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Update 1.0.2 (3 May 2019)

Hotfix

- Mount Nervanzar: Gave flippers to the guests on this map so they wouldn't drown.
- Languages: Fixed issue that made other languages than English unselectable.
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Changelog for Update 1.0.3a (added 12 May 2019):

UI
* Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
* Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
* Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
* Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
* Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
* Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
* Steal Gold: Gold value was shown with very small text before. Fixed.
* Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
* Performance: Minor performance improvements.
* Spearvault: Will now look better when casted from under-water.

Balance
* Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
* Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
* Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
* Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
* Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
* Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
* Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
* Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
* Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
* Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
* Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
* Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.

Bug Fixes
* Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
* Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
* Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
* Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
* Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
* UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
* Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
* Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
* Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
* Maps: Fixing some drawing ordering issues for some maps.
* Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
* Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
* The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
* Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
* Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
* Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
* Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
* Descriptions: Fixing some typos and mistakes in some descriptions.
* Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.
high rated
Changelog Update 1.0.4 (7 June 2019)

UI

*Confirm/Cancel: Adding an option to invert the Confirm/Cancel buttons to the options.
*Loading Maps: Adding a "Loading..." text when a map is being loaded, to be clearer about it.
*Menus: Making menu navigation a little smoother, as some of the slower menus could have a bit of stutter on slower systems.
*Optimizations: Various small optimizations were made to reduce loading times.
*Build Size: Refactored a bunch of assets, which reduced the build size by about 500 MBs.
*Crafting: Kyrie reminds the player about crafting after a certain point in the story, but only if the player hasn't already visited the crafting screen. Now she will remind the player regardless.
*Holy Bolt: Renamed Ercinee "Holy Bolt" to "Sacred Bolt".
*Arena Prompt: Updating the arena prompt after winning a bout, to make it clear what the options are (Keep Fighting and Retire vs Yes and No).

Balance

*Difficulty: Changing the -15% to enemy stats difficulty option to -25% to enemy stats.
*Fetid Depths: Flagging some tiles as invalid destinations for displacement abilities, so the player can't be stuck on those tiles.
*Blood Magic: Changing conversion rate from 1.5% HP -> 1 MP to 2% HP -> 1 MP.
*Ending 2: Now showing a red node on the map when certain conditions are met, to show a specific node could be visited to get more information.
*Ancient Path: Now showing a red node when the Ancient Path initially opens, to help people notice it on the map. It's a secret dungeon though, so a little obfuscation is part of it.
*Distilled Water: Adding more drop locations for this crafting component in the last chapter of the story.
*Quality Thread: Adding slightly more drop locations for this crafting component.
*RNG: Adding a difficulty setting about Random numbers, with 2 options. The first option is the current system of rolling a simple d100 and using the result. The second option is "Skewed", which will skew the player's rolls in their favor a bit.
*Difficulty Settings: Changing the Easy preset to use the new "Player Friendly" random numbers system.

Bug Fixes

*Gamepads: When switching gamepads during play, it could happen that the help/options buttons would stop working on the new gamepad.
*Kawa Event: A specific event with some kawas could happen twice under specific circumstances. Fixed.
*Story Characters: Some story characters could have a weird Counter equipped when joining. Fixed.
*Typos: Fixing a few typos in the dialogues.
*Infernal Depth: Fixing a lava tile not flagged as lava correctly.
*Patrol Levels: Fixing a visual issue where the patrol level range could be shown to be over 99 (even though it would still be capped at 99 in practice).
*Manual Sorting: Manually sorting entries in the Troops menu would leave many characters walking in place. Fixed.
*Life Font: In some languages, the tooltip wasn't showing the correct information for that passive. Fixed.
*Vyscerawyrms: When spawning in a position with a unit, they could push the unit away in an invalid tile under rare circumstances. Fixed.
*Undies Set: Adding missing frames to this outfit.
*Changing Appearance: Going into the "Change Appearance" menu at the guild after dismissing all possible units would crash the game. Fixed.
*Patented Usage: When the AI used an item through Patented Usage, it would not decrease the amount of item uses left for the item in question. Fixed.
*Turn Order: The turn order bar wouldn't update correctly (until their next turn) when removing Haste or Slow from a unit. Fixed.
*Pushing Attacks: There was a rare case where the AI could use a push ability on a target that's immune to displacements, thinking it would be useful. Fixed.
*AI Weapons: There was a very rare case where an enemy could have a Bow/Crossbow in their main hand and a gun in their offhand. Fixed.
*Grandhalls: During battle dialogues, a certain character could look towards the wrong direction while talking to another character. Fixed.
*Chilling Touch: Chilling Touch and similar passives would list a % chance in the prediction box for Sabotage and *Teleport Other, even though it won't work. Fixed.
high rated
Update 1.1.0 (11 October 2019)

New Content:

- New Game plus: Adding a New Game Plus option in the title screen. Upon clearing the game, the option will become available and the player can use the clear file to start a new game retaining various things from their previous game. The player can select what they retain and what is reset from a list of options.
- SteelSeries: Adding SteelSeries integration. When using a SteelSeries keyboard with per-key lighting capabilities, the keyboard will take different colors based on the current game state, and show all available hotkeys in white.
- New Male Portrait: Adding a forgotten male portrait.
- Optimizations: The game should load slightly faster than before.

