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Splintered v1.1 features the Trial of Chaos! Dive back into Aedma's Trials to experience the most chaotic trial yet! Completing this trial unlocks the "Random!" preset and an expanded appearance selector. v1.1 also features the new "Standard+" preset (for those that have cleared Chapter 5). Details below:
Trial of Chaos
The most chaotic trial yet where every setting in the game is randomized!
To unlock this trial, all previous trials must be completed.
Completing the Trial of Chaos will to unlock the "Random!" preset, which gives a random (and hidden) set of settings for every seed.
Note: For those that want to randomize all settings but also want to fine tune a few 'must have' settings, selecting the "Random!" preset under "Customize Run" will allow you to do just that.
Completing the Trial of Chaos also unlocks an expanded appearance selector, allowing you to set your appearance to any of the general NPCs.
Standard+ Preset
These settings are similar to "Standard", but enhanced with many new features that players unlock beyond Chapter 2.
To unlock this preset, players must first complete Chapter 5.
Highlights include:
Final boss is randomized
Equipment and Equipment Abilities are randomized/shuffled
Enemies have traits from all eras
Bosses have +2 bonus traits
Talent setting is set to shuffle
This is normally a "Hunt" mode setting, but it adds a nice level of variance and progression to talent acquisition, so I've included it even if players haven't cleared the Trial of the Hunt yet.
Completion % has been modified to account for the new Trial and achievement (but still totals 101% when the game has been fully completed).
Fixed an issue where bonus boss traits couldn't be set to "3" after clearing the Trial of the Rogue.
Fixed an issue where, when playing a seed with both "Random Equipment" and "Randomized Equipment Price", two items would become purchasable for 1g and only require 1exp to level their abilities.
Fixed an issue where there would be a timing discrepancy between the end of run "Clear Time" stated in the dialogue box and the "Clear Time" reported in the Run History.
Fixed an issue that would create a nearly "no win" scenario in Chaos mode if Final Boss: Ludriel was mixed with the Clairvoyance 30% vulnerability mod. This would cause Judgement to do more damage than intended.
Fixed an issue where casting damaging spells in combat would cause an adjustment to spell effect timings outside of combat.
Patch v1.0.3 is a minor patch featuring various fixes and improvements based on player feedback.
When starting a new run, the "Name" field will default to the your most recently used name from a completed run.
(Except when the last completed run was Chapter 4.)
Fixed a display issue when "Talents = Shuffle" in the randomizer, where it would display Talents you've already unlocked after saving -> quitting -> continuing.
Fixed an issue with Equipment Ability Shuffling that would cause Ludriel's Sword and Armor to not randomize their abilities.
Fixed an issue with the Roguelike Progression settings that would cause Ludriel's Sword and Armor to not display their abilities in the equipment menu.
Changed the description of "Rose Pendant" when using it in the item menu in Chapter 4.
It now acts similarly to using "Ludriel's Guidance", displaying the in-game help text.
Improved a behavior in Instinct mode: the player will now use Healing Flame over Magic Blast in situations where it's dealing significantly more damage (and the player is trying to optimize for damage).
The "Silent Strike" silencing effect will no longer display if the enemy has been defeated.
Various grammar and spelling fixes.
Fixed an issue introduced in v1.0.3 that would cause the "Trial of the Rogue" to fail to start/load.
Dreamstrike no longer reports putting the enemy to sleep if the enemy has already been defeated.
Fixed an issue in Clairvoyance mode where a spell exploding twice wouldn't include the second explosion's damage in the predictive damage display.
Patch v1.0.2 features various fixes and improvements based on player feedback and reports from the v1.0 launch!
Added a new option to a randomizer setting:
Chapter 4 & 5 Spoilers: Added the "Random" option to the "Final Boss" setting.
Changed a behavior when marking Chests and Secret Stashes in the "Help" system:
Now: When the player is holding the max amount of an item (9) and fails to receive another from a chest/stash due to not being able to carry more, that location will still be marked as "searched" in the help system.
Previously: Players had to find a way to use/get rid of 1 item from their stack of 9 and then take the item for it to be marked in the Help system. In some edge cases (such as being on the overworld, and not having any easy way to get rid of a torch) this would cause players to not be able to mark off their help log as easily and cause redundant searching.
