Update version 1.48.0.0 (March 26th, 2024)
The Quality of Life and Death - Final Update
This update includes bug fixes and quality of life improvements
New Content
Balance
- Frog the Traveller cost increased from 100 to 200
UI and Effects
- Improved camera positioning on battlefields
- Visual changes in the presentation of the unit movement path
- Visual tweaks on battlefields - borders connect more smoothly, text generated in the background does not extend beyond the margins
- Information about an additional nap effect has been added to the "Take a nap" icon for Rabbits, Apes and Pilgrim Wolf
- An additional icon has been added to the beast when the player has a talent that affects the unit being drawn (e.g. "Born Ready" Talent)
- The green range field covering the outline of the drawn beast has been removed
- Beast Perks have a colored icon to distinguish them from attack icons
- Added plague VFX dedicated to "Plague spreaders" (Skeletons)
- Clearer selection of icons when selecting unit actions
Bug Fixes
- Pop-ups displayed in the Academy should no longer be repeated in Journey mode
- Character screen, Academy and other Non battle screens UI should now be better adapted to ultra wide screens
- Removed the double obstacle on the water battlefield in Act 2
- Frog Traveller is now immune to Fire Sparks damage like all Water Beasts
- After performing a double-sided attack (e.g. Greatsword Whirlwind), the unit turns in the direction indicated by the player
- Fixed a bug with the lack of Apocalypse on two battlefields where the Apocalypse should have been there from chapter 1
- Fixed missing SFX of the Sheep's "Ringing the Bells" action
- Fixed a bug that allowed flying beasts to fly infinitely when the player had the "Rushing water" and "Marathon armor" Talents
- Controller: Fixed a bug in tooltip mod that prevented exiting tooltip mode with the left stick
- Improved readability of the last sentence in tooltips that reach the edge of the screen
Texts and Localization
- Improved descriptions of Beasts
- Localization updated for all languages
Other Changes
- Saving player settings in duel mode - now settings return to default only after quitting the game or switching to another mode (Journey or Academy)
- Additional "Town" battlefields have been added in Duel mode
- After defeating Death for the first time, Death and her army of skeletons will be available as a playable character in Duel Mode
- Limited camera zoom during AI turn
- Added the option to view currently owned Beasts, Hand Actions and Talents while in the Shop
- Removed talents descriptions from Tiny Inkulinati profile's tooltips in Duel Screen
- Godfrey set as default first player's Tiny Inkulinati profile in Duel mode
- Controller: added an option to disable tooltips in dialogs in Journey mode
Known Issues
- Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
- Bestiary: Lower-most row icons have an offset mouseover trigger area if they are too close to the tab's lower border
- Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
- Nintendo Switch Pro Controller and Controller DualShock may not function properly on some platforms
- The game may not work properly on touch screens
- Possible UI issues on ultra wide screens
Update version 1.47.2.0 (February 16th, 2024)
With this update we are leaving Early Access!
New Content
- Added new water Beast:
- Added 4 new army colors
- Added 6 new Talents:
- Armoured Medicine
- Everyday Infection
- Does it Hurt? Good!
