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What started off as a series of small changes and fixes ended up becoming another sizeable update for T&T!
Thanks to the community for driving this update forward with feature requests and discussions and bug reports. Features
Added Team Builder feature - add Units from the Compendium to your desired Team, and they will be highlighted with a Hammer icon when they appear in the Unit Store. You can save up to 4 bookmarked Team Builder teams and load them at any time.
Added gameplay option to auto-clear Team Builder at the start of a new run
PVE Character Perk Balance
Brax - Four Commons -> Six Commons
Brax - Late Harvest 10g -> 14g
Brax - Blokk tiers up each Rest (and bugfix, was set to 500 HP, not the 600 the perk states)
Raine - Celestial Hex sells units instead of destroys
Raine - Warlock trinket now grants SP equal to your Army Size + your missing Hearts, but can't be used in Training Yard
Raine - Face Painter transform on Unit Store reroll instead of after combat, but there's only one Transformation Hex
Raine - Stage Illusionist grants a Lifeline
Ifreyes - Elite Invitation now grants 5 SP per earned Boss unit.
Thokor - Hoist the Colors now bounces the new War Banner back to your item bag, so you can make early use of components as stats without needing to buy Item Removers later. Also all War Banners now grant 1 component worth of base stats game-wide. Does not affect Devil's Deal tainted banners.
Alidanna - Magic Icebox now grants an immediate 6 gold.
Singrim - Twin Primes now prevents units from being Banished when they reach Tier 4, and Tier 4'ing a Unit grants 3 more (Tier 1) copies of it.
PVE Vault Balance
Vault of the Void now also grants an increasing amount of free rerolls.
Star Crown (vault reward) now has an increasing amount of Damage Amp & Resist, up to 10% at max Vault tier, and copies items.
Vault of Chaos (Units) stage 1 now also grants a Tier 1 Uncommon. Stage 3 now also grants a Tier 1 Rare. stage 4 grants 2 Rainbowslime Vials.
Vault of Weapons stage 3 grants +4 gold, stage 4 grants a completed item, stage 5 grants a completed item +4 gold.
Vault of Assistance now also rewards Star Points, effectively giving a partial refund on the investment. This makes this Vault naturally cheaper to invest in than others.
Units
Wolfgang no longers get a Rush on first cast. Mana max reduced to 80 for first cast.
Dumblegore projectile speed increased
Dumblegore will now re-target in between orb casts if the initial target dies
Tidus damage reduced to 260 (main wave), from 300
AI adjusted so defensive/self-targeted skills will go off even when no enemy is currently targetable
Blook will now not possess targeted units that cannot attack.
Items
Cost Reduction now actually reduces max mana instead of using a different system. Cost Reduction now has a cap, and cannot reduce a skill's Mana to less than 1.
All War Banners now have one component's worth of base stats in addition to adding a Trait.
Shock Pendant now deals damage based on % of current HP rather than Max HP.
You can now right-click War Banners to see the trait information for the trait the Banner is for.
Instant-cast skills such as Backflip will have a slight delay after reaching max mana before being able to be used, so the mana bar can be seen as filling
Added a Backflip animation
Mana Battery base mana spread to 90% (from 85%)
Power Suit time to deactivation set to 20s (buff from 15s)
Perks
Impervious, Titan, and Gigantification hex modifiers will now never spawn on the edge spaces of the board.
PVP
PVP character selection now shows only 3 character bundles, but you can reroll each entry one time.
Buffed PVP Guard Captain's contract rewards.
PVP Impatient Monk causes overtime to come even faster.
Bugfixes
Fixed Vengeful Armaments not functioning properly.
Fixed Shelly Reptile bonus not working
Fixed some weirdness related to using Cosmic Observer hex & reptile bonuses
Fixed all trait recalculations taking twice as much CPU as needed (trivial most likely, but hey, everything counts)
Fixed the main menu Unlock panel notification (saying there is something new to unlock) not appearing at the correct times.
Fixed an issue where Overtime would start at different times depending on your combat speed.
Fixed an issue where modifying when Overtime starts (Impatient Monk) would also change the timing of certain combat triggers, such as an effect that starts "8 seconds into combat", sometimes skipping them entirely.
Fixed ordering of items in the Merge Book
Fixed restricted duplicators (such as rarity-based Duplicators) being consumed if applied to a Unit of the wrong type.
Fixed a "None Found" entry in the keyword section of the Compendium
Fixed Infuser storing charge across combats
Fixed Tentacles (and any others) not showing incoming Floating Damage Numbers
Fixed Stalkers getting their AI activated before teleporting, sometimes getting an attack off during their Stalker movement.
Fixed an event result in Path of Power having no text.
