Fell Seal: Arbiter's Mark cover
Fell Seal: Arbiter's Mark screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

Fell Seal: Arbiter's Mark

1 more day until version 1.0.0 - When does the game launch exactly?!



Hello everyone,

Tomorrow is the day! We can't wait to finally have version 1.0.0 live!

We received some questions regarding the exact release time of the game.
So here you go:

  • Los Angeles: 10am
  • Florida (devs time zone!): 1pm
  • London: 6pm
  • Prague: 7pm
  • Moscow: 8pm
  • Tokyo: 2am
  • Sydney: 3am

We will be streaming the game once it launches and are looking forward to seeing you there to chat and have some fun! ːsteamhappyː

Friday Progress Report!

Progress Report


It is finally done! [I]Fell Seal: Arbiter's Mark[/I] is complete and releasing in a few days (April 30th)!

It's been an intense adventure and while it's been a lot of fun, it's also been a lot of hard work. We finally made it to the finish line and now all that's left is to wait for the reaction of the fans :)

We think our Early Access has gone quite well and if we could "do it all over again", we'd definitely still chose to go with an Early Access. It has been invaluable in helping us balance the game better and helping us refine the UI and systems even better.

An immense thank you to everyone that's taken the time to give us their feedback!
You guys are the best!


What's next


We're not sure what's the next move for us. We'll definitely make another game after this one, but is it going to be Fell Seal DLC, Fell Seal 2 or a completely different game? We'll have to wait and see.
At this point, if the fans are interested in Fell Seal DLC, it's probably our first option. If not, we'll probably move on to another project altogether rather than Fell Seal 2. We'll consider a second entry in the saga for a later game though, that's for sure!

We'll also be supporting Fell Seal for as long as necessary, fixing any bugs we might have missed before release and keeping an eye on how the balance of the game is looking and if we need to address anything. We also have list of upgrades we'd like to get in and we'll probably start looking at those in a few weeks (after a small vacation most likely. It's been so long we took one of those >.<)

Which means we won't be pushing an update every Friday anymore, unless it's somehow needed, but that would be quite surprising!


Once again, a big thank you to the whole community from the two of us here at 6 Eyes Studio! :)

Trading cards are HERE!



Hello everyone,

Today we are adding Steam trading cards, including badges, emoticons and backgrounds to the game.

Collect cards, craft badges and show everyone that you bear the title of Arbiter through chat or your soon-to-be enhanced profile!

Build 0.9.5c

Yet another small update! ^^

We're making a build for another platform today, so we thought we'd push the same changes on Steam for parity. It's mostly bug fixes and tiny ui/balance tweaks.

We're not planning anymore updates until Release at this point, although the Release build will have some more bug fixes and UI tweaks.

Here's the change log:
04/22/2019 - Version 0.9.5c

Bug Fixes:



  • Trapdoors: Trapdoors stopped working with the new Turn order changes. Fixed.
  • Placement: Selecting enemies during placement would sometimes highlight the wrong portrait in the Turn order bar.
  • Kawa Temple: Fixing an issue that could arise in the cutscene if a player didn't have Bzaro recruited yet.
  • AI: Found a rare set of circumstances where the AI could attack an invalid target. Fixed.
  • Cutscenes: Minor cleaning of some scenes when some optional actors aren't present.
  • Shadowstep: Using Shadowstep to land on a water tile and then cancelling the movement could leave the sprite shown over other sprites when it should be under.
  • Boomerang Bounce: With perfect diagonals, sometimes the punt direction wouldn't match the "side of the attack" from the prediction. Fixed.
  • Turnabout: Abilities that bypass counters could fail to bypass Turnabout. Fixed.


Balance:



  • AI: AI could make some odd decisions when using shoving, especially with Boomerang Bounce. Should be better.
  • AI: AI could still make some odd decisions about mana drains. Should be better now.
  • AI: Enemies that don't use MP at all won't use Manastones on themselves anymore. Also found issues with granting Mana to allies being valued higher than it should.
  • Pektites: Lowering their MND for the tier1 variant to compensate for Adaptive Affinity being stronger on them now.