- Motivation Works Wonders
- Daily Bloating
- Added new Battlefields
Balance
- Making Act I and II easier when the player starts the game for the first time
- Redesign of Intermediate second and fifth lessons
- Reduced the attack range of the Bishop Cat
- Changed the algorithm for the appearance of the Pilgrim Shrine - after use, the Shrine appears only at the beginning of the next Chapter
UI and Effects
- Added option to select font size
- Font enlargement in pop-ups
- Information has been added to each Beast action on what objects it can be performed on
- Visual fixes (smoother animations, background fixes, readability fixes)
- The tooltip scrolling option has been added to long tooltips with action descriptions
- Improved visibility of the Cooing status - additional VFX
- Added a VFX increasing the visibility of Beast/Tiny at risk of being eaten by the Hell’s Maw
- Increased visibility of occupied fields
- Fixes in tutorial pop-ups and pop-ups in the Instruction List
Bug Fixes
- The text with information about the effect applied to the beast/Tiny appears twice
- The achievements of beating Godfrey, Hildegard and Dante if beaten at the end of Act 1 are not triggered
- The achievement First Steps does not trigger
- Sometimes the indicator for new Beasts, Hand Actions, and Talents in the Bestiary does not disappear
- AI difficulty modifiers affect Player vs. Player battles' starting Health in Duel Mode
- Professor's Assistant triggers the achievement "Absolute Efficiency"
- Inability to read tooltips extending beyond the screen
- The Sheep Devotee received 1 level of halo even when she killed 2-3 heretics at the same time
- Improved the defense zones of shield-wearing Beasts
- Other minor bugs have been fixed
Texts and Localization
- Improved descriptions of Beasts
- Localization updated for all languages
- Renaming the talent "Non-Daily Reinforcement" with "Desperate Reinforcement”
- New names for the Beasts
- New post-fight dialogue texts
Other Changes
- Achievement “I am G-O-D-F-R-E-Y” removed
- Added animation in the loading screen
- Changed controls while playing on a gamepad and improved tooltip mode
Known Issues
- Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
- Bestiary: Lowermost row icons have an offset mouseover trigger area if they are too close to the tab's lower border
- Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
- Nintendo Switch Pro Controller and Controller DualShock may not function properly on some platforms
- The game may not work properly on touch screens
Hello Inkulinati Masters,
We are thrilled to announce the much-anticipated arrival of the third Major Inkulinati update, specially crafted for your enjoyment. Brace yourself for new and exciting Beasts, features, Tiny Inkulinati Master, Battlefields, and other improvements that will add more Medieval manuscript sparkle to your Inkulinati experience!
First and foremost, prepare to meet the brand-new Inkulinati Master - the Ape Professor, who brings with him the unique and highly formidable Ape Army. These fresh warriors will undoubtedly add a whole new dimension to your gameplay, offering thrilling challenges and strategic opportunities like never before. They certainly don’t… wait for it… monkey around.
The Ape Professor is equipped with three Hand Actions: Awakening (wakes a friendly beast up from their Nap and gives them an additional Turn in the current Chapter), Mass Headache (gives a Headache to up to three selected enemy Beasts), and Swat with Infection (strikes the selected target for 5 damage and Infects it). In Duel mode, The Ape Professor has five Talents to use: Plague Immunity (Professor is immune to Plague), Painful Fingers (moving enemies with hand Actions cause Headache), Ape’s Anger (when Tiny gets damage from an enemy attack, a random enemy Beast gains Headache), Plague Business (for every infected Beast on the Battlefield at the end of the Chapter, Tiny will gain 1 drop of Living Ink), and a Non-Daily Headache (if Professor's health drops below 50%, a random enemy Beast will gain a Headache at the beginning of each Chapter).
Rejoice Inkulinati Masters,
Well, would you believe it - the second major inkulinati update is here. It’s done, tested, and ready for you to download! We’ve received a lot of great feedback from you since our release, and this update is a result of all your comments, thoughts, and ideas. In this update you will find a bit of everything; new Beasts, a new type of battle, changes to gameplay, new talents, a new Academy class, and loads, loads more. Let’s dive in then Inkulinati Masters. Shall we??
We know that a lot of you are wondering about the new Beasts (heck, we’re excited about them too), so let’s start with those. There are now four new Beasts joining the Inkulinati roster - two Hares, Bees, and the all-powerful Dragon. The Hares are the bigger and more vicious cousins of Rabbits. The Mighty Hare (the one with the Mace) smashes its weapon so hard that whoever receives that blow will get a painful Headache. As you all know, Headaches are a serious issue as any Beast that has one can either move or take an action - not both. That can certainly throw any plans you might’ve had out the window, giving you a headache in the process too. The Hare with the Basket is also one vicious Beast - he uses puppies as explosives! And if you get hit with this cute explosive, you will get a nasty Headache too. Now, if you think this is as bad as it gets, you would be wrong. This Hare also eats the puppies that he carries (told you it gets worse). Why would he do such a travesty?!?! Well, by doing so it allows him to regain health, but also - Motivation, which lets him go through the whole range of movement and still perform an action. Pretty powerful stuff. So the lesson is “Beware of the Hare with the Basket”.