Fixed an issue where, when using the "Help" feature in a randomized run, the first location would fly off the text box. They now display three at a time instead of four. (A previous change increased the line spacing in the main text box, which lead to this issue.)
Fixed a formatting issue with equipment abilities in the "Run History".
Fixed an issue where (Trial of the Hunt spoilers): When Defeating Dreska on the overworld in a "Randomizer" run, the "Trial of the Hunt" completion text would display. It now correctly reports "Randomizer Cleared!" and your clear time.
Fixed an issue with "Momentum" and "Dominant" (+ATK and +MaxHP based on enemies slain, Max 20 stacks). Previously, the player could "store" stacks beyond the maximum. This provided no immediate benefit (only 20 stacks would be applied to your character), but this caused an issue where players would have more stacks than expected after dying (and losing half of your stacks). This is now fixed and works as expected.
Fixed an issue when the Randomizer setting "Equipment Era" is set to "Random", where some equipment wouldn't be selected from the global pool.
Fixed an edge case where the player could get stuck in the starting Throneroom at the very beginning of the game. (This only applied to the very start of a new run, if the player saved and quit after opening the Throneroom door but before leaving the Throneroom.)
Fixed a sprite layering issue at the very end of Chapter 5.
Fixed various typos.
v1.0.2a Hotfix:
Fixed an issue when trying to sell the "Dragon's Horn" or "Aedma's Blessing" that would cause a crash. It now appropriately states that you cannot sell such a priceless item. (I believe this was introduced relatively recently, likely in v0.9, apologies for the inconvenience!)
v1.0.2b Hotfix:
Fixed an issue with the following custom combination of randomizer settings involving the Roguelike "Selectable Levelups" setting:
Fixed an issue when Equip Abilities shuffle is set to OFF that would cause the Sister's Gift to behave oddly (all abilities would be the item's default abilities, instead of just the first and this would also cause a display bug when viewing them in the equipment menu).
Fixed a similar issue when Equip Abilities shuffle is set to OFF, and "Hunt Equipment" is set to ON, which affected equipment obtained via hunting.
If you were running a custom seed including these pairs, please start a new run to see these changes (previous runs will be completable, but might still have the display bug until a new run is started).
v1.0.2c Hotfix:
Fixed an issue that caused the "Laststand" enemy trait to bypass the first instance of lethal damage in some cases.
Fixed a minor visual issue that caused the "Mage Trainer" in Geshromir to appear when indoors (when in Trial of the Hunt/Hunt Spells mode).
v1.0.2d Hotfix:
Fixed an issue caused in v1.0.2c that caused the "Mage Trainer" in Geshromir to appear in Chapter 1. Speaking to her would cause the player to learn the "None" spell, which would get added to your spell list in error. This has been fixed, and upon updating to v1.0.2d the "None" spell will be filtered from your spell list.
Hotfix v1.0.1 fixes a potential locking issue with randomized seeds that was introduced this morning in the v1.0.0f hotfix. If you started a run on v.1.0.0f (which went out this morning, Oct. 24th ~10:30 AM, PST), there's a chance it will have this issue. Please update to v1.0.1 to avoid any issues with new runs!
Due to special item placement parameters in Chapter 5, a bug existed that gave the Voidstone and Protection Potion a chance to not be placed (this only affected Chapter 5). I pushed the v1.0.0f hotfix to fix this issue this morning (around 10:30 AM, PST).
However, this specific update unknowingly introduced a bug that would give seeds the potential to softlock. This newly introduced issue was brought to my attention on the Steam forums a little after 4PM, and I sent the v1.0.1 update out asap to fix this issue.
If you've started a randomized run (Chapter 2 or beyond) but aren't very far into the run, I'd heavily encourage you to restart the run in version v1.0.1 to avoid any potential issues.
I'm incredibly sorry for any inconvenience this issue may have caused for those that started runs on v1.0.0f!
Today's the day that Splintered officially leaves Early Access and enters v1.0! To celebrate, Splintered is 30% off for the next two weeks! Here's a quick rundown of what's included in v1.0:
Chapters 4 & 5
The conclusion of Splintered's story! These chapters also further enhance the game's randomizer, taking it into its final form!
Equipment in Chapter 4 can be obtained from ANY era, allowing for unusual and powerful combinations of abilities.
Equipment in Chapter 5 randomizes equipment abilities! Further increasing the potential combinations.
