thanks!

 

Additions 

 

Visuals

 

UI 


Adventuring



 


Patch 1.001

Visuals

- Fixed a riviwrap scaling issue if placed in the third ammunition slot where it would show up larger than expected in the guard’s background vignette in the inventory

 

Adventuring

- Updated location of third and fourth Lumenin Goblets into pre-existing early access games

- Fixed issue for some early access games where Porta Dun Items weren’t visible

- Fixed a potential game freeze within the Exile Island tomb

- Fixed an issue from some pre-existing early access games where Emeni wasn’t selling her one handed scepter (shop keep in Din Sera)

- (from 1.0) in Southern Pass ruined fort - fixed a collision detection where you could click the door icon through the wall

- (from 1.0) in Southern Pass ruined fort - adjusted camera timing of going back to your guards after encounter starts

 

Balancing

- (from 1.0) Adjusted Stamina intercession debuff

- (from 1.0) Adjusted the dodge skill’s distance


Gameplay

- (from 1.0)increased base movement speed while in towns

 

Controller

- Fixed an issue for controllers where some doors in the tomb under Forten Lazure weren’t interactable


Patch 7.31

Adventuring


Patch 7.3

Additions

- The Witch Valentina’s quest for the guards has been added to the EA builds along with its map additions

- Additional shrine available

 

Visuals

- Fixed an issue that could result in the guard’s standing direction mirrored while traveling on their boat


UI

- The bottom of the group menu will now always display guard selected, rather than turning off while hovering over summons/bound creatures

- Fixed an issue that could result in summons/bound creatures not saving out group leader status correctly after loading

- Fixed an issue that could result in the screen being temporarily black after using group menu

- Opening the map menu now saves which tab you were in and will keep that open next time you use it

 

Adventuring

- Fixed a dialogue issue with Mircea of Din Sera

- Fixed an issue with Emeni’s sequencing of events for the stolen item if it was previously sold and repurchased - thanks @Begbie !
 

Maps

- Forten Lazure - Changed position of Valentina’s cat so you didn’t have to wait for it to move sometimes if you wanted to talk to her

- Fixed chest with no items in South Tower map

 

Gameplay

- Fixed an issue with the guard Losefina of Din Sera mixing up bow and elyxir priorities and not always attacking when joining with you for the hunt

- Fixed an issue with Shroomer Earring buff reversing stat


Patch 7.2

UI

- Fixed a bug preventing drawing on the map when too close to the right side of a pinned text note

- Updated description for Vine Rug to hint to temporary nature

- Fixed an issue with the form up circle leaving its directional arrow behind while creating it while running

- Guards without spellbooks assigned to them can no longer create pagan spells

- Fixed a graphics issue with revealed areas on the Invimona map where white lines could appear on edges

- Fixed an issue with spell scrolls not showing up in HUD instantly after being equipped

- Fixed a conversation issue with the menestral in dura mare with one of the guards chiming in when they shouldn’t


 

Maps

- Fixed issue with ambushes in Dura Forest getting skill check and playing sound but no wolves appearing

- Fixed issue with ambush in Stonebridge getting skill check and playing sound but no bakkas appearing


 

Balancing

- your flying companions will be less cautious and fly over hazardous spell tiles (like how normal flying creatures react to these)

- While trapped in a vine prison spell effect, the Leader and Support guards can no longer charge out, rally attack, or be added onto a combo rally attack


 

Gameplay

- fixed an issue where npcs were not getting teleported off the vines when they went away

- Fixed an issue that allowed a guard to charge a target over shallow water

- fIxed some issues that could occur while changing maps during combat

- fixed issue where guard’s move speed when in groups and mobile form up not taking negative modifiers into account

- fixed an issue with support guards smoothing out pathfinding through small holes in wall colliders

- fixed a visual issue where oar positions could be saved to memory and temporarily stay behind on save/load


 

Form-Up!