As of right now, you will also be able to play with, and face against the Dragon! This is the most powerful Beast in all of Inkulinati. It’s also the Beast that costs the most amount of Living Ink. It flies around in stylish eyewear, bites enemies which causes Infection, spits fire which creates Fire Sparks, and is itself immune to Infection and Fire Sparks. What a magnificent, legendary Beast. You will also get to meet the hat-wearing Bees. These little Beasts may not have a lot of life, and they lose health when they attack. However, when they do sting they make their enemies Bloat, making them explode upon their death. Plus, the Bees have a really cool, tiny hat. Sure, seems like a frivolous thing to mention, but it would feel like a missed opportunity not to do so.
The next major addition coming with this update are the Beast Lairs. Thanks to them, you will have a new type of battle in the Journey mode. The Beast Lairs are an element on the Battlefield from which opposing Beasts emerge from time to time. You win the battle when you destroy all the Beast Lairs on the Battlefield - and all the opponents. There are four different types of Beast Lairs, and all spawn different Beasts. The battles against them are intense. However, if you come away with a victory, your rewards are also greater than a normal fight.
Next up, is our new Faculty system. From now on in the character creator screen when you venture out and start your Journey, you can choose your Faculty which determines your specialty as an Inkulinati Master. Each of the nine Faculties represents different strategies and synergies that you will use during the game. You can choose a Faculty that is designed specifically to your needs. Hate to be pushed around, and off the Battlefield? There’s a Faculty for that. Looking for a strategy that can defeat Heretics? There’s a Faculty for that too. Take a look through them and see which one suits your style of play.
We’ve also added tons of new features that will add replayability to the game. It was your feedback in fact that made us improve this. We’ve added such features as the aforementioned Faculty system, a new Act that’s unlocked after completing Journey mode for the second time, leaderboards, a rating system, new Non-Battle Locations (look out for the Alchemist and the Princess!), and new hand actions too! Ooo, and we’ve almost forgotten - we’ve added a new Academy Tutorial too, this time presented by Hildegard herself.
These are just a few of the new additions that are coming in this update. There are a few more that we haven’t mentioned too. If you want to see the full list of changes, have a look at our changelog which is just below. And as always, keep that feedback coming! It’s thanks to you that Inkulinati is becoming a bigger, better, and more polished game. There is more content in the works too and we would love to hear what else you would like to see coming. We believe that this Early Access phase is an adventure, and we’re doing it together with you. So leave your comments, join and comment in our Discord, and tell us your thoughts.
All the best and speak soon,
Yaza Games and Daedalic Entertainment
Update 1.39.0.0 (May 22nd, 2023)
This Early Access update includes brand new content, as well as a list of fixes and balancing changes.
The way of starting Journey has been completely changed – starter sets have been created and the player starts with 4 Beasts.