Trial of the Rogue
Aedma's 4th Trial that brings a new and challenging way to engage in the randomizer!
Aedma has blessed you with the ability to choose your fate! When you gain stats, spells, and abilities you'll be given three choices to choose from!
However, such power must come with an equally fitting challenge: Permadeath!
Completing the Trial of the Rogue will unlock both of these features for the randomizer!
Enemy Codex
Head to the Enemy Codex (in the Bestiary menu) to view the stats of any enemy you've slain in game!
...And more!
With Splintered's Early Access coming to an end, I'd like to give a heartfelt thank you to everyone that helped shape Splintered into the game that it is today!
To everyone that followed along, participated in the Early Access, discord community, Steam forums, and beyond... Thank you! It's been an exciting 7 months and I greatly appreciate your feedback, support, and enthusiasm and for taking part in joining me on this incredible journey.
I hope you enjoy the new content and I can't wait to hear what you think!
In just 1 week from now (October 23rd, 4PM PST) Splintered will be leaving Early Access with its v1.0 release!
Chapters 4 & 5
These Chapters conclude Splintered's story and bring the randomizer into its final form!
Trial of the Rogue
Aedma's 4th Trial that brings a fun new and challenging way to engage in the randomizer.
And various other features!
It's been an exciting 7 months of feedback, updates, and new content since Splintered's Early Access release and I can't wait for you all to experience Splintered's conclusion in v1.0! Thank you!
Early Access Patch #26 (v0.9.2) features Run History! When a run is completed, key details such as build/equipment/abilities, clear time, and seed/settings ID are saved and stored in the "Run History" menu (accessible on the Main Menu after completing Chapter 2).
Run History added to the Main Menu
Note: For players that have already completed Chapter 2 before patch v0.9.2 the Run History will display "None" until players complete any run.
Finishing runs from the "Randomizer" or "Aedma's Trials" will now bring you to the "Run History" viewer.
Another minor patch this week (v0.9.1b) featuring various layout and text changes for the Japanese localization.
Various minor changes to the Japanese text for layout and clarity.
"Meditate" description adjusted for consistency.
Old: +10 MP.
New: +10 MaxMP.
Just a minor patch this week (v0.9.1a) featuring various text changes for the Japanese localization.
Various minor changes to the Japanese text for consistency and spacing.
Corrected description for the "Natural" ("てんぶのさい") ability.
Old: イヤルの しょうひMPが 2%へる。
New: イヤルの しょうひMPが 2へる。
Early Access Patch #25 (v0.9.1) features multiple item buying and selling! It also contains various text changes based on recent feedback.
The player can now buy and sell multiple items from the item vendor.
"Help" (Ludriel's Guidance) text updated with regards to finding the Sunstone.
Previous: "To find the exact location, use the Mynthrian Compass until the coordinates match."
New: "To find the exact location, use the Mynthrian Compass. It will tell you how many steps to travel and in what direction."
This has been updated for both English and Japanese text.
Various Japanese text updates, including a clarifying change when using the "Mynthrian Compass".
Bug fix: Changing languages will now update your current run's "Equipment Ability Names" and "Equipment Ability Descriptions", without needing to restart the game.
Bug fix: The "Dragon Skin" ability name (ドラゴンスキン) now properly displays in Japanese.
Early Access Patch #24 (v0.9.0) features Japanese Support!
To celebrate, Splintered is 20% off this week!
The release of v0.9 signals that Splintered will soon be leaving Early Access!
Splintered is slated to release into v1.0 this October.
What can you expect in the v1.0 release?
The completion of Splintered's main quest with Chapters 4 and 5!
Aedma's 4th Trial, tentatively named "Trial of the Rogue".
What can you expect until then?
As I prepare for v1.0, weekly updates may slow down a bit, but I have various general features and changes that I plan on making during the leadup to v1.0.
As planned, Splintered's price will be increasing from its reduced Early Access price.
To prepare for the v1.0 release in October, this price change will happen soon, in September!
If you're planning on picking up Splintered when it hits v1.0, I heavily encourage taking advantage of the reduced Early Access price and 20% off sale this week!
Added Japanese Support, available in the "Options" menu under "Language".
Fixed an issue with the "Trial of the Hunt" where a certain "Legendary Shield" wouldn't be accessible.
v0.9.0b (hotfix):
ぞ and ゾ are now available during name selection
v0.9.0c (hotfix):
Fixed a localization issue when "Randomizer" and "Aedma's Trials" are locked. How to unlock these features and "Aedma's Trials" description is now properly localized.