- Mobile form up now averages speed among group, like outside combat

- form up circle can expand up to 25 tiles in size to account for parties with more summons. After 9 characters a new blob of the circle will be added for each new support companion

- fixed issue with form up circle where single nodes could get disconnected

- fixed bug where summoning/charming ally while form up circle is active would not trigger them to join circle immediately


Patch 7.1

Visuals

- Fixed an issue that could result in the ghost fog clearing early before the cinematic starts after killing grave keeper lords

- Fixed a camera/character cinematic in dungeon maps to be more clear

- Merchants unequip drinking cups when playing their idle animations

- Adjusted some hair physics for Taratoriths

- Adjusted a pool of liquid in one of the southern dungeon maps with an improved mesh


 

UI

- Fixed an issue with some items given in dialogue leaving its border behind for another round of talking

- Fixed an issue the boro herder of Dine Sera’s portrait getting mixed up


 

Adventuring

- Adjusted some text with the Gadaar Margareta

- Fixed an issue with your guards being able to rest to heal without blankets after resting in their awarded dwelling

- Corrected some dialogue when chatting with Torht, the cook of Din Sera

- Fixed an issue when killing a boro that was in the middle of throwing a stick resulting in dropping incorrect amounts of fangs/fur

- Adjusted some dialogue with the god of good harvest in Din Sera

 

Maps

- Fixed an ordering issue with a prerendered background and a smoke effect on Exile Island

- Fixed an issue with support guards not correctly pathfinding across a path of vines on the mountainside of the Stonebridge map


 

Balancing

- Hamel now requires 2 silver carapace plates to create his custom armors

- The boat’s Charge Action damage to be determined from a formula based on the party’s strength rather than character level

- Adjusted the abilities and stats of various high-level characters
 

 

Gameplay

- Fixed an issue with saving hair color during character creation during particular circumstances

- Turning Lachovinian crank now takes away control until the door/device state is finished changing

- Poison tile clumps on ground now consistently do damage when running over any of them

- Fixed an issue that could result in a target that was knocked down standing back up early when hit again

- Fixed an issue with summons leaving while in towns that resulted with them sometimes standing in place

- Fixed a loading issue for some the southern dungeon maps

- Can no longer access the wait/rest menu during Act 1

- Fixed an issue with Valentina the witch hearing through walls and targeting other unground creatures

- Fixed an issue that could allow emeralds to be reduced below zero

- The herder at Din Sera no longer turns hostile when you use the key to open the gate


 


 


Patch 7.02

Visuals

- Fixed the bat’s death model scale


 

UI

- Fixed an issue when selected a pre-made party and then changing race having the tokens reset - thanks for catching that @VERN !


 

Adventuring

- Fixed an issue with the god of good harvest not providing intercessions correctly after being appeased in Din Sera

- Fixed text with Emeni during her quest

- Fixed text with Calin the Reeve in Dura-Mare

- Fixed text with Bisera in Din Sera

- Fixed voice used for the guard during dialogue when stunning a criminal for the first time


 

Balancing

- Adjustments to the blue boro stats

- Spell effect: Vine cocoon - characters under this effect can no longer be pinned while the spell is active


 

Gameplay

- Fixed issue where leader dashing outside of combat caused issue where support guards would not always follow behind

- Fixed an issue with dodging toward cursor being active when your cursor was over water and the dodge going in the wrong direction

- Fixed an issue with Viorica and Emil not remaining hostile after being stunned and reawakening 24 hours later

- Fixed a bug where Emil will not turn hostile if Viorica has been knocked out in combat

- Fixed an issue when trying to save when tentacle monsters were getting stuck in vine rug spells

- Fixed bug with spellcasting imps not saving correctly


Update 7.01

UI

- Fixed a rare issue that could result in the action bar’s smoky fill animation not always animating

 

Adventuring

- Fixed an issue resulting in the cook of Din Sera accepting more than the required amount of berries needed

- Fixed an issue that could result with the armorer Hamel not always giving you the correct deal based on your bartering skill

- Rotated an Imp watcher in Sea Arches

- Adjusted some of the Imp watcher’s behaviors

- Adjusted special properties description for item: Reaper

 

Maps

- Removed a boat exit point in Din Sera that was too close to other boats

- Adjusted a boat exit point in Din Sera that could land a guard in an odd location

 