Balance:

- Healers: Updating the weights associated with healer classes to limit their count in maps where enemies are randomly generated. The net result should be less classes with healing spells in general.
- Bite: Increasing the base chance for the Poison effect to 62% (from 50%).
- Meatshield: Meatshield used to wear off when the target of it got its turn. Now it will wear off when the caster of it gets its turn (or it gets replaced by another Meatshield/cover effect). This will make it last longer and thus be more reliable/useful.
- New Recruits: When a class is unlocked, the player will always be able to switch to it, even if the requirements are not met. The main effect from this is when recruiting a unit in an advanced class (like Gambler for example), the unit will be able to switch back and forth to that class even if they don't meet the requirements.
- Missable Character: A certain character can't be recruited anymore after a certain point of the story has passed. There will now be a warning on the world map about the specific event vanishing soon if the player ignores it for too long.
- Double Cast: AI will be a little smarter with their second cast when using Double Cast. This is mostly a result of fixing a bug that make the second cast fizzle at times (it had other ramifications).
- Blood Suck: Increasing ratio bonus when the target is bleeding from 0.35x to 0.45x.
- Soul Suck: Increasing ratio bonus when the target is bleeding from 0.25x to 0.30x.
- Drain Health: Increasing damage ratio from 1x to 1.1x.
- Drain Soul: Increasing damage ratio from 0.35x to 0.45x.
- Gold Thread: Will now be granted as a victory reward in one of the late game story battles (this is not retroactive).
- Ancient Path: Small adjustments to a few random drop rates for ingredients.

UI:

- Map Position: The map position will now update in the top left corner after an enemy has done moving.

Bugfixes:

- Gelligh Treasures: If the player opened the treasures there "late into the story", it's possible it could have caused a problem with the "open all treasures" achievement. Fixed.
- Dialogues: Various small typos got fixed.
- Dash Strike/etc: Charge abilities would act weirdly when targeting large units. This is fixed.
- Class Change: The "Cancel sound" would play 2x in quick succession when leaving the screen. Fixed.
- Gogomboba City: Some extra units had their levels incorrectly set too high. Fixed.
- Maps: Fixing minor visuals issues with the grid on some maps.
- Vampire: Couldn't equip "cloth helmets" as they should. Fixed.
- Lists: Fixing a very rare case where a list would cause issues when empty and hitting confirm.
- Cleave: Fixing issues with Cleave not triggering at times: killing a target sporting Rebirth with a Collect ability, or with drowning wouldn't work correctly before.
- Screwworm Swamp: The map could be won by killing all allies. Fixed.
- Custom Portraits: Custom portraits had issues on Linux/Mac and would have issues if the user synced files across computers where the absolute customdata path was different. This is resolved. Save files will not save the absolute path of custom portraits anymore (that wasn't intended to begin with). Previous custom portraits shouldn't be affected, but if they are, setting them again at the guild should fix any issue.
- Enemy Passives: Fixing two instances of specific enemies having the same passive equipped twice.
- Pektites: Tier 3 red pektites had the wrong counter. Fixed.
- Meatshield: Fixing a rare crash with Meatshield.
- Sorting: Sorting units from the troops menu while in combat would have all sorts of weird issues. Disabling Sorting from the battle screen for now.
- Master of All: If a unit had mastered a class for which they didn't meet the requirements (so, a unit was recruited as an advanced class directly), that mastery wouldn't count towards the "Master of All" achievement. This should be fixed.
- Options: Selecting a line on the Options screen could feel unresponsive with the mouse as the far right side of the line wouldn't trigger the line selection without a click. Fixed.
- Arena: The enemies speed value wouldn't be used correctly on their first turn during arena matches (due to not being calculated until the match starts). Fixed. The turn-order might not be accurate until the match starts because of this.
- Pounce: It was possible for an enemy to use pounce to land on the same tile as another enemy that died with rebirth. Fixed.
- Dreadmaw: Ability was supposed to steal Buffs from the target, but that wasn't working correctly. Fixed.
- Dash Strike/etc: When an enemy would charge over a trap without having moved before, they would still be able to move after the trap interrupted the charge attack. Fixed.
- Dash Strike/etc: Under specific and rare circumstances, some the red tiles representing the charge area of effect could remain visible during targeting, even though they should have been erased.
- Descriptions: Fixing various descriptions typos.
- Loco Rush: Fixing a rare issue where a character might disappear oddly if there is no obvious valid destination when getting pushed around by Loco Rush.
- Spread Pain: Can now be used with Infused Edge and Focus Fire, as intended.
- Shoving Abilities: Fixing a wrong interaction between pushing abilities and targets with Mirage, where the Mirage would absorb the base damage but still displace the target or apply the bonus damage from the collision. Mirage now absorbs the whole effect.
- Music: Music could have a jump in volume when backing out on the Load menu from the Title screen. Fixed.
- Options: The Apply command in options list couldn't be clicked with the mouse before. Fixed.
- Double Cast: On rare occasions, when enemies would use Double Cast, their second spell could fizzle. Hopefully this is fixed now.
- Worms: Worms wouldn't use their breath attack as often as they should have due to a bug. Fixed.
- Kawa Bandits: Small adjustment to one of the early-game tables that had a typo, resulting in worse loot than it should have.
- Name Input: Using the "cancel key" in the name box would cancel the name input before. Fixed. Some minor mouse interactions were cleaned up as well.
- Obelisks: An extra check was added upon loading a save file to make sure the flag about having "all obelisks" is correctly set. There probably wasn't an issue on that side, but "just in case".
- Enemies: Once the player reached level 99, some enemies could be generated with story classes they shouldn't have access to. Fixed.