"まりょくを ときはなて" (Magic Unleashed) achievement description has been fixed in Japanese. It previously stated you needed to deal 100dmg with "マホルト" (Magic Bolt), which has been corrected to "マホバーン" (Magic Blast).
Early Access Patch #23 (v0.3.3) features new content: the "Trial of the Hunt"! The Trial of the Hunt provides new randomizations and challenges that change the way Splintered is played! This trial also comes with two new achievements.
Hunt down enemies to obtain equipment!
(Equipment Shops are closed)
Seek out Mages in towns/friendly locations to learn new spells!
(Leveling up will no longer teaches spells)
(Includes Haeldritch)
Talents are shuffled!
(Defeat any 2 new enemies for the first time to unlock a random talent)
New win condition available
(Expedited win condition for faster runs)
Additional Updates:
Two new achievements have been added for the "Trial of the Hunt".
Various minor UI adjustments
Early Access Patch #22 (v0.3.2) contains balance changes for Chapter 3b and helps pave the way for Aedma's 3rd trial! It also contains various localization updates to prepare for the upcoming Japanese build.
Momentum:
Resting no longer removes stacks and you now only lose half stacks on death.
Dominant:
Resting no longer removes stacks and you now only lose half stacks on death.
Healing Flame:
Flat Healing bonuses (such as the Brighten ability or Energized Talent) now apply AFTER the 66% healing reduction that Healing Flame causes.
This provides a slight buff to Healing Flame's support, which isn't necessarily needed, but it's more consistent with how healing is calculated across the board.
Mana Charge:
Attacks now restore +2MP on hit (up from +1MP)
Wealth:
Now gives max (10) stacks of STR/DEX at 5000g (down from 10000g).
Double Strike:
Description adjusted:
Old: "Basic attacks deal 40% less damage, but hit twice."
New: "Basic attacks deal 40% less damage, but land twice."
Cognition:
Now gives +10% Spell Evasion (up from +5% - and it still gives bonus evasion equal to your spell evasion)
Invisibility:
Improved usage in Instinct mode (especially when paired with Payoff)
Warhammer
Price reduced (2000G -> 1700G)
EXP to Max reduced (1400- > 1200)
Celestial Regalia
Price reduced (1800G -> 1600G)
Healing Rain's effect now increases with global healing bonuses such as the "Energized" talent
Behind the scenes changes to prepare for Aedma's 3rd Trial (Trial of the Hunt)
Fireblast now color swaps the cast animation
Various minor ui and localization changes
Early Access Patch #21 (v0.3.1) contains fixes and balance changes for Chapter 3b based on player feedback!
Invisible:
Critical chance after Invisible increased (10% -> 20%)
Ironfist:
Now also gives +25% Accuracy (in additional to the +10 Strength)
Blazing Fist:
+1 fire damage per 2 torches held (buffed from per 3 torches held)
Note: The combination of ability changes and fixes below should improve the effectiveness of Bandits. Invisible has a bigger "payoff" (especially when combined with Brute Force and the Payoff abilities) and overall stuns should be landing a bit more often, providing increased defenses and opportunities for offense. Also the unarmed build should be more consistent with the additional accuracy and enhanced true fire damage from the "Blazing Fist" ability.
Fixed an issue where the bonus critical chance from "Invisible" wasn't being considered for "Brute Force"
It was increasing your strength, but not applying that to your ATK. It now properly updates your strength and propagates that bonus to your attack, making for an extra powerful attack when coming out of Invisible with Brute Force.
Fixed a bug where double attacks wouldn't give the second hit an additional chance to stun.
If an attack will both stun and defeat an enemy, the stun will no longer be reported.
Fixed an issue with the Necromancer's pre-battle damage effect where the "Resilient" trait would reduce damage repeatedly.
Fixed an update timing issue for HP related to the "Ironbody" trait and unequipping a weapon.
Minor changes to Instinct mode logic for 3b abilities
Made adjustments to 3a and 3b ability descriptions to improve consistency.
Effects that only apply to "Basic Attacks" are now more clearly outlined. These were largely "on hit" effects from Chapter 3a and 3b. References to "attacks" also include special attack abilities like Healing Thrust and Dream Strike.