UI:



  • Equipping: QoL: when equipping gear, the category will start on the same type of item you're trying to replace.
  • Scar Tissue: Will now show "+Scar Tissue" when obtaining the first stack (so switching stacks will show it again). We won't show it for every stack gained as it would simply mean showing the text every single time a Tangrel is attacked, which might get old fast.

Hotfix - 0.9.5b

We just pushed a hotfix after discovering some issues with Turnabout, Initiative and some rare issues with gear optimization.

Please make sure to restart your Steam client to force it to pickup the new version asap.

Here are the fixes:
04/21/2019 - Version 0.9.5b

Hotfix:



  • Initiative: Works correctly again for the player units.
  • Turnabout: Won't trigger multiple times anymore. Also fixing other rare issues.
  • Changing Class: There was possible way to switch class and retain equipment that the new class couldn't equip. Fixed.


We're very sorry about this! It's been a while since we've had to push a hotfix, but I guess we just got a little carried away over this weekend's work >.<

Build 0.9.5a - Small QoL and other tweaks.

Hey :)

We just released another quick update, mostly with some UI additions, some new patrols and various odds and ends.

We're adding the Turn Order bar to the deployment screen and changing the way gear on characters gets "optimized" after changing their class or passives.

Now, after changing their class (or removing passives that change their gear options, such as removing Dual Wield or Equip All for example), if the current gear has invalid entries, those entries will be removed and then filled with "the best possible option".

If a unit doesn't have any "invalid gear" after the change, their loadout will not be changed at all.

We also updated the way the best weapon is calculated to account for hybrid classes, fighting classes and magic classes.

We're adding 4 new patrols and tweaking the tuning on a few others.

There are a few bug fixes that we wanted to get out ASAP and some small balance updates as well.

From now on, the main focus will be primarily bug fixes until release and it's likely there will not be another Early Access build update until the actual Release build, on April 30th.

We'll keep reading and collecting the community's feedback as we prepare for post-release updates though :)

Thanks again!


Change log:


04/21/2019 - Version 0.9.5a

New Content:



  • Patrols: Adding new patrols to Caravan Trail, Graveyard, Godstear Waste and Gelligh Foothills.


UI:



  • Turn Order: Will now be shown during troops placement.
  • Changing Class/Passives: Will not run "optimize gear" anymore but instead "optimize invalid gear", which will will call optimize only for pieces of gear that need to be unequipped with the new class/passive.
  • Optimizing Gear: Will now be better about equipping the right type of weapon, choosing the best weapon between ATK, MND and ATK+MND based on the main class.
  • Sorting by Level: Will now use EXP as the second sorting parameters to differentiate units with the same Level.
  • Gelligh Battle 2: Updating shown objective to make it clear Kyrie must survive.
  • Cutscenes: Minor adjustments to many cutscenes.


Balance:



  • Initiative: Character will no longer get a "bonus to the time gauge" if taking no action on their Initiative-granted turn.
  • Skyjack: Now cannot miss. It was always meant to be this way, so it's technically a bug fix.
  • AI: AI will value more accurately MP granting/draining abilities.
  • Gelligh Battle 2: Enemy items usage is now disabled. Slightly adjusting the extra enemies to be a little more managable.
  • Vangals AI: Many Vangals, Thervas and Daodrenners have had their default AI behavior change to be more aggressive and less prone to heal.


Bug Fixes:



  • Pounce: Fixed an issue where characters could jump "outside the bounds of the map".
  • Rebirth: Rebirth would not trigger of the character died from thorn damage or from Turnabout damage. Fixed.
  • Exhausted: Could be prevented by Barrier even though it's supposed to ignore all forms of debuffs removal/prevention. Fixed.
  • Shoving: Will now correctly grant killing blow exp on the second target and when drowning targets.
  • Visuals: Added missing frames to the Ghost sprite and fixed some Bzil accessories that had some issues.
  • Blazing Bolas: Fixing a rare issue where the trap could spawn in a weird location.
  • Maps: Fixing a few small layering issues in some maps.
  • Turn Order HP: The bar will correctly update the user HP after canceling a movement where Life Font gave them HP.


Modding:



  • Jobs.xml: Adding a new field to classes: casterClass, with values 0: not a caster, 1: caster, 2: hybrid. This will be used when optimizing gear, rather than the old IsAMagicClass from GameOptions.txt (which is now removed).

