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18 August 2015 patch

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The following patches were deployed on 18 August 2015.

Build Update #10171 (PC and Mac, Hotfix)[edit | edit source]

  • Sanitarium crash bug fixed and treatment cost scaling (with hero resolve level) restored.

Build Update #10154 (PC and Mac)[edit | edit source]

Gameplay[edit | edit source]

  • Corpses
    • corpses cannot be missed
    • corpses are not made if killing blow was a crit
    • corpses should inherit remaining DOTs if they were killed by a normal hit instead
    • lowered small corpse HP slightly

Heroes[edit | edit source]

Houndmaster[edit | edit source]

  • fix to scaling bugs where wasn't getting proper proc rates as he leveled up (whistle, debuffs)
  • increased base damage
  • Hound's Rush: increased accuracy, increased mark bonus, added minor bleed, moved PROT debuff into Whistle
  • Harry: increased accuracy, increased dmg
  • Whistle: made it a standard mark; added PROT debuff and increased thie debuff relative to prev Hound's Rush PROT debuff)
  • Blackjack: increased dmg, added Strong Stun

Bounty Hunter[edit | edit source]

  • Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too
  • Uppercut: added strong stun

Arbalest[edit | edit source]

  • Blindfire: improved dmg
  • Flare: made partywide and added Light

Grave Robber[edit | edit source]

  • increased base dmg
  • Thrown Dagger: added a Bleed Resist debuff to increase team synergies
  • Flashing Daggers: increased dmg a bit

Various[edit | edit source]

  • Plague Doctor / Grave Robber: Increased accuracy of PD and GR blighting attacks to help mitigate PROC risk
  • Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast
  • Houndmaster and Man-at-Arms cannot guard self

Monsters[edit | edit source]

  • PROT: adjusted some starting values and reduced progression scaling on higher level monsters
  • tuned down L3 and L5 monsters some
  • L1 monsters - lowered crits
  • Designated some monster attacks as Can't Crit, to eliminate some edge cases and odd situations (like Howl crits)
  • maggots: dropped PROT although was sincerely tempted just to call them "Armored Maggots" and be done
  • tweak down PROT of Skel Captain and Skel Defender
  • Tuned down Skel Captain multistun a bit
  • unclean giant: hits more like a Mack f-in truck
  • Giant has a new brain to favor his tree branch
  • Cultist Witch has a new brain to favor stress cast
  • Swine Drummer has a new brain to favor stress drumming
  • ghouls and skel captains: slightly reduced overall threat
  • swine wretch dodges more
  • swine slasher dodges less
  • cauldrons can't be missed HUZZAH
  • Higher level cannon bosses sometimes summon more Fusemen (HUZZAH AGAIN)

Economy[edit | edit source]

  • Economy pass: scaled up mid and late game costs (hero upgrades, hero treatment, building upgrades) as part of economy balance pass
  • Hero upgrade costs: lowered initial costs but scaled up later upgrade costs significantly
  • Building upgrade costs: increased costs of mid and later upgrades significantly
  • Increased extra treasure resulting from dark conditions (low torch/dark runs) to try to make the risk worthwhile
  • Hero treatment costs increase with hero Resolve Level. After all, Veteran heroes take more work to fix, drink more, need more soul-searching, and have weirder fetishes!

Misc[edit | edit source]

  • Added the option to turn off Tutorial messages (see OPTIONS screen)
  • RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges
  • Quest Generation: all new logic to generate quests that better match your roster. This should reduce the situations where you have a full roster of 5s but only get L1 quests, or vice-versa.
  • TIME PASSING IN TOWN: time will no longer pass in town if you started a quest and immediately retreated. You must make some progress (in one of several measured ways) for time to pass. If time doesn't pass, heroes won't *complete treatment, quests won't re-roll, stage coach won't refill, etc. This *shouldn't* overly penalize unlucky runs because some of the measure of progress will account for this. The feature is mainly designed to prevent *loading a dungeon and quitting back out just to roll town.
  • Also, If time does not pass during the raid, the retreating heroes won't get quirks or diseases. However, they will still suffer retreat stress.
  • Death's Door: reduced stress penalties for repeated Death's Doors during the same combat. Let's face it--after you've stared down Death several times in the same battle, the fear diminishes...
  • Bleeds and Blights (heroes and monsters): ensured all have a 5 step progression in terms of proc chance so there aren't dead spots at upgrades 2 and 4
  • EFFECTS: removed duration overrides for some effects where it was not intended, separated out mark side effects in to their own effects
  • Medicinal Herbs no longer cure bleed/blight (this was a bug)

Bug Fixes[edit | edit source]

  • cleaned up extra "" printing in the hero files
  • string fixes / missing strings (e,g, disease treatment)
  • Fixing bark transitions.
  • Handling if nobody is available to bark during town stress presentation.
  • Bug fix in the heirarchical_file. Fixes problem with options not being saved properly.
  • fixed another bug with updating the name in the activity log's hero level up entry.
  • making sure that awarded trinkets from the previous raid aren't included in the pool of trinkets that can be misplaced by a hero in an activity.
  • Fixed negative quirk cost exploit when assigning a hero to a sanitarium slot.
  • Fixed bug in effects which prevented the Skull Adrenaline effect from being applied until camp.
  • Moved the initial swap to be after the swap interval has been set. Potential steam overlay fix.
  • Fixed up loot box when there are too many items.
  • fixed bug where quirks weren't awarded if the quest wasn't completed instead of using conditions for a week being complete.
  • Fixing up bug where you could equip two trinkets of the same type.
  • Monsters shouldn't try to target friendly corpses.
  • Reformated saving of goals.
  • Updating starting save to new raid version.


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