Various minor localization changes
Fixed an issue introduced in v0.3.1 that gave Ironfist far too much accuracy instead of the intended 25%.
When your attacks strike twice from the "Double Strike" ability, the second instance of damage is now reported in the main text box along with the text "Strikes twice!".
Fixed a text formatting issue introduced in v0.3.1 for clairvoyance mode reporting
Early Access Patch #20 (v0.3.0) features a new chapter, Chapter 3b! Dive back into the main quest to experience new equipment and abilities, deadlier enemies with new enemy traits, and unravel more of Splintered's story!
New equipment and abilities based on 3 new class archetypes:
The Cleric, Arcanist, and Bandit
Each class features at least one "Spell Transformation", that transforms their spell into a new spell ability.
Additionally, various existing spells and attacks have new enhancements!
7 new enemy traits
Several more enemies carry new innate traits in Chapter 3b.
Many more traits are now inherited by enemies and spread throughout the randomizer.
Bosses in Chapter 3b are also very likely to randomly inherit 1 additional trait!
The progression of Splintered's plot, that sets that stage for Chapter 4! (coming soon!).
Note: Clairvoyance and Instinct mode are both available to use in Chapter 3b! I'll be further tuning Instinct Mode to the specific play patterns of the new features of Chapter 3b, but it should be sufficiently responsive to the new abilities to allow players to complete 3b with this mode on, should they choose!
Revised Flow description, now specifies it increases a spell's "magic" damage.
It also wasn't previously applying to Fireblast, but does now.
Fixed a bug related to "Primed Explosion", causing it to operate with the opposite effect of what's intended.
Teleporting on the overworld now resets your steps until an encounter occurs (this ensures you can safely enter a town after teleporting, in the event you're trying to teleport away from danger in Clairvoyance Mode).
Fixed an issue where Talentless wasn't applying healing sources (such as the Energized talent).
Revised Talentless description: "If no talents are selected, gain +1 HP when attacking."
Enemy regeneration from the "Regenerative" trait no longer occurs at the start of combat.
Fixed an issue in the "Trait Compendium" causing some trait names to not fit on a single line.
Revised the following ability descriptions to fit in to the shop info box:
Revised Attack Primer description: "Landing an attack gives spells +20% explosion chance and explosion damage."
Revised Torch Primer description (for consistency): "Throwing a torch gives spells +20% explosion chance and explosion damage."
Revised Healing Flame description: "Transforms Gr.Heal into Healing Flame. Heals -66% less but also deals fire damage."
Revised Flameblast description: "Transforms M.Blast into Fireblast. Always hits. -50% less DMG, +50% ExplChance."
Revised Invisible description: "Transforms Ward into Invisible. Gives +100% EVA and spell EVA. +10% Crit Chance next turn."
Fixed an issue with 3b abilities in "Instinct Mode" that would result in the player's turn being skipped rather than casting the new spell transformations.
Early Access Patch #19 (v0.2.9) contains changes that help pave the way for the upcoming Chapter 3b! It also contains some minor adjustments to instinct mode and balance changes for Chapter 3a, along with several localization changes to help support the upcoming Japanese version!
If the enemy is cowering in fear (due to Ludriel's Shield) and 2 attacks are likely to result in a victory, the player will now attack on the first turn (instead of potentially using mana).
Improved consideration for echoing spells and various healing sources from 3a.
Improved decision making when Healing Thrust is available.
Improved decision making when Dream Strike will deal much more damage than a normal attack.
Dragon Step
Now: "+20% evasion every turn. -40% evasion every time you evade."
Previously: "+25% evasion every turn. -50% evasion every time you evade."
Spellweave
Now: "Using a spell in battle gives your next attack +15% more ATK, scales with MaxMP." (Scaling slightly reduced)
Previously: "Using a spell in battle gives your next attack +20% more ATK, scales with MaxMP." (Scaling slightly reduced)
Itemweave
Now: "Using an item in battle gives your next attack +15% more ATK, scales with DEX." (Scaling slightly reduced)
Previously: "Using an item in battle gives your next attack +20% more ATK, scales with DEX."
Developer Note: These abilities were slightly overperforming when used generally without considering synergies (especially in the case of Dragon Step and Spellweave).
Fixed an issue where "Ludriel's Shield" duplicate protection would create add a "Kite Shield" to shops instead of an "Aegis" when playing with equipment from Chapter 3a's era.