Build 0.9.5 - New difficulty setting, visuals, balance...


[I]In case you missed it, our Release trailer is up on our Steam page![/I]

New build:


We have another build this week and once again, it's one of our biggest updates yet.

We've been working on the final balance changes and various loose ends, so the changes are all over the place, but there's a lot new stuff!

Here are the highlights:

  • Difficulty Setting: The "Extra Enemies" setting has a new option called "Elite", which will add/replace some enemies on many maps. The new enemies are custom-made to be dangerous. This should increase the difficulty quite a bit and is meant as an alternative to make the game harder, other than +Stats% on enemies. Enemies added by this mode will have the "Elite" tag rather than "Enemy" on their info panel. A BIG thank you to Dabor for this!
  • Title screen: Switching to the Animated Titlescreen we've been preparing for a while. Big thanks to Brodie Swift who created it!
  • Exclusive Fullscreen: Adding an option to enable Exclusive Fullscreen.
  • New Assets: We have a new character portrait, haircut and some revamped portraits for many NPCs, as well as new spell visuals and sounds. We also added ambient props to a lot of maps.
  • Balance: We have a bunch of new balance updates again, including tweaks to some passives the community has been feeling needed love, such as:

    • Focused Rage: Is now an action command (like Double Casting), so the player can choose to use it or not.
    • Hallowed Mind: Now a new passive: grants bonus damage on the next action after using a Regular Attack.
    • +Damage Passives: Adjusted a lot of their numbers.

  • AI: Various AI updates and improvements.
  • Monsters: Monsters will have their tier increased automatically in patrols. To tier 2 if their average level is 20 or more and to tier 3 if the average level is 30 or more.
  • A lot more! Seriously, there's a lot of changes in this one! You can see them all at the end of the update.


Progress Report:


This should actually be our last big update before release. At this point, we'll be focusing on fixing any bugs that are found, some polish and a few modding additions. This week was spent wrapping up everything and testing everything. It's looking very solid and we're happy with where [I]Fell Seal[/I] is standing right now!

Even though we're pretty much done with all the features for the game for Release, it doesn't mean we're not hoping to keep getting everyone's feedback!
We'll keep fixing bugs and adjusting things after Release and if there is enthusiasm from the community, there's a good chance we'll start looking at some DLC options as well. So, keep the feedback coming please! :)

State of the Early Access:


With our [I]Early Access[/I] closing soon, it's a good time to take stock of things and we have to admit we've been very happy with the experience.
All in all, it's been very positives, and I would say that the feedback and support of everyone alone has made this an incredibly fruitful [I]Early Access[/I] for us, and we think [I]Fell Seal[/I] is a much better game for it!

Once again, a very big thank you to everyone for all the feedback and support!


Change log:


04/19/2019 - Version 0.9.5

New Content:



  • Difficulty Setting: The "Extra Enemies" setting has a new option called "Elite", which will add/replace some enemies on many maps. The new enemies are custom-made to be dangerous. This should increase the difficulty quite a bit and is meant as an alternative to make the game harder, other than +Stats% on enemies. Enemies added by this mode will have the "Elite" tag rather than "Enemy" on their info panel. A BIG thank you to Dabor for this!
  • Title screen: Switching to the Animated Titlescreen we've been preparing for a while. Big thanks to Brodie Swift who created it!
  • Exclusive Fullscreen: Adding an option to enable Exclusive Fullscreen.
  • Portraits: Adding 1 new female portrait.
  • Portraits: Updating the portraits of some story villains.
  • Sounds: Adding a dozen or so missing sounds. We are now fully done with sounds.
  • Visual Effects: Adding the last remaining missing visual effects. We are now done with those.
  • Troops Menu: When in combat, deployed units will be shown in the "casting" motion in the Troops menu so they can be spotted quickly.
  • Iirzkt'ara Gorge: Adding a new patrol to this map.
  • Ambient Props: More ambient props added to various maps.
  • Character Customization: A new haircut was added for male/female characters.