Balancing

- Fauna Trap spells no longer interrupt movement, only add damage
 

Gameplay

- Outside of combat, while running and attempting to dodge without enough stamina you’ll no longer stop in place for a moment, instead the dodge will only occur when it can be used


Update 7.0

Additions

- New permanent Hud button on top left corner to reset Dock positions

 

Maps added:

- Din Sera

- Stairway Ruins

- North Tower

- Inela’s Eastern Pass

- Dura-Mare

- Porta Dun

 

[ some areas and Porta Dun shopping blocked off until the last update ]

[ ending scenarios now exist, but slides/scores unavailable until last update ]


Adventuring

- One of your guards will now quip when spotting a wheel in the forest

- Adjusted some of the guard’s bantering/compliments after brawls

 

Maps

- Fixed a water map exit going north from the Sandbanks map

- Additional natural resources added to the Bog map

 

Updated soundmaps (environmental detection/footsteps sounds) for:

- North Tower

- Inele East

- Din Sera

- Sandbanks

- Lower Sandbanks

- Mountain Stairs

- Bog

- Gates

- Padurri Swamp

- Dura Mare

- Various Southern Island Areas

 

Balancing

- Updated XP given from various types of Imps

- Updated XP given from various types of Spiders

- Updated XP given from Silver Shroomers

- Updated XP given from Bog Shroomers

 

Gameplay

- Fixed some issue that could occur when clicking on Lachovinian tumbler locks


Patch 6.28

Additions

- Added white hair option into character creation for all races

 

UI

- Added a Video Codec toggle in Options Menu (for low end Windows users to switch to more performant H.264 codec)
 

Maps

- Fixed some map exit icons that were selectable in Forten Lazure and Din Varens that were above/below party and should not have been reachable


Gameplay

- Potential fix in place for some player’s games not detecting the collision when using projectiles to hit intractable trees

- Fixed issue with NPCs picking up non-consumable items

- Fixed some issues where clicking on door icons incorrectly stated “Cannot reach” and blocked moving to door

- Fixed bug where bandits trying to steal emeralds from sea merchant were not showing on boats correctly after save/loads


Patch 6.26

Visuals

- Fixed some Boro jewelry physics

- Improved various dialogue vignette lighting

- Fixed a pivot of a Lachovinian wheel on an island


 

UI

- Updated some art for rally timing prompt to be more clear what the target line is

- Fixed an issue if making a new game after playing an existing one where the Invimona map would temporarily load in the previous game’s map

- Fixed an issue that could result in an empty UI box popping into the character sheet

- Fixed an issue with portrait status effects not immediately displaying if hovering over a guard that isn’t selected

- Portrait status effects now glow when hovering over them in the character sheet


 

Adventuring

- Added some ghostly ambushes under a particular island while navigating the perspective shots and near the exit


 

Balancing

- Technique: Dodge Stamina Reduction, from +3 to +2

- Dodging: For 1 second after performing a dodge there is an additional stamina cost, starting at +9 and scaling down to 0


 

Gameplay

- Bound creatures and summons now always navigate to form up circles if there is room for them

- All bound creatures and summons have more consistent movement speeds in and out of combat and will no longer fall behind when moving long distances

- Fixed a bug with bound creatures and summons moving too quickly during combat to get back to the party or a target if they are too far away

- Fixed an issue while fleeing with support guards and summons/bound creatures prioritizing attacking targets or catching up with a fleeing leader, and now are smoother in following behind


Patch 6.25

Additions

- Settings menu: Added F-keys into the keyboard for hotkeys


 

Visuals

- Adjusted awesome dialogue vignettes with the speaking character’s placement


 

UI

- Your guards now quip what happened if if they can’t move an item into another guard’s bag (from either being too far away or full)

- Fixed an issue if you had “click to move” turned off in the Settings where you couldn’t close a Form Up circle by clicking the “X” attached to the circle

- Fixed typo in name generator for “Ahovira,”

- Can no longer access the menu to load games during an in-game cinematic

- Fixed a typing issue with naming a Boro where a previously typed name could come in if you had just named a different one


 

dventuring

- Slingstones now have a chance of being found in a map like other natural resources

- Changed timing on some events to only take an in-game hour to progress after being triggered (like dolki, healing headwraps)