Further localization changes for upcoming Japanese support.
Support added to prepare for the upcoming Chapter (3b).
Early Access Patch #18 (v0.2.8) is largely a balance patch focused Chapter 3a based on player feedback!
Mindsear
Reduced MP scaling by ~20%. ("Silenced enemies take additional fire damage. Scales with MP.")
Dev Note: This was doing a bit too much damage at high MP levels, especially when players had both fire damage on hit (Ignite) and silence burn (Silent Flame) rolling.
Lightning Slash
Now casts an enhanced version of Magic Bolt that pierces 20% of enemy magic defense.
Description modified to indicate the M.Bolt is enhanced.
Dev Note: Often, this will be a ~20% a damage increase. Against enemies with large amounts of magic defense (such as Dreska), this is a much more substantial increase.
Healing Rain
STR scaling substantially reduced (from 5str per HP -> 10str per HP), but base healing increased to compensate at lower levels (2HP-> 4HP).
Dev Note: This was healing a bit too much at modest levels of STR, especially when Magic Bolt echoes and double casts were rolling. Even after the reduction, the effect is quite strong, as ability support can provide active and passive healing with a chance to double the effect.
Example at 100 str:
Old: 22hp per bolt
New: 14hp per bolt
Ignite
+2 bonus fire damage (up from +1)
This gives the Searing Sword a bit more initial impact before fire scaling sources kicks in.
Critical Buildup
Now gives +10% crit (up from +5%) every time you land a non-critical strike.
Dev Note: While the abilities of the Fortune Garb are intended to be situationally effective, this ability wasn't quite paying off as much as it was supposed to. This should substantially increase its effectiveness in medium length fights.
Resourceful
+30% chance to recover a torch when thrown (up from +20%)
SpellBlades Gauntlet
EXP to max 900 (down from 1200)
Searing Sword
Price reduced to 1300 (from 1400)
ATK reduced to 14 (from 18) (Note, this is compensated by the increased damage to Ignite, which deals pure fire damage).
Swapped ability order, now learns Ignite first, then Silent Strike. (This provides a more immediate damaging effect.)
Blazing Mantle
Swapped the ability order of Inferno and Warmth.
Jugglers Belt
EXP to max 1500 (down from 2000)
Price: 5 (down from 20)
A minor change, but since it requires a torch to have an effect, it'll help in situations where there's very little gold and a player is trying to get on their feet.
When using "Enhanced Teleport" in battle, the known location list will no longer display. The spell will either report that it can't be used, or escape from battle if the player knows "Blink".
Various equipment descriptions revised.
Early Access Patch #17 (v0.2.7) features custom setting support for Chapter 3a! It also features improved help via "Ludriel's Guidance" in the randomizer and various 3a adjustments.
The Help System (and Ludriel's Guidance) is now MUCH more useful in Chapter 2 and beyond.
It now gives a reminder of what items you need to create Aedma's blessing (Dragon's Horn, Aedma's Splinter, and Sunstone)
It now displays your progress in terms of chests and secret stashes searched (e.g. "7/34").
It now displays the locations that you've yet to fully search (indicating they still have chests or secret stashes you've yet to open).
Note: If continuing a run started before v0.2.7, respawnable chests will need to be obtained again to accurately display progress.
The Blessing of Clairvoyance and Instinct are now available for use with Chapter 3a (if you've unlocked them).
Note: Due to the increased complexity of 3a's abilities, I expect Instinct Mode will require additional tuning compared to the classic settings. I plan on further refining this feature following balance passes of 3a.
Chapter3a has been added to the Randomizer presets. Additionally, the following settings have been added to the customizer:
Class Equipment (Classic | 3a)
Enemy Trait Pool (Classic | 3a)
Extra Boss Traits (None | One)
Note: Chapter 3a must be completed before these features are unlocked.
Enemies burning from the "Silent Flame" ability will no longer burn after successfully running from you.
Fixed an issue where Magic Bolt echoes wouldn't properly defeat an enemy before they had taken their turn.
Healing Thrust and Dream Strike now cause the player to take thorns damage, when applicable.
If a counter attack would defeat you, the enemy will no longer finish their turn.
The damage log now reports both instances of Magic Bolt when striking twice due to Twinbolt.