Fixed a calculation issue with Mage Spell Power reduction, which mostly resulted in spell power below 100% not having a negative effect on spells.
Blook description corrected to state the possessed unit is immune to Crowd Control
Fixed level up perks not being randomized properly when starting a 2nd run from the same session after abandoning a run
Fixed a niche issue with Mage twincasting and instant-cast skillbooks not triggering certain post-cast effects twice, such as Engineer ammo gain.
Fixed an issue that could cause some Units to attack more frequently after casting.
Fixed some random-targeted effects being able to target invisible units.
Increased Dumblegore's projectile collision size, hopefully mitigating some rare reports of his projectiles not connecting with targets.
Misc
Infuser and Shaman Totem will refund their charge value if the target dies while the projectile is in flight.
Optimized missile destruction logic
Added additional AI logging
Added safeguards to try to resolve a rarely reported issue where dead units still block the hex they died on.
Adjusted Beast Bite and Spiked Gauntlet multipliers to be consistent, function as the tooltip describes them to, and be additive with each other.
Teleporting or being pushed will now count as "moving one hex" for triggered effects.
Updated Sparky skill text for clarity.
Increased the cap on Infuser's count to 9999 Hotfix 1 Fixed an issue related to Chester's trait selection UI.
Fixed an issue with Star Crown in PVP.
1.41
Hotfix for level up perks breaking
1.42
Hotfix for Pure Madness perk not working
1.43
Hotfix for a CPU and memory leak introduced in 1.42.
Changed the Custom Code feature to not unlock the unique perks from the custom character, but instead have all of those new perks be directly shown and unlocked as part of the Unlocks system. Using a custom code will still allow you to play with the preset and its custom feature, even if you don't have the associated Unlock, but the ability to see the perks in Draft Mode are now part of Unlocks instead of being hidden behind codes. This makes them more visible to all players, and also can be disabled if desired. Be sure to head over to the Unlocks panel and pick up the 4 new Community unlock packs.
Added 15 new Stored Draft Slots. Any Community Code presets that were saved are now converted to Draft slots, but can be used for other characters than just the presets now.
Removed the Custom Code as an unlock per the above patch note. Draft Mode unlock now also automatically unlocks Stored Draft Slots.
Added two 'Legacy' custom difficulty modifiers: Infinite Perk Rerolls and Visible Cards. These are meant to give players who preferred to reroll perks or 'savescum' the Pick a Card events by returning to the main menu each time a method of still having that gameplay without needing to return to the main menu each time.
Added a new gameplay option for Skip Event Text. This auto-skips all event text phases, and also skips any extra clicks to get through events, such as starting the shuffle for Pick a Card events, and starting rolls/collecting results for Dice events. This is definitely not recommended for new players, but for those 200+ hour players out there who want as fast of runs as possible, this is for you.
Before we kick off the patch notes, we've added a new Custom Character code which unlocks the Mad Scientist profession, designed by our experimental tester community! Use the code "experimental" to try out three new absolutely wild specialization perks, which will then be unlocked for use in Draft mode.
If you didn't know about some community codes before, they can unlock new PvE character content for you to use in Draft mode forever! After unlocking the feature, you can visit the Code section here, in character select: Then, select Enter new Code Type in a code, like so: Press "Check Code", and if you've successfully entered a community code, a preset character featuring one new Race, Class, Profession, or Aspiration unique to that character will load, and that unique character feature will be now be seen in all future uses of Draft mode! Here are all the current codes available for use:
experimental - After the Eager Newbie, choose between Perks that enable strange builds. -Tricky Tomes: Gain 3 copies of the same random Skillbook. At the start of combat, each Unit with an equipped Skillbook will Stun and Stifle the nearest ally without a Skillbook for 10 seconds. -Pure Madness: Randomize the Traits of all Units! (Does not affect Mythics or Statues.) Gain 3 free Rerolls. -Backroom Deals: Normal Shops will additionally sell items exclusively found in Event Shops. Component items are no longer rewarded in combats, but you gain 4 more Gold per combat.
sneakyteak - Start the run with Kevin the Flamingo! If Kevin is placed adjacent to only a single unit, he adopts a random trait from them. Rerolls cost +2 Star Points.
Rhapsody - Whenever your units cast for the third time each combat, they gain a Shield for 30% of their Maximum HP.
KoboldPack - +1 Army Size. The Registrar no longer unlocks Uncommon and Rare units.
GreatMaker - Start the run with a Prismatic Crystal (which can become any Component) and 3 less Gold.
Amalgamation - Start the run with a random Additional Race Trait Point perk. Skip your Level 2 Perk choice.