Modding:

- Fonts: Adding a Vietnamese font to the list of available fonts for modders to use.
- Fonts: Adding a Japanese font to the list of available fonts for modders to use (it currently doesn't support Kanjis though).
- Errors: Adding more error checking for invalid data.
- Ingredients: Ingredients file will not require all sections to exist anymore (recipes, badges, gadgets, ingredients) and non-existent section will be treated as empty.
- Ingredients: Fixing some potential errors when modding this file where added data would behave oddly.
- Save Files: Slight update to the format to make it a little bit more efficient.
high rated
Changelog for Update 1.1.1 (added 19 October 2019):

- Improved the mouse keyboard experience by adding hotkeys to all main "commands list".


Standalone installers updated (1.1.0 ⇒ 1.1.1): 04 November 2019.
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Changelog for Update 1.1.2 (19 November 2019/ added 25 November 2019):

Miscellaneous:
- New Portrait: Adding a forgotten male portrait.
- Save Files: Tiny optimizations to the format to make it just a bit smaller.

Bug Fixes:
- Menu Sorting: Sorting could be used in combat under specific circumstances. Disabling that (sorting units while in combat creates issues with deployment).
- Hallowed Mind: Used to incorrectly trigger when being revived by Reraise. Fixed.
- NG+: When using "Keep AP" with a Newgame +, a certain story character would not correctly retain their AP. Fixed.
- Mercer Warning: The warning to let the player know when the optional event with routing certain bandits would become unavailable would show even if the event was already completed. Fixed.
- Aries Ram: Last update broke the visuals. Fixed.

Balance:
- Massive Hit: Increasing MP cost to 16 (from 12).

Standalone installers updated (1.1.1 ⇒ 1.1.2): 25 November 2019.
Post edited November 26, 2019 by HypersomniacLive
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Version 1.2.2 (14 May 2020) - Part 1 (because I can't put all of it into one post)

New Features:

• Player AI: Player units can now be controlled by the AI. Go to the system options and select "Player AI" and set the AI you want on your combatants. Their setting will be saved and remembered.
• Autosaves: Adding autosaves at the very start of battle, so the player won't lose all their work preparing their units if things go sour. The autosave will keep all pre-battle setup, but otherwise start the player right before the battle was triggered.
• Enemy Turns: The player can now press the System Menu button during an enemy turn and as soon as their turn is over, the System menu will open, allowing the player to load/quit/etc.
• Unequip Everyone: Adding a button to unequip the whole roster at once from the troops menu equip screen.
• Turn Completion: When pressing the "details button" in combat, each unit will display their turn completion amount as a percentage next to their health bar. This should help the player make better decisions when it comes to abilities that delay the turn of units, etc.
• World Map: Various updates were made to the controls on the world map to make keyboard only user more at ease (ie. users not using the mouse at all, but just the keyboard).
• Difficulty Settings: Adding a new difficulty setting to control if the AI will use drowning mechanics on the player or not.
• AI: The AI will now use the map's natural teleport points if it deems it a good idea.
• UI: Many different additions to give better information to the player.
• Crafting: Will now show a "new icon" over recipes that the player hasn't seen before, as well as a "new crafting available" indicator from the troops menu when there are new recipes. Balance:
• Gear: Updating the list of what can be sold and not sold. In general, making more unique gear unsellable and more rare gear sellable.
• Story Characters: Some story characters have small static bonus to some stats upon creation. Now those will be stored in a different way so they are kept if the unit has its level reset to 1. This change is not retroactive and will require a new game. Also slightly changing those bonuses for some characters.
• AI: Various small improvements to the AI.
• AI: There was a chance the AI would cast Dispel 2x in a row on the same target with Double Cast. Fixed.
• AI: AI wouldn't always make smart use of Focus and Hallowed buffs. It'll now be smarter.
• Axes: Increasing vertical range to 4 (was 2 before).
• Healing Staff: No longer triggers Chilling Touch and other such passives.
• Defensive Hit: Now counts as a regular attack.
• Reanimate: Summoned zombies of tier 2 and 3 will now have "Counter: Poison" rather than "Counter: Critical Rebirth" since summons can't be affected by any Revive or Rebirth abilities.
• Counter: Thrash: Increasing damage dealt to 1.2x (from 1x).
• Chaos Slice: Increased dmg from 0.85x to 0.9x.
• Marked: The class's last ability won't be locked by the story anymore but purchasable like other abilities.
• Marked: The character that has access to this story class will now learn a special passive through the story (Penumbral Mastery).
• Exiled: The character with access to this class will have access to a bonus passive as well (Stampede).
• Avenger: Bonus will now be applied per allies that is currently fallen, or has fallen before in the current battle (and isn't protected against injuries). The net result is that reviving allies won't remove the bonus (unless they have injury protection).
• Story Battles: Made a certain NPC assisting in the fight in a certain city map more likely to drink potions if their health gets low.
• Pektites: Adding an element to their regular attack.
• Sleeping Targets: When the target is asleep, a bonus to accuracy will be given to attacks on the target (25%). The target's evasion was already ignored if it was asleep, so this is mainly a boost to special attacks with a low starting accuracy (like Wild Slam, etc.).
• AI: AI won't be as eager to get Hallowed Mind by slapping some nearby allies.
• Scoundrel: Increasing slightly the odds of Steal Item, Buffs and Gold.
• Wrathful Burst/Holy Burst: Increasing the vertical range to 4 (from 2), to match other Burst abilities.
• Wood Staff: Will no longer increase the casting range by 1. Other staves remain unchanged.
• Thorns: Increasing damage dealt by Thorns to 30% of damage dealt (was 25%) is reflected. Thorn damage is subject to defense, so it is not as high as that amount.
• Hellmuzzle: Increasing attack value slightly.
• Silver Rapier: Now grants increased MND, like other Silver weapons.
• Rapiers: Increasing their MND bonus a tiny bit. Rapiers now grant a bonus to accuracy as well.
• Ebony Dagger, Quarreller, Crimson Scythe: Now have a bonus to MND.
• Reflectotron: Lowering MP cost to 4 (from 6).
• NewGamePlus: A certain secret character will now remain on the player's roster when starting a NGP, rather than needing to be acquired again.
• Barrier: Will not be removed anymore from a target if the target was immune to the effect that was used on them. So, for example, an enemy immune to Poison won't used up its Barrier buff if Poison is casted on them, since they were already immune.
• Badges: Now, when the player finds a badge, the class it unlocks will be shown in the class wheel with its information, even if the player doesn't mean the requirements. That way the player can start planning their progression better if they want access to the class rapidly.
• AP Gained: On maps where the player's 6 main units are much higher level than the opposition, the AP is reduced by 33% (up from 25%).
• Stealing: Being afflicted with Blind will now reduce the chance of Stealing in half.
• Cleansing Blade: Reducing damage bonus from removing a debuff from 0.45x per debuff to 0.35x per debuff.
• Fellblade: Changed most Slices to a line targeting rather than diagonals.
• The Highlands: Updating the level range of the area to be lower in general and provide an option for the level 20-30 range.
• Story Characters: Story characters that join late into the game have had their starting AP increased a tad.
• Bonus Character: Reducing slightly the AP costs of abilities for a certain special character that likes to buzz around.
• Reavers: Gaining access to Mauls and losing access to Swords.
• Thorns: Thorn damage will no longer remove Charm from the recipient.
• Enemies: Should not spawn with Countershot anymore if they don't have a ranged weapon.
• Enemies SubClass: Changing the way the odds of an enemy having no subclass are calculated. They will now be based on character level and tied to Difficulty settings, rather than a flat 20%.
• Magic Bullet: Now counts as a Regular Attack.
• Quick Fingers: Will now allow the player to activate a chest/gather point/ladder/etc after taking an action and a movement if there is one in range.
• Worms: Can no longer spawn with boots.
• On-Hit Passives: Changing the proc chances of Deep Wounds, Chilling Touch and Sunder to all be 75%.
• Dreadmaw: Increasing chance to hit from 50% to "regular odds".
• Flippers: Enemies will never spawn with flippers if the map doesn't have water.
• Blazing Bolas: Blazing Bolas will now only try to place traps on valid tiles. Which means that a well targeted bolas, with many invalid location for the traps, will only land on valid tiles, and thus more likely to spawn directly under the target.
• AI: Various small improvements.
• Steal Gold: Slightly increasing amount stolen.
• Accessories: Slightly lowering the price of starting accessories.
Post edited May 15, 2020 by FlockeSchnee
high rated
Version 1.2.2 (14 May 2020) - Part 2

UI:

• Troops Menu: The screen could feel less responsive for KB+M users if the user was moving the mouse around while pressing keys. Should feel better now.
• Troops Menu: The currently selected unit will show "Deployed" on its portrait (like in the battle placement screen) if the user is in battle the unit is deployed.
• Gear Description: Slightly increasing the size of the description of gear in their main description box.
• Abilities Equip: Some of the descriptions wouldn't shown until after the player had made an actual change to their loadout.
• Visuals: Various small spacing improvements to the UI.
• Visual Customization: Made the experience using both mouse and keyboard at the same time better.
• Troops Menu: Spaced out the units in the troops menu. Also made the troops menu layout better (less units covered by the UI) when using a small resolution.
• Abilities Description: Clarifying and updating a few descriptions.
• Worldmap: The worldmap will now center on nodes as a road is drawn to them. This will be especially useful to people using low resolutions since the new nodes are easier to spot.
• Title Screen: The game should reach the title screen just a bit faster than before.
• Unit Number: When pressing the "details button" in combat, each unit will be assigned a number based on their order in the turn bar and that number will be shown over their portrait and sprite on the map. This will help quickly seeing whose turn is coming soon by looking at the sprites only, as well as differentiating any sprites that might have the same portrait.
• Damage: The damage prediction box will now show "-0HP" rather than "+0HP" when an attack would do 0 damage, to be more consistent. Heals for 0 will still show "+0HP".
• Patrols: Adding a tutorial explaining a few basic concepts about the patrols, including their level range. It will trigger the first time the player selects the "Patrol" command on the world map.
• World Map: The right stick will now pan the map.
• World Map: Pressing and holding the mouse button will allow the map to be panned with mouse movements.
• World Map: The keyboard will now control the world map cursor as if it were a gamepad, so the mouse won't be required at all with mouse and keyboard. The directional buttons won't pan the map anymore without pressing and hold the "Pan Map" button or the mouse.
• Gear Description: Making the layout of the gear description box a little smarter if there aren't any on-hit effects or buffs attached to the equipment piece. This will make the description section better.
• Weapons Description: Now showing the shape information in the description for weapons with an AoE.
• Weapons Description: Will now show the base on-hit chance of debuff in the weapon description panel.
• Delaying a Turn: When an attack causes a delay in the turn of the target, the word "Delayed!" will be shown using the Debuff colors.
• Item Potency: Will now show the increased numerical amount in the item description box while browsing items in combat, rather than just in the prediction box.
• Damage Prediction: Will now show the amount of turns a debuff will last in the prediction box.
• Credits: Will now use less memory. It probably won't be noticeable by anyone really, haha.
• Class List: The list now has a sort option (default, a-z, z-a).
• Class Wheel: The wheel now has a sort option (default, a-z, z-a).
• Prediction Box: Will now show "No effect" instead of "not showing any effects" when Dispel or Panacea wouldn't do anything, for clarity.
• Prediction Box: Buffs will now be shown in "healing color" when being added and "damage color" when being removed, rather than the reverse. With this change, all "good effects" are "healing colored" and all "bad effects" are "damage colored".
• Abilities, Weapons: The base chance of debuffs will now be shown in the description of the ability.
• Descriptions: Changing the format of many descriptions from 0.5x to 50% if it would be more intuitive for what they do.
• Help Screen: Adding numbering to the help tooltips to make it clearer how many tooltips there are on any given screen.
• Sabotage: The % chance will be shown in the prediction box. It's always 100%, unless the enemy is immune to displacements. This should make it clearer the enemy can't be displaced at a glance though.
• Spell Speed: Effects at the end of the turn (like Renew, Poison, etc) will be shown faster if the player has increased the spell effect speed (they were already shown faster than regular spells, but now they will be even faster if the player spell speed is higher).
• Tutorial: Adding a mention about being able to add custom portraits to the game to the customize tutorial.
• Battle: The turn order number shown over portraits when pressing details will now skip dead units so the numbers remain sequential.
• Dialogues: The cancel button will now advance the dialogue as well as the confirm button.
• Arena: Adding a confirmation prompt when starting the battle for consistency with patrols prompt.
• Buffs and Debuffs: Will now show their icons when shown as damage text over targets in battle.
• Help Screen: Will now show the trap description if a trap is visible on screen during combat.

Bug Fixes:

• 4_3 Fixing small inconsistencies in the Help screen and Try&Buy screens while using a 4:3 aspect ratio.
• Pulsar Generator: Spell could change the facing of the target to a different facing than the target had at the start of the spell. Fixed.
• New Game Plus: A certain secret character wouldn't retain his AP correctly in a New Game Plus. Fixed.
• Mouse: Using the mouse wheel, it was possible to enable the "Dismiss" command on Story characters in the Troops menu (and also during battles). Fixed.
• Swarm Strike: There was a visual glitch where "helpers" that are sleeping would remain upright (and still sleeping) at the end of the Swarm Strike animation. We don't want to change the functionality or complexify the ability, so it will keep working correctly even if teammates are sleeping, but their frames will reset to "sleeping" correctly at the end of the animation.
• Large Units: Cleaning up the way distance is calculated to/from larger units so it always uses the closest distance. This should make abilities that rely on distance (or the distance of weapons) always function correctly with larger units.
• New Recruits: Fixing a bug where under certain circumstances, new recruits from an advanced class would still lose access to that class after switching them out (even though we changed that behavior in a prior update).
• AI: The AI could have odd movements under certain circumstances. Fixed.
• Misc: Reducing memory usage a tiny bit in battles and menus.
• Name Change: When changing the name of a recruit and then canceling changes, the old name wouldn't be restored.
• AI: AI could make odd decisions when it came to One for all, selecting it when it shouldn't or not selecting it when it should. Fixed.
• Niwot: Enemy had idle stance running too quickly. Fixed.
• Random Drops: There was an issue with the way the map rewards were being generated and it could often result in wrong odds for most item, the longer the player went without restarting the game. It also resulted in a lot more Godwood drops late game than was intended.
• Mystic Shield: Fixing an issue where Mystic Shield would absorb damage as MP if the character would heal from the damage due to high elemental resistances.
• Mystic Shield: Fixing an issue where the MP damage wouldn't be shown correctly when punting a target with Mystic Shield if there was no bonus damage.
• Sacrifice Abilities: Those abilities could have inconsistent behavior with One for All, Protect and other more complex interactions. Fixed.
• Cleave: When a character with the Cleave passive got a kill during a turn and died on the same turn (due to Thorn or other reasons) could result in the "next character in the Queue" getting their turn as a "cleave turn" (meaning they wouldn't regenerate MP). Fixed.
• Selecting Subclass: Fixing some minor UI issues.
• Relentless Investigator: The player could fail to get the achievement if the last chest they opened was located in Gelligh. This fix will be retroactive and grant the achievement to player that should have it upon loading a save file that has all treasures opened.
• Teleport Other: There was an extremely rare chance of the AI using this ability to teleport someone "on top of them". Fixed.
• Ancient Path: Fixed an issue where the crystal would deactivate after an enemy was revived (until another enemy would be killed), even though it should have stayed activated.
• Battle Menu: Fixing an extremely rare case where the battle menu could get 'stuck' if the player hid and showed it rapidly.
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Version 1.2.2 (14 May 2020) - Part 3 (last part)

Bug Fixes: (continued)

• Displacements: Fixing a rare issue with "abilities that displace a lot of people at once" sometimes leaving some of the targets "untargetable" until they moved again.
• Charge: Fixing an issue when using a charge ability from a water tile, where the attack wouldn't occur after the movement was done.
• Charge: When the player used a charge, the target would not get to counter it, even if they had a valid counter. Fixed.
• Leap: Leap will now correctly check for traps after the caster lands.
• One for All: One for All would ignore the target height and just check for distance. Fixed.
• Infused Edge: No exp would be granted to the caster if the spell part of the attack missed. Fixed.
• Doppelganger: Some bosses with multiple parts wouldn't have their parts correctly flagged as not being valid for Doppelganger and the player could attempt to copy some invalid ability sets. Fixed.
• Enemies: Fixing some issues in enemies generation tables that would prevent a few passives to be generated on enemies as optional passives.
• Zzakander Spires: When using "Elite enemies", the added enemy would spawn in an odd location. Fixed.
• Mind-Control: Mind-Controlled enemies with Smart Cast would apply Smart Cast incorrectly. Fixed.
• Pushing: Pushing someone out of a water tile with a push ability would result in visual issues and the target possibly surviving with 0Hp.
• NewGame Plus: Enemies would still be restricted by story progression in their choice of weapons and accessories, even when using the flag for enemies to have access to all the gear.
• Units in Water: Certain abilities that exchange position with a unit could have some inconsistent text positioning for caster drains if the caster started in water. Fixed.
• Fleeing Enemies: Fixing a rare case where strange AI behavior could occur when an enemy escaped battle and was under the effect of Protect.
• Double Cast: The AI could cast a spell using Blood Magic without enough HP if the first cast got countered and reduced their HP below what was needed for their 2nd spell. Fixed.
• Monsters: Some rare monsters had weaker stats in an upper Tier than a lower Tier. Fixed.
• Credits: Fixing an issue where some names in the credits didn't show up properly.
• Adaptive Evasion: Will now correctly be set to "Evade Regular Attacks" after being attacked by Infused Edge.
• Summons: Fixing an issue where mind-controlled summons would have no abilities other than attack for the player to use.
• Interstitch: Was ignoring the spell height restriction on the victims. Fixed.
• Stampede: Now calculating the amount of tiles walked more accurately (it used to calculate it from the distance between the 2 positions, rather than the steps taken to get there).
• AI: Will not attempt to cast Wild Cards on a target immune to all debuffs (or that has all debuffs already).
• Dispelling: Will now show 0% for the chance of the buff to be removed if the target has an Evade counter against the Dispel ability used.
• Scar Tissue: Will not trigger from fixed damage anymore (since those don't target def nor res).
• Bows: Under very specific circumstances, the optimize feature when changing classes could end up equipping a bow and a shield at the same time.
• Blazing Bolas: Under very specific circumstances, the target could be flagged as being underwater after the spell, even though they would not be. Fixed.
• Gadgeteer: Missing icon with first ability in skilltree. Fixed.
• Banyan Span: Fixing gathering point that wouldn't visually disappear after being picked.
• A certain Kawa: Could remain visible at the end of a cutscene where he shouldn't have been. Should be fixed.
• Cutscenes: A unit with float could have their shadow float with them during a few very specific cutscenes. Fixed.
• Flying: Some rare players have had issues with units taking flight under rare and specific circumstances. We added some code to report the issue better and to make sure the game doesn't stall if it happens (it'll resolve itself after a little delay).