In Clairvoyance mode: If your hovered move deals damage or heals, your post turn damage or healing (regeneration, echoes, etc.) will be added to the displayed result.
e.g. If Lesser Heal will heal for 21, and Greater Heal will echo for 44 HP: hovering over lesser heal will display "HP: 65".
Fixed a bug where gold received could be slightly different than stated when picking up gold from a chest.
Fixed various typos and updated descriptions.
Fixed an issue introduced in v0.2.7 that was causing chests to respawn after running from enemy nest encounters. (This was due to some of the chest tracking changes provided to support the new Help system progress reporting.)
Early Access Patch #16 (v0.2.6) features a new chapter, Chapter 3a! Dive back into the main quest to experience new equipment and abilities, deadlier enemies with new enemy traits, and unravel Splintered's story!
New equipment and abilities based on 3 new class archetypes:
The Dragon Knight, Trickster, and Spellblade
Each class features at least one "Spell Transformation", that transforms their spell into a new spell ability.
Additionally, various existing spells have new enhancements!
8 new enemy traits
Several more enemies carry new innate traits Chapter 3.
Many more traits are now inherited by enemies and spread throughout the randomizer.
Bosses are now very likely to randomly inherit 1 additional trait!
The progression Splintered's plot, that sets that stage for Chapter 3b (coming soon!).
Note: Due to some last minute issues, Clairvoyance and Instinct mode has been momentarily disabled for Chapter3a and Chapter3a's features are not yet selectable in the randomizer/customizer options. The plan is to get them up and running in next week's update.
Fixed an issue introduced in v0.2.6 when setting "Equipment Price: Shuffle" in the randomizer.
Early Access Patch #15 (v0.2.5) contains further feature work to help prepare for Chapter 3. It adds the "Trait Compendium", allowing players to view detailed description of enemy traits in-game. It also allows players that have completed one of Aedma's Trials to use the associated blessing in the Main Quest (Chapter 1, Chapter 2, and beyond).
Blessings of Clairvoyance and Instinct can now be used when repeating Chapters 1&2.
If you've completed at least one of Aedma's Trials, the option will be available when starting a new quest.
A "Bestiary" section has been added to the main menu.
The "Enemy Codex" is under construction and will arrive at a later date.
The "Trait Compendium" is available now.
Encountering enemy traits in game will unlock their detailed descriptions and will be viewable in the compendium.
The compendium currently contains all of the enemy traits available up until Chapter 2.
Note: Traits will have to be re-encountered in v0.2.5+ to unlock. (I added the tracking for enemies in v0.2.5, to avoid this inconvenience in the future for when the Enemy Codex is ready).
The "Mageborne" enemy trait has been renamed to "Magicborne" for consistency.
Removed a couple of instances where the "Confirm" sound effect would get cut off in combat, creating a "chirp" sound when playing the game at lower framerates.
Delivering a glancing blow now plays a sound effect to provide better feedback.
Various behind the scenes changes to support Chapter 3.
Early Access Patch #14 (v0.2.4) contains feature work to help prepare for Chapter 3. Primarily, it changes how "Enemy Traits" are conveyed to the player. The overall goal is to reduce excess text at the start of battle and provide clarity on the enemy's current traits without interrupting the flow of gameplay.
Traits are now displayed as a tag that pops-up over the enemy at the start of battle.
Example: Instead of "The Enchanted Construct is surging with power!", you'll now briefly see the "Surging!" tag appear over the enemy.
Displaying these tags doesn't delay combat input, even if an enemy has many traits to display.
Previously, some traits didn't announce themselves. Now, all traits are revealed and are much more apparent, though players may not immediately understand their effects.
Items such as the Voidstone and Rose Pendant now display their trait interactions in a similar way.
The Voidstone, when held, replaces the "Surging!" trait with "Weakened!".
The Rose Pendant, when held, replaces the "Invisible!" trait with "Revealed!".
Note: A feature will be added in the near future that provides a detailed description of every Enemy Trait in-game.
Invisible
Previously: +50% Enemy Evasion
Now: +20% Enemy Evasion, +20% Magic Resistance
Voidstone description
Previously: "An orb of great power, capable of siphoning limitless energy from surging foes."
Now: "An orb of great power. Siphons energy from surging foes, weakening them."
Fixed a rare edge case in world generation that sometimes prevented the guaranteed town near Havenroc Castle from being placed nearby.
Various text changes.
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