Balance:



  • Monsters: Monsters will have their tier increased automatically in patrols. To tier 2 if their average level is 20 or more and to tier 3 if the average level is 30 or more.
  • Vessel: Changing Hallowed Mind to a new passive: grants bonus damage on the next action after using a Regular Attack (after using a melee attack: 45% bonus, after using a ranged regular attack: 35%).
  • Pandora's Box: Will now be 'smarter' about what is used and try to favor using an ability that works better with the ATK or MND stats of the caster. It's still random, but it's skewed a bit to be 'better'.
  • Sunder: Now works like Chilling Touch and Deep Wounds: it will apply to any offensive action and have less chance of hitting per target the more targets the attack has.
  • Sunken Ship: The guest in this balance will now have a Pure Band to protect against Poison.
  • Very Hard: Changing the presets to enable Elite enemies. Lowering the +Stats to 10% (from 25%) to compensate.
  • Boss Levels: Many bosses would bypass the "story level cap" even without that specific difficulty setting. Fixed.
  • 4th Temple: Lowering the level of the boss characters a little bit, on top of the above fix about boss levels something not getting capped.
  • Focused Rage: Is now an action command (like Double Casting), so the player can choose to use it or not. It will not work with Infused Edge anymore though.
  • AI: Various improvements to the AI.

    • Better AI for Tangrels, Malcubus.
    • Taking better account of various counters, including less likely to "kill themselves" via Counterattack/etc.
    • AI will now make use of Sabotage.
    • AI will now make use of Pile On and Refresh.
    • AI could have some strange behaviors with Collect abilities on rare occasions. Fixed.

  • Optional Story Character: A certain optional story character that joins late in the game will now start with 15% more AP on his classes.
  • Story Character: A certain story character that joins fairly late will now start with a little more AP than before on certain classes.
  • Sorcerer: Reducing the AP needed for most abilities.
  • Leech MP: Adding a cap of 15 MP leeched maximum per regular attack. Leeched amount cannot be negative anymore (due to elemental resistances, etc).
  • Siphon: Adding a cap of 25 MP drained maximum. Can't yield a negative amount anymore (it probably couldn't before in practice).
  • Versatile: Adding a cap of 15 MP for the amount of MP restored on a crit.
  • Poison Swamp: Will now be prevented by Barrier. Also won't refresh the duration on every turn spent in the poison anymore, but only on the turn it wears off.
  • Pounce: Pounce will now try all 4 possible positions around the target, favoring the closest, rather than just the closest. Damage ignores direction and uses the real autoattack of the unit (which means it will use Dual Wielding and apply weapons effects).
  • Malice: Will now correctly apply to Chilling Touch, Sunder and Deep Wounds.
  • Somier's Rescue: No enemies will spawn with boots anymore.
  • Charm: The Charm ability on the Vampire class is now "not a spell, not a skill" rather than a spell. It means it won't work with double cast and infused edge anymore, but now won't be prevented by mute.
  • +Damage Passives: Adjusted a lot of their numbers.

    • Eruptor: Increasing the bonus each turn from 10% to 18% and the cap to 72%.
    • Blood Mark: Adding a cap at 80%.
    • Into the Fray: Damage for 2 targets increased to 32% (from 30%).
    • Height Advantage: Cap increased to 40% (from 35%).
    • Perfect Body: Bonus reduced to 32% (from 35%).
    • Avenger: Increasing damage reduction to 12.5% per stack (from 10%).
    • Execute: Increasing bonus to 45% (from 40%).
    • Legendary Healer: Reducing bonus to 45% (from 50%). Also adding the value to the GameOptions.txt.
    • Stampede: Adding a cap of 60%.