Modding:

• List All Jobs: The optional GameOptions.txt option to always show all classes in the class wheel was cleaned up to not show classes from bosses and other special hidden classes.
• Abilities: Adding a new abilities.xml field so abilities can use the element of the weapon equipped rather than have a built-in element. Previously, skills with "treated as a regular attack" would automatically have this behavior, but now they will be able to decide with this new field.
• Monsters: The game started using Monsters.xml last patch, but the file wasn't generated in the customdata_examples folder. Fixed.
• Abilities: Abilities will now correctly use the minrange value when being casted. Before, it would only respect values of 0 or 1. Now any value <= maxrange will work correctly.
• Abilities: Adding a new field to abilities (PosStyle) that can be set to "kLine" to force the ability to target only in a line from the caster.
• Jobs: Adding "noVicarious" to the job fields. When it's set, a class doesn't gain vicarious AP. This used to be hardcoded.
• GameOptions.txt: Adding "Vicarious-extensions" table. You can make special mappings there to have vicarious AP work "cross class" (for example, you can make it so that a specific story class earns vicarious AP from another class).
• Encounters.txt: Makings more robust in general in terms of error handling.
• Encounters.txt: Adding command to grant spawned units bonus stats, speed, max hp or mp. Those are: stat-hp, stat-mp, stat-atk-, stat-mnd, stat-def, stat-res, stat-spd. Eg: stat-hp:100 will give the unit 100 more max HP.
• Charges: Will now use the size field to create a max charge range. Using a very large value for size will essentially behave like before (ie, no real max distance).
• Abilities: Adding a new counter called "kOffensiveCounterWithDebuff". It can act with any debuffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
• Abilities: Adding a new counter called "kOffensiveCounterWithBuff". It can act with any buffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
• Abilities: Adding a new counter called "kRandomDebuffPerPower2". It will trigger on standard offensive actions and apply "x" number of debuffs ("x" is the power2 field) to the target and use SpellHash for visuals.
• Abilities: Adding a new effect field (AddsNonRemovableEffects3) to abilities with fields called: kfEquipAxe (and one for each weapon name). Those can be used to allow a character to equip said weapon as a passive ability.
• customdata_examples: Files will now automatically be refreshed if they are out-of-date rather than needing to be deleted first. We were afraid of deleting changes the user might have made to those files, but I guess making changes to those files wouldn't do anything since they aren't used by the game anyways, so it should be pretty safe. Files in customdata will never be deleted by the game though, just to make sure we don't delete people's mods.
• Stores.xml: Adding an XML to control store contents.
• Encounters.txt: By default, overrides for Encounters.txt replace the section they are targetting. By using the new command "AdditionMode=true", custom data will "add to the section" rather than replace it. This is useful to make tiny modifications, rather than redo an encounter.
• Encounters.txt: Adding new commands for the creation of enemy monsters: portrait, sprite and spriteextra. They allow the unit's portrait and sprites to be changed. "spriteextra" is for added sprites, as some monsters have multiple parts (you can see examples in Monsters.xml).
• Encounters.txt: Fixing an issue that prevented the helmet and armor commands to be used for accessories.
• Encounters.txt: Adding "weighttarget" command for units generation. Format is: weighttarget:AbilityHash|IncreasedValue|Target (eg: weighttarget:HEAL-A1|50|monster0 which will make that action 50% more attractive than normal).
• Encounters.txt: Adding "isaleader" command for units generation. Format is: isaleader:number, where number is going to be the bonus EXP granted for killing the leader.
• Encounters.txt: Adding "objective" command for Patrol fields (like: [city01-patrol0]). Format is objective:defeatleader. Currently, that's the only value and it will "win the map" automatically if all leaders are defeated and set the map objective description accordingly.
• Encounters.txt: Adding "story-" new command. Format is: story-=x:0, y:0, dir:rd where name is the name of a story character (like kyrie, reiner, etc). This will spawn them on the map on your team.
• Encounters.txt: Adding "nozone" new command. Format is nozone=true. It can be used in place of zone0=1,1,1,1 command so there is no zone at all. This will only be useful when spawning story characters, otherwise you'll need a zone to have units in there.
• Encounters.txt: You can name specific multiple class or subclass at once for generating an enemy. The system will pick one at random from the list. The format is "class:Class0|Class1|Class2|etc."
Post edited May 15, 2020 by FlockeSchnee
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Update 1.3.1b (26 June 2020)

Ancient Path: Monster units required the ability to use items to be able to activate the crystals in this level, which could lead to issues. Now all monsters can always use the crystals.