New Content
Added new Battle Mode:
- Inkulinati vs Beast’s Lair
Added new Beasts:
- Hare with a Basket
- Mighty Hare
- Dragon
- Bees
Added new Field Object – Beast’s Lair:
- Suspicious Tree
- Royal Tent
- Rabbit Hole
- Beehive
Added 15 new Talents:
- Plague Immunity
- Heavy Flying Brigade
- Heavy Tiny
- Long feather
- Hereditary Gold
- Hereditary Prestige
- Hereditary Strength
- Hereditary Inkwell
- Love for Explosions
- Ink Attack
- Ink Health
- Ink Prestige
- Motivating Friendly Attack
- Anointed Halo
- Minimal Chaos Effect
- Added 4 new Hand Actions:
- Motivate
- Mass Motivate
- Select Heretics
- Drain Ink
Added 2 new NBLs:
- Gracious Princess
- Alchemist
- Added game progress indicators
- Added Act VII
- Hildegard's lessons have been added to the Academy
- Added the opportunity to exchange Beasts and Hand Actions in the Shop
- Added the opportunity to exchange Beasts, Talents and Hand Actions in Reward screen after Battle
- High Score screen (Famous Inkulinati leaderboard) added
Balance
- To the Talent “For the love o Fire” added additional feature - Fire Sparks immunity for Tiny
- To the Talent “For the Love of Hell’s Maws” added additional feature - Hell's Maws immunity for Tiny
- The Altar does not heal at the end of the chapter
- The "Farting the Pipe" Donkey Bard action only causes a Headache
- The “Blow the Bagpipes” Donkey Bard action doesn’t wake up ally Beasts, it only adds Motivation
- Rabbits now automatically pray after finishing their turn, and they don't have Pray action
- Sheep Devotee has more HP (from 12 to 15) and deals more damage (maximum 5)
- Beasts limit decreased from 18 to 10
- Hand actions limit decreased from 12 to 8
- Mass Blessing hand action has a lower cooldown from 3 to 2
Added Prestige bonus even when Journey is lost (the Prestige bonus increases from Act to Act):
- Easy = 15
- Medium = 25
- Hard = 50
- Master = 100
- Handy Business Talent now grants 10 Ink drops instead of 6
- Talents Stronger Explosions and Stronger Fire Sparks removed
- Collect Ink cooldown decreased from 2 to 1
- Cheaper Beasts Talent - Beasts with a base cost of 6 and above are 1 ink drop cheaper
- Apocalypse "Plague!" and “One-sided Infection!” removed from all battles in Act I
- Bard (non battle location) - removed Prestige reduction from last dialogue option
UI and Effects
- Added information about the type of the Battle in pre-battle screen
- Popups related to Beast’s Lair have been added to the list of Instructions
- Added information to the Minimap about what Beasts appear in a given Battle
- The Character Creator UI has been adapted to the new changes related to the addition of starter sets to the game
Bug Fixes
- Bug that occurs when the Beast occupying the Gate is devoured by Hell's Maw - the Gate remains open and the Hell's Maw doesn't eat it
- Other minor bugs have been fixed
Texts and Localization
- Improved descriptions of Beasts
- Localization updated for all languages
Other Changes
- Increased cursor speed in tooltip mode when playing pad
- In Act I (except first run), the Master is just one of the possible Bosses
Known Issues
- Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
- Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
- Head Exploder can be a target of allied Snail's Devour Beast Action
- Bishop Cat's Beast Action Purr Purr Purr heals +5 and an additional +3 (the bug affects all versions except Win Steam)
Update 1.29.1.0 (February 23rd, 2023)
Hey everyone,
this small hotfix addresses the issue some players encountered where the healing action won't work after the latest patch. The healing actions works as intended again.
Team Yaza Games & Daedalic Entertainment.
Update 1.29.0.0 (February 16th, 2023)
Although we’ve been out for just over two weeks, the work on Inkulinati hasn’t stopped. We are constantly reading your feedback and suggestions, and we’re working hard on improving your experience with Inkulinati. So thank you for sending your feedback and thoughts to us.
With this Hot Fix, we’ve improved the balance on the Battlefields that were the most reported by you all and we fixed a few bugs, such as getting stuck after exiting a boss battle. For a full list of changes and improvements, read the changelog below.