  • Rain of Arrows/Rain of Spines: Greatly increasing the Vert range and AoE Vert range to make it easier to use.
  • Bzaro: Will now get bonus AP from slaying Bzils, for the class that Bzil was using. Since Bzaro doesn't get Essences from Bzils, he will only get this bonus AP if he's already learned the class.
  • One for All: Now, melee attacks made by One for All will do 1x damage and Ranged attacks will do 0.75x damage.
  • Turnabout: Turnabout and similar counters (where the target explodes on death) will not trigger if the target is defeated by a counter ability anymore, to add more counter-play.
  • Arena: Arena enemies will no longer be able to spawn with "unique gear" (that was technically a bug).
  • Lich: The player can now get the class a little earlier: exchanging the special treasures from The swamp and the ship.
  • Vessel: The player can now get the class much earlier: exchanging the special treasures from the forest with that of the canyon.
  • Worms Fight: The player will have more time to move out of the big ground effect that signals the arrival of a certain boss.
  • Patrols: Now, when running a patrol on a map, until the player has seen all the patrol possible for that map, the "next patrol" will be automatically selected. Once all have been seen, they will become randomized as before. This should help the player see all the possible patrols for all maps. This is not retroactive.
  • Interstich: The boss that uses Interstitch will now have lessened chances of using it (or Teleport Other).
  • Lockets: Increasing the DEF/RES lockets values (36 to 48) and reducing speed locket value (30 to 20).
  • Daggers: Reducing Flash Knife (25 to 20) speed and Dragon's Nail speed (16 to 13).
  • Cap of Ages: Reducing Speed from 13 to 8.
  • Gear: Very minor tweak to some speed stats (we changed the rounding method for the speed stats on gear so some might gain 1 speed).
  • Gogombob City: Adding a pair of hover boots on one enemy to patrol0.
  • Henge Battle: Adjustments to the enemy AI and gear and to the guest's gear to give the guest character an easier time. Also giving the guest a subclass, a counter and some extra passives for the encounter to make it a little easier.


UI:



  • Class Mastery: The first time the user masters a class, a quick tutorial popup will mention permanent stats are granted.
  • Help Compendium: Smoothing out transitions to and from the Help Compendium so it looks better.
  • Descriptions: Updating a few descriptions with more information.
  • Guest Characters: Will now try to use the "generic enemy portrait made for the player" and if they can't find one, use a "non enemy portrait".
  • Patrols: Adding a confirmation popup before running a Patrol to reduce the chances of accidentally starting one.
  • Details Button: Adding a tutorial about the Details button for the first time the player sees a "delayed attack" (ie, in the Worms battle).
  • Bandit Kawas: Giving them a new color so they look a little less "friendly".
  • Colored Tiles: Updating the priority of ordered tiles so the "starting position" tiles are shown over the "passage tiles" to be clearer.


Bug Fixes:



  • First Boss: When playing with extra enemies, the battle will now end after killing the boss, as intended (rather than needing to kill all enemies).
  • Injuries A drowned unit wouldn't get an injury correctly under certain circumstances. Fixed.
  • Mirage: Fixing some strange interactions between Mirage and drowning.
  • Bandit Kawa: There were still some issues where the Kawas would have odd behavior after moving (untargetable, etc). This should be fixed for good this time, although they will be more passive than before.
  • Counterattack/Countershot: Will now correctly check for vertical height after getting pushed back (by Forceful Strike, etc) to ensure the counter attack is still valid.
  • Worms: Counter Critical:Haste wasn't granting Haste correctly and had some issues in the description. fixed.
  • Abilities Range: When using a Staff, sometimes the ability range in the ability description would be showing wrong values. Fixed.
  • Collect Trophy: It had the wrong min range value. Fixed.
  • AI: AI would still cast Quicken on allies with the Exhaust debuff at times. Fixed.
  • Traps: With certain abilities (Bolas, Forceful Strike, etc), a trap could trigger at the end of the sequence even though the target was dead. Fixed.
  • Quicken: Fixing a few weird issues when quickening multiple targets each turn with doublecast, including quickening the caster.
  • Outfits: Adding missing "special outfits" to the list of outfits generated sprites can't spawn with.
  • Wildcards: Diamond: Fixing an issue where Haste would be granted almost all the time as a buff.
  • Save files: The save files could fail to load correctly if the user has an unrecognized timezone. I admit I'm not sure how that would ever happen, but stranger things have happened. Fixed.
  • Large Enemies: Back/Side/Front attacks status was weirdly calculated on large enemies. It should now feel more natural.
  • Thorns: Thorns will now correctly reflect damage for both attacks (grouped as 1 reflection) when taking damage from dual wielding attackers. Thorns will now correctly reflect damage for the spell part when taking damage from Infused Edge.
  • Descriptions: Fixing some tooltip descriptions that had imprecise information (like Blood Magic).
  • Old Armor: Anadine now correctly starts the game wearing the Old Armor.
  • AI Double Cast: Fixing some small odd interactions between counters and the AI using Double Cast. AI will also not try to Double Cast on a target that has Counter:Mute unless it's immune to Mute.
  • Hover Boots: Equipping or removing Hover boots at the start of a battle will correctly start the character with the "floating visuals".
  • Reanimate: Was granting too much EXP, equivalent to a killing blow. Fixed to yield regular EXP now.
  • Guardian Sword: Now correctly flagged as Unique and won't be equipped by enemies unless they can equip uniques.
  • Ability Learn: The list to select the the class to learn abilities from could get messy under certain circumstances. Fixed.
  • Gelligh: After the city gets in a bit of trouble, the map used had a house shown over some units weirdly. Fixed.
  • UI: Fixing some UI layouts that weren't correct in other languages than English.