 

Maps

- Fixed a map exit in the Din Varens bar that could be selected to return to the same room you were already in if a character was rammed into the doorframe far enough

- Fixed an issue in the Forten Lazure barracks where some sleeping guards were able to sleep soundly despite parts of their heads being rammed through solid rock

- Fixed some colliders in Sandbanks that blocked a path around a pond

- Fixed some visual oddities around the exterior of the Lazure Falls map, as well as a rebake of its local map

- Fixed some visual and water issues in West Ruins


 

Controller

- Fixed an issue that could have resulted in the Boro and Trader menus getting messed up

- Can now open the Boro menu while trading

- Can now talk with Boro to swap with a herder


 


 


Patch 6.241

UI

- fixed an issue allowing to creat ea spell with a repeat name that would fail to generate, now requires unique name

- corrected outdated trader language on the guide


 

Balancing

- the white greva is no longer so trigger happy with its root wall spell


 

Gameplay

- fixed a freeze that could occur when attacking your spring goddess acolyte allies in the prologue before they can start dialogue

- fixed an issue with the gravekeeper north of the mountain where it wasn’t triggering a quest end screen on death


Patch 6.24

Additions

- Character creation - new name generator with customary names per race

- Character creation - new pre-made party options that can automatically generate 4 guards that can be edited


 

UI

- Fixed issues with drawing/pinning on Act 1 map

- Fixed inconsistencies and visual oddities with the potential follower portraits in docks and tactics menu, now the 50+ optional support creatures have standard portrait images


 

Adventuring

- Pedlars are now labeled more appropriately as “Traders”

- Lachovinian daggers and axes are now correctly marked as contraband

- Fixed some grammar with Dioniso dialogue in the Aven Dura forest

- Fixed some situations where support guards wouldn’t enter a Form Up as quickly

- Fixed some pathfinding bugs with support guards during exploration

- Fixed a bug where vine rug could remove itself while party was still standing on it

- Improved enemy navigation to be smoother when closing the distance with targets in combat


 

Maps

- Corrected a beach exit near Rozafir where a stray tile existed on the other side of the river a guard could jump to when exiting the boat

- Raised ground collisions in area with goblins in Abandoned Farms

- Fixed some environment render anomalies with shadows in Lazure Falls

- Complete Inivimona map image now available to uncover

- Fixed some environment art in Lazure’s Western Waters

- Fixed some environment art in Forten Lazure

- Fixed some colliders on a southern beach in Sandbanks

- Fixed a seam in the renders of the Padurii map

- Fixed a collider with a railing you could pathfind-click through in map west of the Dura forest


 

Gameplay

- Fixed bug where partial XP was given twice when killing a stunned enemy (before it got up again or a new creature replaced it)


Patch 6.231


Patch 6.23

Visuals

- Fixed issue with a bound cat's portrait not showing correctly

 

UI

- Fixed an issue that could result in overlapping items when quick-moving them into the boro’s bag

 

Adventuring

- Fixed an issue where Odalis wasn’t good enough to use her circlet’s intercession since the last patch

- You can now pet bound cats as a group with one click, if they are willing to get close


 

Gameplay

- Fixed an issue where combat wasn’t ending consistently while enemies were out of sight but still nearby

- Improvements with support navigation when running to Form Up circle

- Fixed bug where Stefan-sone in the cellar was using male voice


 

Controller

- Fixed Main Menu Continue button for controllers


Patch 6.22

Visuals
- Fixed a physics issue that could occur with dead chomp spider models

 

Gameplay
- Fixed an issue with combat starting with enemies within the fog of war/outside view
- Fixed bug with combat not ending sometimes due to enemies outside view
- Fixed a pathing issue with the little fairies in Lazure Falls where they could pop into a new location from their cliff


Balancing
- Adjusted various enemy sight radius


Patch 6.21

Patch 6.21

UI

Gameplay



 


Update 6.2

Additions

- Save Menu: Additional 4 rotating auto-save slots

- Save Menu: Now feature player names on the right

- Map Menu: Easier functionality for pinning and typing notes

- Map Menu: You can now chalk draw/erase notes on your individual local maps and the Invimona map

