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<number> 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-<name>" new command. Format is: story-<name>=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.
Update 1.1.2 (19 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).
Update 1.1.1 (19 October 2019)
- Improved the mouse keyboard experience by adding hotkeys to all main "commands list".
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.
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.
Update 1.0.3a (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.
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.