Modding:



  • Encounters.txt: Armor, Helmet, Shield slots can now be used for monsters/bzils as well and filled with accessories. They can technically be filled with "non-accessories", but it might cause problems.

Official Release Date and New Trailer!



Hello everyone!

We're almost there! Just two more weeks and Fell Seal will be coming out of Early Access. On April 30th, you will be able to experience the epic conclusion to your adventure in Teora.
To celebrate this, we prepared a brand new trailer that you can check out here:

https://youtu.be/GT8R-R26da0

It has been quite the journey from our Kickstarter campaign to where we are now, but it was well worth it! We're extremely grateful for all the feedback and suggestions we've gotten from the community and for how much it's helped us make the game better. Once again, a huge thank you to everyone that took the time to check the game out and give us their comments and support. Your help has been truly invaluable!

That being said, there's still plenty of balance updates and additions to be made, so it's back to work for us!

https://store.steampowered.com/app/699170/Fell_Seal_Arbiters_Mark/

Retroactive achievements (0.9.4a)

Hello everyone!

We released achievements yesterday, but it's been brought to our attention that not enough of them were retroactive.

We're pushing a small update today (0.9.4a) which should have almost all achievements be retroactive upon loading a save file.

If one of them isn't retroactive, feel free to drop us a line on the forums, but chances are that it's normal, as there are a very small amount that aren't retroactive. There are 8 (out of 43) non-retroactive achievements, including 6 "in-combat achievements", 1 trivial-to-unlock, and 1 crafting related.


That's the only change for the new build, so no patch notes this time!

Let us know how it goes!

Build 0.9.4 - Achievements and Cloud saves


[I]Achievements![/I]

New Bulid:


This week's build's main attraction is Steam Achievements and Steam Cloud saves!

There are 43 achievements in game, including 22 "hidden achievements". Many are going to be retroactive and trigger after loading a game and messing around a little bit, but not all of them. In general, those that aren't retroactive are either very easy to obtain or involve doing something specific during a battle (that's repeatable, so you can't miss it).
Also, the cloud saves could require a Steam restart to kick in.

Let us know how it all works out!

Here are the highlights:

  • Achievements: Achievements are now enabled. Those are retroactive for the most part, although some specific combat ones (like killing an enemy by drowning them for example) will have to be done again to be obtained.
  • Cloud Saves: Cloud saves should now be enabled. Everything should be working fine, but it's something a little new for us, so let us know if you notice anything weird! (Cloud saves are not enabled on Linux sadly).
  • Balance: Various small updates to the balance, including tweaks to specific encounters, small adjustments to some growths from feedback from last week's changes, tweaks to some gear, etc.
  • Bug Fixes: Lots of bug fixes from internal testing and from forums feedback. Thanks again to everyone taking the time to let us know about bugs!



Progress Report:


We finally finished our last Ancient Path map work and now all the content for the game is finished!
We're still going to keep polishing and updating balance and bug fixing for a while though, of course!
Otherwise, we finished our Steam integration: cloud saves and achievements have been added to the game. Collectibles and badges should also already be tied to the game as well.


Change logs:


04/12/2019 - Version 0.9.4

New Content:



  • Achievements: Achievements are now enabled. Those are retroactive for the most part, although some specific combat ones (like killing an enemy by drowning them for example) will have to be done again to be obtained.
  • Cloud Saves: Cloud saves should now be enabled. Everything should be working fine, but it's something a little new for us, so let us know if you notice anything weird!
  • Gogombob City: Adding a new patrol to the area.