- Shift+Right click can now instantly move an item from a guards bag to the alternative location - either into the boro’s bag or sold into a Pedlar


 

Visuals

- Updated Vol tree dialogue vignette

 

UI

- Ghosts now have portraits when following you (and in groups screen)

- Continue button added to main menu to automatically load most recently saved game (only available after your next save when you play next)

- You now grind gems down individually, instead of the entire stack, in case you wanted to save some (faster than splitting the stacks)

- There is now a hotkey for swapping between your equipped weapons

- V sync now accurately labeled as “On” and and “On half”, fixed framerate cap text visual when active

- Fixed a bug with the 3 initial starting techniques being able to be placed on the same technique

- Updated the armor tooltips to talk about getting armor utilization from its skill being used


 

Adventuring

- Enemies are more willing to follow you from map to map or room to room (like the white greva)


 

Gameplay

- Support guards and your creatures now performs additional ‘danger heatmap checks’ on where they can try to position themselves when engaging next, creating more opportunities to engage more safely, based off distance and how surrounded their potential targets are

- Cats can now be bound (skill: forest)

- Your party now uses the sight radius of the guard with the largest when moving outside of combat

- Can now select if you’d like to dodge toward your cursor or the direction your character is facing while moving with WASD (controller unchanged)

- Block and Dodge are separated as actions with their own keys (except controllers, which relies on either moving and block to perform a dodge, otherwise will stand still and block). This allows for more control on stamina usage.



 

Controller

- All the additional menu functionality and hotkeys variations have been included for controllers



 


Patch 6.13

Performance

- Removed a remaining reference to the guide videos that could have caused performance issues after using the guide menu


 

Adventuring

- Fixed a bug that capped party at only one boro receiving Vol’s blessing from the fairy pond, now any new boro can receive these

- Fixed a bug when trying to turn in a chalk rubbing with Valentina while also being able to discuss a seed situation, leading to a dialogue error where you only receive XP from one of these events


 

Balancing

- The frog known as Vesa has more health

- Skeletons that toss their regenerating spines have better aim and hit harder

- Armed skeletons have more weapon skill and hit harder as well as increased action speed


 

Gameplay

- Support guards will no longer charge while in a form-up, only kick and attack

- Support guards now share their last known positions of enemies amongst each other, allowing for them to target visible enemies behind superficial or environmental walls blocking their sight

- Support guards no longer finishing closing a gap on a target, dodge or block when a new form-Up circle is made, allowing them to get there faster - they’ll only finish an existing attack.


Patch 6.12

Visuals

- Pinning a small lizard now uses the correct pinning animation

- Silver shroomer blood mask (the health visual) is now visual


 

UI

- Fixed an issue that could result in hot keys overlapping


 

Gameplay

- Support guards with spell books will now cast spells as expected automatically

- Support guards with charm bells will now bind as expected automatically

- Support guards have increased priority to move through hazard tiles depending on the situation


 

Controller

- Fixed a bug with quick-equipping items while at the Pedlar


 


 


Patch 6.11

Visuals
- The little bugs you can step on now cast shadows!
-  Field Assembly Kit: the appropriate globe item is shown as an icon instead of the vial

 

UI 
- Groups: You can now start typing immediately after clicking the icon to rename a group, instead of having to click inside text field

 

Gameplay
- Ghost ailment only happens on hit, and can be prevented while wearing Runic Head Wrap
- poison tile effects are removed after being stepped on
-  fixed issue where support guards wouldn’t respond after changing groups while in a mobile form up
- Improved responsiveness of melee combatant support guards during various combat situations
- Fixed an issue where support guards could hold for a moment before going through combat routines  if party leader wasn’t moving during combat 
-  fixed a bug where groups were keeping rally attacks from moving to locations

 

Controller 

- Added auto-equip functionality for items inside guard’s bags

 



 


Patch 6.1

The new and improved tactics menu for setting up group and combat behaviors is now live!

It allows for some arranged formations in and out of combat that weren’t previously possible.


 

You can now group similar characters together and they’ll stay near and guard one another, flank as group, and have quick getaways with the whole party.