Thank you all for sending in your comments and feedback, and thank you for playing Inkulinati as well! We’re glad that we can make this game together with you. And stay tuned as we are slowly getting ready for our first major update. We hope you’ll like what we prepared. Finally, we want to say that we are going through all your feedback carefully. Some of your suggestions we’ve taken on board, but they do take a bit of time to implement. We are working on some of your suggestions right now, such as the balance of the game. This is not the final state of Inkulinati, but rather the beginning. Your feedback is vital, so keep it coming!
All the best and thank you for being the best community we could ask for,
Your Yaza Games Team & Daedalic Entertainment
Changelog:
Balance
- Units and Battlefields: Improved the balance of the most reported battlefields by players, especially on easy and normal difficulty levels, e.g. Battlefield for fighting Death or the largest three-level battlefield
Bug Fixes
- Fixed a softlock issue when using the Mass Healing action Fixed an issue with the Campaign getting stuck after exiting a losing boss fight Fixed problem with unlocking the "Student’s Ambition" achievement Fixed tutorial Act 1 and Act 2 repeating issue - now after defeating the Master in the first run, subsequent runs will contain different Battlefield paths
Texts and Localization
- Improved descriptions of Beasts, level elements and game mechanics Localization updated for all languages
Known Issues
- We are aware and actively working on the issue regarding the Tiny Inkulinati getting stuck in the Shift animation in the beginning of a battle We are working on fixing a bug with negative Boredom counting incorrectly in the non-combat location Inkulinati Guild
Update 1.25 (February 6th, 2023)
Hello Inkulinati Masters!
Just this week, our Early Access chapter started! We’re buzzing with excitement for our new journey and what’s up ahead. We hope you’re as excited as we are!
Foremost, thank you so much for your feedback you’ve sent our way. We’ve eagerly read them and are working hard to improve your experience.
Today’s hotfix is the first page in that book. Here’s what it contains:
- Fixed issue that make the “Next” button doesn’t work on Character Creation on the begging of the Journey mode
- Some Beasts were nerfed, like Donkey Bard - we increased his cost and cooldown on Farting The Pipe action, and Farting The Pipe action no longer can affect Tiny Inkulinati
- First tutorial run in Journey on Easy and Medium are now simpler and less overwhelming as we excluded more complicated battlefields elements and decreased number of enemy’s Beasts
- Easy and Medium difficulties should be easier now, as we change some parameters (more starting Gold, More Starting Ink on Easy, less Boredom gain on Medium per Beasts’ draw etc.)
- Important changes in Non-Battle Locations. Prestige required to unlock better dialogue options in Journey mode are now constant and don’t change from act to act. Boredom can be lowered more often and by larger values. Health can be regenerated more often and for greater amounts.
To see all the changes, take a look at the changelog below.
Inkulinati will be evolving along the way and get further improved, with new content being added too. We know where we want to go and what we want to add to the game, but we also want to hear your thoughts as well! After all, that’s what Early Access is for - to get your thoughts and make the game the best it can be. So please continue sharing your comments, feedback, and suggestions with us. We’re really keen to hear what you have to say.