UI:



  • Mouse: Improving some interactions between the mouse and keyboard on the map screen.
  • Battle Map: Made things a little more responsive when navigating between the map and a menu.


Balance:



  • Mender: Increasing HP growth a bit.
  • Exemplar: Will not copy buffs granted by gear anymore, only those obtained through combat.
  • Mastery Bonus: Slightly adjusting bonuses for Reaver, Werewolf, Lich, Mercenary, Knight and Gadgeteer.
  • Restful Stones: Vangal will not spawn with boots anymore. Changing 1 Assassin to only spawn on higher difficulties.
  • Bosses and Leaders: Now will never use "sacrifice" types of abilities.
  • Bandit Kawa: Will now never spawn with boots.
  • Maces: Now have a crit chance.
  • Enemies: Updated tables for generating counters/passives to reflect all the recent balance updates. Moved the "evasion %" passive to later levels to reduce early game evasion bonuses.
  • Rings: Pure Band lost its speed bonus. Shinning Band got +2 speed.
  • Daodrenner: Reducing evasion of tier1 to 5 (from 10). Reducing evasion of tier 2 to 7 (from 10). Bzil form evasion reduced to 7 (from 10).
  • Enemies: Will know various tiers of their skill trees just a little later than before in terms of levels.
  • Strong Abilities: Some abilities are obtained a little later by enemies than they normally would (Sniper Shot, Assassinate, Righteous Blade). Adding Dual Casting to that list and adding individual levels (rather than 1 level for all of those) for better control.
  • Chilling Touch, Deep Wounds: Changing the passives to work with all offensive actions. The more targets in the zone, the less chance to succeed per target (the combined probability will always be the same amount regardless of the amount of targets).
  • Tournament 2: Some tweaks to some encounters.
  • Arena: Changing the AP/GP bonus to 40% (from 33%).
  • Bosses: Certain bosses could ignore the level range of encounters, this has been changed so they will be within the level range of the encounter.
  • Worms: Changing their counter from "Haste" to "Critical: Haste" (it used to be Critical: Haste but the recent change transforming it to "Haste" affected the worms as well, so we reverted their counter.)
  • Worms: Will now never spawn with Poison or Bleed immunities.


Bug Fixes:



  • Worms AI: Fixing an interaction that could be off when a target would be immune to roots.
  • Typos: Fixing some typos in some ability descriptions and dialogue.
  • Protect: Offensive skills "centered on the caster" would bypass Protect on targets. Fixed.
  • AI Dual Casting: Fixing some instances where the AI would still cast its 2nd spell even if a counter killed it after the 1st spell.
  • Map Placement: The triggers to switch between enemies would sometimes not work correctly during map placement of some story battles. Fixed.
  • Enemies: Fixing rare cases of invalid classes or subclasses for certain human enemies.
  • Lever 99: Certain actions would still award EXP even after reaching the level cap and gaining a level past the cap would enter an infinite level-up loop. Both issues are fixed.
  • Dark Resist: All units in the game would automatically master a special boss class and gain various stats, including Dark restistance 5. Fixed.
  • Obelisks: One of the Obelisks wouldn't show its activated sprite after being activated. Fixed.
  • Fleet of Foot: Fixing the information panel not showing correctly the updated movement.
  • Status Effects: Upon removing a status effect on a target, abilities that interact with the "amount of status effects" on the target would still count it as active until the target got its next turn. Fixed.
  • Turn Order: When reviving someone, selecting a unit on the map to view their stats would sometimes fail to show them correctly in the turn order. Fixed.
  • Info Placard: Fixing an issue where the "other pages" buttons would become visible when they shouldn't.
  • Mouse: When using the mouse scroll to switch between 2 overlapping tiles, changing tiles with the keyboard or gamepad would leave the cursor "shown on top of everything". Fixed.
  • Help: Fixing an issue where the help tooltips would be partially outside the screen for certain resolutions.
  • Bandit Kawa: Fixing a rare issue where they could spawn on an invalid location in the Restful Stones.
  • AI: Fixing some odd AI decisions with Shadowstrike.
  • Side Effects: Fixing an issue where Side Effects would cause damage when granting Quick due to the Exhausted debuff.
  • Armors on Enemies: On rare occasions, some unique armors that aren't supposed to be on enemies would still spawn on them. Fixed.