 

How it works:


 

Each of the 4 groups can be designated a head(temporarily changes to whoever you are playing as if you’re in the group) and up to 6 support characters


 

The characters in a group prioritize sticking together as a tighter blob, similar to how the guards move outside combat now. If you're not playing a character in a group, the support will stick to the group's head


 

A support head's position is based off their weapon (and behaviors from the bottom section of picture). Support will still always dodge/block if they can but try to stay close to the group head before doing actions


 

The bottom tray is a free-for-all bucket, characters act how they do now if left in there


 

Groups activate anytime combat or form ups are active, so now you could form up circle somewhere and then flank as a group instead of individually in or out of combat


 

Mobile Form-Up!


 

Designating a form-up circle on the ground creates an area the support guards will prioritize staying in for defensive or offensive purposes. You can now designate a character to be the center of the form-up, and the support guards will stick to them.


 

This allows for quick getaways, or engaging a brawl similar to when you are on the boat - your guards will attempt to be a compact blob at all times and only attack when they are close enough to the enemy - more so if you’re not actively not on the move. So with some careful maneuvering as the leader, this is an effective way of avoiding fights with lots of damaging tile effects where you can more precisely control where everyone is. Using this mobile Form-Up overrides any Groups, so you can activate this at anytime to wrangle in the whole crew.


 

 


 

Behaviors:


 

There are additions to the options you can set per-guard as well.

For item usage, you can now set:


 

How low can health drop before using a belt item?

How difficult will a fight need to be to take a stat-buffing item?

How low can a friend's health drop before sharing an item?


 

With that last option your guards can now take a turn to automatically heal their fellow guards with their belt items!

Techniques can be set for:


 

Charging frequency?

Kicking frequency?

Pinning frequency?


 

We’ve had some requests for combat options for the guards, and have added in:


 

How many spirit bars need to fill before casting at will?

Switch weapons at will?

Binding frequency?


 

Arranging these with groups in mind allow you to dictate who’s using stamina for what purposes, like who’s aggressive with techniques or who’s more focused on saving stamina for dodging, and who’s taking turns healing themselves/others, and where they will be located in a brawl.


 

While all these options provide more control, the party’s effectiveness will still rely on a good foundation of skills, equipment and power of friendship/techniques between the guards. This also allows for various niche skill arrangements in parties to survive, like having more utility guards that stay back or are primarily used for summoning/binding/casting.


 

Log:


 

Additions


 

-Improved Tactics menu grouping behavior for the guards as well as additional combat behavior routines

-Mobile Form-Up addition if you select any guard/portrait instead of the ground

-Spell book auto-casting toggle has changed to a behavior slider in the tactics menu. The options you have for this are “never” or requiring 1 - 3 spirit bars before autocasting. *This will default to requiring just 1 spirit the next time you play the game


 

UI


 

- Fixed issue with elyxir crafting where if you were using components from the belt slots they wouldn’t remove correctly if there was a stack

- Multi-hand damage and Chance to Hit show in the Character Sheet formulas when a second weapon is equipped (or second fist if Multihand skill is greater than 50)

- All menus now close automatically if they were opened in the brief window between the camera panning to a character to for dialogue

- Fixed a rare hud issue with the portrait docks where the icons could be removed and not return after loading due to a rounding position of their placement on the screen

- Fix for the Dazzling Whip not showing its Rally attack gains correctly in its properties description

- Fixed a bug when using chalkrubbing kit twice in Forten Lazure tomb could result in issues


 

Adventuring

- Fixed an issue with the padurii mother’s vine waves causing an infinite damage loop and subsequent crash when wearing the Moon’s intercession ring

- Fixed a possible instance when purchasing new song books for your guards where the NPC was incorrectly determining if the party needed them or had the emeralds for them


 

Visuals

-Fixed some wonkiness with the witch’s hair in Forten Lazure


 

Maps

- Fixed a map exit issue between the Bog and Ruined Temple where middle exit did not go to correct location


 

Balancing

- Decreased damage from blue bog flyer’s spit attack

- the intercession “Grace Note” damage output no longer is reduced by armor, because it’s magical and from Chora who doesn’t care about armor


 