MayorSilly - Dave's Airship will take you to any location. When you start Act 2, gain 10 Star Points.
Anti6eptik - When you Merge three Tier 1 Units, get a Tier 1 copy of it. Tier 4 Units are not banished from the pool. Units sell for no Star Points.
OldenRites - At the start of combat. your units on Hex Modifiers gain 2 Mana Regen, plus 1 for every other unit on a Hex Modifier. Units on Shadow Strike hexes gain double this effect!
Pedguin - Start the run with the Mythic Unit Cisco and 1 fewer Star Point.
FrostPrime - Start the run with the Mythic Unit Frost and 2 fewer Star Points and Gold.
wanderbot - Start the run with the Mythic Unit Wanderbot and 1 fewer Star Point. 1.4 Patch Notes
General
Recommended Items has been updated for all characters, including a few who had no recommended items listed, all from a list compiled, refined, and submitted by our community.
Added a maximum Damage Resistance of 90%. This should never actually be able to be hit in practice but should there ever be a bug like Knight's again, will at least prevent full invulnerability (and thus causing combat softlocks).
Adjusted Archetype stats: Slightly increased health for Common and Uncommon Fighters, and Rare Tanks.
You can now select fewer than 5 units when using the Book of Banishment.
Disabled the Settings option for Metrics collection. The sample size is no longer sufficient to use Metrics, the community has been driving updates far more, and this saves us a bit of server costs.
Leaders (PVE)
Leader bonus stats: Health set to 30% (nerf from 50%). This will have the largest impact on Act 1's difficulty, making the Leaders slightly easier to take down. It will also impact Brutal 5 specifically as Brutal 5 doubles Leader stat bonuses. Together this should help make Brutal 5's Act 1 a little less "restart until you high roll".
Fearflame Armor - Corrected tooltip to reflect Ignite, not "reduced healing". Pulse damage set to 6% (nerf from 8%)
Doombow Quill - Damage set to 75% AD (nerf from 100%), matching the change to Leachknife Sheathe below.
Necklace of the Darkmage - Mana Regen set to 7% of Max (nerf from 10%).
Units
Khepri - Max mana 80 (buff from 85)
Ragno - Max mana 70 (buff from 75), Shield 220 (buff from 200)
Glitter - Polymorph duration to 2s (nerf from 2.5s), Damage to 240 (nerf from 280).
Sir Sparkles - Armor buff to 20 (buff from 10)
Lightwing - Damage to 160 (nerf from 180)
Sebastian - Max health % damage to 4% (nerf from 5%), but now gains 2 Armor per cast for the rest of combat, up to a cap of 30.
Sanctus - Now always targets 2 allies, and grants 12 Mana (new red value) to the target when healing other allies.
Deshret - Now can't Ward a target that recently revived from Death Ward. Bugfix: Fixed several targeting issues causing Deshret to inconsistently target, and when rarely actually targeting allies with the Ward, would heal for 0 when triggering the Ward.
Baalor - Stun duration to 3s (buff from 2s), Summon duration to 15s (buff from 10s) and Baalor now summons specifically a "Lesser Demon". This will always be a Xaphan, Sparky, or Uro, but without their Trait effects. This makes Baalor significantly more consistent, less prone to bugs, as well as more Demon-thematic.
Elder Reto - Damage to 425 (nerf from 450)
Willow - Pulse damage/healing to 45 (nerf from 50), Final explosion to 225 (nerf from 300)
Ivy - Bugfix: Ivy now properly is manalocked while the shield on herself is active. Ivy has been overperforming and may still need further adjustments, but for now we'll just fix the bug and see where she lies.
Wolfgang - Post-transform mana cost set to 55 (nerf from 40).
Traits
Marksman 2 now fires at the highest-health target, not the one that dealt the most damage.
Bug 1 Damage Resistance set to 15% (buff from 0%, was Bugged!)
Defiler 2 damage amp now 25% (nerf from 30%)
Arcane Spell Power to units who have no enhanced ability (were not originally Arcane) set to +100 (buff from +50)
PVP
PVP Skye's Ballista perk now grants a Tier 4 Ballista (up from Tier 1)
PVP Gemclops damage proc now 50% of Spell Power (up from 25%) to counteract a bugfix that was causing this effect to trigger twice.
Shrine Mage Skillbooks Shilleleigh and Harmony have swapped places to Tier 1 and Tier 2, respectively.