Yours,
Yaza Games Team & Daedalic Entertainment
CHANGELOG BELOW:
This Early Access HotFix includes a bunch of fixes and balancing changes:
Balance
- Units and Battlefields: Hatchet-Wielding Devil "Throwing Axe" range has been decreased from 6 to 4 Donkey Bard "Farting the Pipe" and Skull Trumpet "Trumpet" actions will no longer force Tiny to take a Nap Donkey Bard “Farting the Pipe” cooldown has been changed from 1 to 2 Chapters Donkey Bard cost has been increased by 1 Hybrids (Axe-Wielding Creature, Pitchfork-Wielding Creature and Sling-Wielding Creature) cost has been reduced by 1 One of the Masters Profile has different Hand Actions: “Strike” and “Create a Gate” instead of Hand Actions: “Detonate” and “Put to Sleep” Tweaked certain Battlefields in Journey Mode Tiny versus Beasts Battlefields on Act 1 on Easy mode are now easier and less complicated
Changed difficulty level parameters in Journey Mode:
- EASY: Starting Ink increased from 12 to 15 Starting Gold increased from 100 to 200 Tiny Health regeneration after battle increased from 5 to 10 Boredom regeneration when not using Beasts increased from -1 to -2 Boredom regeneration when losing a Quill from -2 to -3 Starting Living Ink of all Inkulinati Bosses now increase by 2 after each Act Now after losing a Quill Health is restored to maximum
- MEDIUM: Starting Gold increased from 100 to 150 Boredom multiplier when player draw Beast decreased 2->1 Boredom regeneration when not using Beasts increased from -1 to -2 Boredom regeneration when losing a Quill increased from -2 to -3 Starting Living Ink of all Inkulinati Bosses now increase by 2 after each Act Now after losing a Quill Health is restored to maximum
- HARD: Starting Living Ink of all Inkulinati Bosses now increase by 3 after each Act Now after losing a Quill Health is restored to maximum
- MASTER: Starting Living Ink of all Inkulinati Bosses now increase by 3 after each Act Now after losing a Quill Health is restored to maximum Starting Quills reduced from 2 to 1
Balance changes have been made to non-battle locations:
- The Prestige required to unlock some options is constant - it doesn't increase from act to act therefore some unlockable options require more Prestige Boredom can be lowered more often and by larger values Health can be regenerated more often and for greater amounts Maximum Health can be increased by larger amounts
A more detailed list of changes:
- Party: increased the Prestige required to gain additional Gold (from >49 to >99) Wayside Chapel: Boredom reduction changed from -1 to -2 Bard: added an option to reduce Boredom by -3 at the cost of -50 Prestige, increased the required amount of Prestige to unlock one of the options (from >74 to >399) Jugglers: in each option, Boredom reduction increased by -1 added an additional health recovery option (3 Health) increased the required amount of Prestige to unlock the last option (from >49 to >249) Tree: recoverable Health has been increased in all options (from 3 to 5 and 8) increased the amount by which maximum Health can be increased (from 1 to 2) added an option to reduce Boredom by -2 increased the required amount of Prestige to unlock one of the options (from >49 to >199) Hermit: added the option to reduce Boredom by -3 and to restore Health by 5 Master's Cousin Twice Removed: added an option to reduce Boredom by -3 and to restore Health by 5 Alehouse: recoverable Health has been increased in all options by 1 increased the required amount of Prestige to unlock some options (from >49 to >199 and from >99 to >399) Scriptorium: added an option to reduce Boredom by -2 increased the required amount of Prestige to unlock some options (from >49 to >199 and from >99 to >399) Shop: increased VIP discount from 25% to 50% and increased the Prestige required to unlock the discount (from >99 to >299) VIP discount decreases the player’s Prestige (-75) instead of Health Treasure: increased the required amount of Prestige to gain an additional Quill (from >99 to >399) Inkulinati Guild: increased the amount by which maximum Health can be increased by 1 Boredom reduction increased by -1 the option to increase Living Ink has been increased by 1 increased the Prestige required to unlock some options (from >49 to >199 and from >99 to >399) added an option to get an extra Quill and Gold (50) in exchange for Prestige (-150)
UI and Effects
- When hovering over an object, tooltips will now appear after a small delay Added the ability to control the camera by using the WASD keys
Bug Fixes
- Player will no longer get stuck in the Character Creation menu while picking a Beast army Fixed a bug that prevented navigation through the main menu (multiple highlighted buttons at once) We have reduced the risk of a battle softlock
Texts and Localization
- Improved descriptions of Beasts, level elements and game mechanics Localization updated for all languages
Known Issues
- We are aware and actively working on the issue regarding the Tiny Inkulinati getting stuck in the Shift animation in the beginning of a battle We are working on a campaign crash bug if the player exits the campaign after losing a Boss fight We are working on fixing a bug with negative boredom counting incorrectly in the non-combat location Inkulinati Guild