1.3.1. Missions and Monsters Update (19 June 2020)

Bug Fixes:
- Descriptions: Updating some descriptions that were missing information (Glorious Foil and others).
- Buffs from Upgrades: Could override permanent buffs. Fixed.
- Hindering Hit: Had a height of "weapon height" rather than 6. Fixed.
- Memory Leaks: Fixing 2 small memory leaks that could build up over time under certain circumstances.
- Class Wheel: Fixing a visual issue with level requirements showing a Star for the level when they shouldn't have.
- Pushing: Pushing enemies could trigger obtaining Hallowed Mind when pushing them against an obstacle.
- Plaguestorm: Always had a 100% hit chance despite the listed odds. Fixed. Also didn't show malice's bonus in the prediction. Fixed.
- Focus Fire: AI could cast Focus Fire even if it didn't have enough MP to use with the give spell at times.
- Various: Fixing various very rare input issues.
- Arena: A combatant was missing their weapon in the 2nd tournament. Fixed.

UI:
- Worldmap: Now showing the patrol description when selecting any node on the map, rather than having to travel to the node and select patrol. Also, now showing the level range of story encounters this way.
- Shaders: Updating a game shader to be more performant and use less memory.
- Gamepads: Updating gamepad module. It should support a few more gamepads hopefully.
- Low Specs: Adding a new config option for "GameConfig.txt" that goes under the "Graphics" section, called NoWeather. Set it to true to disable the rain and ash effects on certain map if your computer can't handle showing the extra sprites and you get slowdowns.

Balance:
- Cabin Battle: Lowering the levels of a few enemies to make the encounter easier.
- Stampede: Will now use the distance traveled from all abilities that displace the caster, including Pounce.
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Standalone installers updated:
- Game (1.2.2 ⇒ 1.3.1); DLC added: 23 June 2020.
- Game & DLC:
-- Linux (1.3.1 ⇒ 1.3.1b): 26 June 2020;
-- Windows & Mac (1.3.1 ⇒ 1.3.1b): 29 June 2020.
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Update 1.4.0 is live

Hello everyone,

We have another update today. Mostly bug fixes, but we've also been listening to feedback on the forums and added some UI changes to help people deal with their increased roster size.

From the troops menu, you'll now see a star on units that have mastered their current main class, or have enough AP to master it. From the Ability learn menu, there'll be a new option to "learn all" abilities if there's enough AP to do so. This should help players manage their troops easier and faster.

We're still gathering feedback on that front so feel free to let us know your suggestions on the forums.

Thanks!

07/12/2020 - Version 1.4.0
UI:
- Troops Menu: Now showing a * icon for a unit (instead of the arrow-up icon) if they have mastered their main class, or have enough AP to master it.
- Learn Ability Menu: Adding a new button to instantly learn all the skills on the page if there is enough AP to do so. A tutorial about this new feature will be shown the first time the player could use the new button.

Balance:
- Maximum Units: Increasing the default amount of maximum units from 54 to 66.

Bug Fixes:
- Aegis Hide: Was incorrectly greatly reducing damage from back attacks as well as front/side attacks. Fixed.
- Heel!: Would still work on targets market as "non-displaceable". Now it'll show 0% chance to work if the target is immune and it won't displace them.
- Oldebzar: Some water tiles had incorrect height information. Fixed.
- Arena: One enemy had 2 body armors equipped in one of the bouts. Fixed!
- Text: There were various small errors in non-english text and UI. Fixed all we found.
- Equilibrium: Dispelling effects would not correctly trigger Equilibrium in all cases. Fixed. Also, Equilibrium will be applied after regular damage, so if the target dies from the attack, Equilibrium will not be applied.
- Dumadi Depths and Three Sisters Hunt: Fixing level range if player accesses it as early as possible in the story.
- Helhunds: Fixing some visual inconsistencies when using multiple variants (some issues remain on that front that require some asset updates and will take a little longer to get fixed).
- Monsters Customizations: Some of the customizations were not layering in the correct order. Fixed many of them, although we could have missed some (so many permutations, it's hard to check it all). Let us know if you find anything weird, thanks!

Modding:
- Abilities.txt: Adding the "kRes" value to the list of values for DmgSource in abilities. This functions like kDef that was already there but will use the unit's RES value as the source stat for the power of the ability.
- Monster Portraits: There was still an issue with custom monster portraits where they would stop loading after reloading a save file. Fixed.
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Standalone installers, and those of its DLC, updated (17 July 2020): 1.3.1b ⇒ 1.4.0.
Will you be adding the Version 1.4.1 update sometime?

Thanks!
high rated
07/15/2020 - Version 1.4.1

UI:
● Troops Menu: The star that shows a character has learned all the abilities for their current class will now be shown next to the AP Arrow, rather than replace it, so more information is conveyed. Also, it will bounce if the character "has enough AP to master the class but hasn't learned it all yet" versus not bounce if the class is already mastered.

Bug Fixes:
● Victory Dance: Could still apply deep wounds or venom to allies under certain circumstances. Fixed.
● Troops Menu: Fixing some issues where the AP arrow/mastery icon in the main troops menu would disappear after changing class on a unit, until the menu was reopened.
● Deployment: For monsters using "default variant visuals", when changing their class during deployment, their sprite wouldn't update on the map if they were already deployed. Fixed.