Items
Claws of Haste - 4 attacks at max speed (buff from 3 attacks), but the user is Stifled during this time (and thus can't gain mana)
Vengeful Armaments - Stores 25% of damage dealt (buff from 20%)
Leechknife Sheath - Deals 75% of Attack Damage (nerf from 100%)
Quill - 70 starting mana charge (nerf from 100)
Helm of Hatred - 8s Invulnerability (buff from 7s)
Soulburn Greaves - 1s Ignite trigger cooldown (buff from 2s)
Sealed Scroll - 8% Maximum Mana regained (nerf from 10%)
Infuser - 3x Lifesteal to healing ratio (buff from 2x)
Burndanna - 4% Max Health healing (nerf from 5%)
Recovery Necklace - 7% Max Health healing (buff from 6%)
Brainleech Pendant - Now targets the enemy with the highest Mana Regen.
Forever Scythe - Final stage to 25% Amp & Resist (nerf from 30%)
Mana Bracelet - Renamed to Nael's Bracelet
Misc
Harmony skill (from the Skillbook item) adjusted: 30/60 mana, 6 Attack Speed & Spell Power (from 15/70 mana, 8 stats)
Mana Battery skill (from the Skillbook item) mana distribution changed to 85% base (nerf from 100%).
Bug Fixes
Fixed an issue with Claws of Haste's trigger point that could cause it to get multiple activations from a single cast in some cases (notably when Dualcasting, or when the cast is interrupted)
Fixed Pawn's skill Pushing 1 hex.
Fixed an exploit related to Otto's Scepter
Fixed a bug related to Sandbox mode where you could enter it while also being in PVP mode.
Fixed Mushroom Trait stating a 10 Spell Power effect per spore, it is actually 15.
Fixed the Grace perk not checking for tier-up merges after acquiring.
Fixed an exploit related to the Grace perk that could duplicate items.
Fixed Knight's damage resistance buff stacking infinitely.
Fixed an issue with Taunt where if a unit with a friendly-targeted Skill was Taunted, in some cases it could instead affect the taunted enemy
Fixed Healer's mana regen applying globally instead of just to Healers.
Minor text clarification to Sparkles to clarify it affects both itself and the target ally.
Fixed a long-standing issue where the random seed could be bumped upon returning to the main menu, resulting in rerolled perks or other changes. This also fixes an exploit where PVP perk pools could be rerolled.
Fixed an issue involving Doombolt Quill's knives deactivating partway through combat.
Fixed Bulworc's skill stating it blocks 1 attack, when that adjustment never happened. Text is back to saying blocks 2 attacks.
Fixed minor text bug on Run History for pvp season run display
Fixed Run Summary / Run History often showing the state of the army in the fight before the final fight after ending a run.
Fixed an issue with Plush of Vo'do not having a stacking cap.
Fixed an issue where a Tier 4 Morphling would banish any unit it turned into.
Fixed a bug with all 'on stunned / crowd controlled' triggers (notably PVP Gemclops) triggering when stun or CC wears off in addition to being applied.
Potential fix for a rare bug that can cause a unit to be permanently stunned.
Fixed PVP Gemclops damage being listed as Uncategorized in recap.
Fixed Pink Dragonkin perk not re-adding reroll costs on load when continuing.
Fixed an issue with Potion Belt perk causing it to not load properly when continuing.
Fixed an issue with PVP seasons not being able to use the Laboratory table, instead showing an invalid icon that said "Report to Devs"
Fixed being able to use Gera's Weaponized Rainbowslime on an enemy during the encounter spawning process.
Fixed PVP Enemy Circus Performers not gaining their bonus stats.
Fixed enemy Baa'lor units not stunning your Units.
Fixed PVP Cactus Nymph not scaling per item equipped, and applying the effect to both armies.
Fixed Mage stage II always Stifling one of your Units in addition to the enemy team.
Fixed an issue where unequipped items could stay seen under the health bar in specific, rare cases.
Fixed Gold/SP/XP per combat changes not being seen in the combat rewards preview.
Fixed Stormy Skies book being stopped by CC immunity.
Hey adventurers!
It's that time of the year again - the Steam Summer Sale is here and Tales & Tactics is joining in with a massive 70% OFF discount!
If you've been waiting for the perfect time to give the game a shot, this is it. And here's what makes your timing even better, you're getting ALL the improvements and content from the huge For The Fans update from last month! For those who might have missed it, we're talking major quality-of-life improvements, new features, and a bunch of community requested changes. It feels like a whole new game in the best possible way.
You guys have always shown us so much love and support and we can't even begin to describe how much we appreciate it. We're hoping Tales & Tactics finds some new homes during the Summer Sale and that everyone who plays enjoys the experience.
P.S., While you're here, our lovely publishers (this is definitely not someone from Yogscast Games writing this) have a bunch of their other titles on sale during the Steam Summer Sale, you should totally check them out.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Tales & Tactics, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Tales & Tactics statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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