Gameplay

- Fixed an issue for support guard pagans in the party automatically casting spells again if their spell book was removed and put back in their inventory

- Fixed a situation that could occur for support guards not following leader after combat ends

- Fixed bug with a horn song bought in Aven Dura applying to party instead of enemies

- Fixed an issue that could result in support guards hanging back at the beginning of combat

- Fixed a bug resulting from charging sea creatures from land if they were targetable

- Can no longer charge or kick flying creatures



 


Patch 6.031

UI

- Changing rounding inconsistency on Action time reduction from jewelry

- oar whack action: says “whack” instead of pin on hover over targets

- Removed licech from Abandoned Farm chest


 

Adventuring

- Fixed bug with boro stats wildly increasing for some non-english language based games

- Fixed typo with Remus dialogue


 

Maps

- Fixed visual bug with fairy circle in Lower Sandbanks


Patch 6.03

Visuals


 

- Demo also updated with latest fixes


 

Visuals


 

- Armed ghosts have corrected animations when being pinned


 

UI


 

- Removed smaller note length limitation during conversations

- Fixed an issue with using game feed and spell book after the Guide menu was opened

- Act 1 Asal no longer defaults to two grid columns for his dock

- Fixed spelling error in guards huddle dialogue after destroying a giant sea monster


 

Adventuring


 

- Fixed an issue with the giant Sea Monster battles if the finishing blow occurred while they were in the middle of descending under water for cover

- Fixed a bug with boro stats that occurs in language files that use commas

- Fixed bug where giving runic head wraps could result in inventory errors and causing incorrect response options

- Corrected two Lachovinian ring bonuses that weren’t being accurately added to the character wearing them


 

Maps


 

- Forten Lazure: has a collider fixed so the coastal Amethysts are now accessible again

- Lower Sandbanks: Beach exit near a cave on south side is now accessible

- Lower Sandbanks: Fixed incorrect fairy chatter

- Lazure Falls: Fixed bug with goblin hole where KO guards or guards inside form up circle were not joining remaining party underground as expected. Also fixed an issue resulting from repeat jumps down the hole


 

Gameplay


 

- Fixed a bug which resulted in resurrected guards teleporting to the leader’s side during combat if offscreen


Patch 6.02

UI


 

- Fixed an issue with portrait grid when a guard is KO and the grid is hidden, the dragging handle is left behind at whatever width you had chosen. It’s now hidden like the rest of grid during this.

- Fixed an issue with boro pack when stacking on top of an item stack that would reach greater than the maximum stack size with the difference not being accurate. The new pile is now correctly difference


 

Pagan summoning and Binding


 

- Fixed bug with summons casting where spells that can cast more than one at a time did not show cost correctly

- Fixed bug with summons cost where sometimes percentages and caps were displaying inaccurately


 

Adventuring


 

- Fixed an issue where there could be small stutters periodically on combat starting under certain circumstances

- Fixed various colliders around areas where you can create root floors in the Sandbanks Map.


 

Demo


 

- Demo has been updated with newest additions from the last few updates

- Fixed an issue in the demo with the pre-made party pagans and their Spirit


Patch 6.01

 

Additions

- Added various animations to Volling NPCs for drinking and for merchants


 

Visuals

- Slowed down movement speed of town residents


 

Summons / Binding

- Fixed an issue where summons weren’t always healing the designating amount of health when resting with a blanket


 

UI

- You can now create more than 100 items at a time with the Field Assembly Kit

- Ammo backgrounds are more noticable



 

Adventuring

- Fixed Merchants resupplying their wares at the correct locations

- The Southern tower door on the map “Inela’s Gate” now opens and closes from the top like the other towers



 

Maps

- Various collider fixes in West Ruins

- Various collider fixes in Forten Lazure



 

Gameplay

- The Technique “Pin Spin” now always knocks back nearby enemies while spinning your target, and now damages the thrown target as well as stunning them

- Fixed some issues with NPCs moving backward when they are closing in on a target

- Fixed bug with Logger and Dragos in Aven Dura not showing action bar timer during challenge

- Fixed various issues with the Aven Dura logger challenge

- Fixed some errors that could occur under certain circumstances when selling items from the boro’s pack directly to the peddler