A new hotfix is available, bringing a fix for a nasty bug reported by a player this week.
Bugfix:
The detailed description of skills in the shop are now correctly displayed when using a gamepad/keyboard
The tooltips are now correctly displayed in the levels selection screen when using a gamepad/keyboard
Don't forget to update your game!
Patch: 1.0.0.9
Hello Thieves!
This update contains a small fix to loot phase checkpoints.
Fixes
Using "Restart from last checkpoint" during loot phase restarts from the start of loot phase instead of the start of scout phase. Xec rune state is also correctly kept.
Thank you for reading!
PixElated Adventures will feature Spirited Thief!
Welcome back Thieves!
We're thrilled to announce that Spirited Thief will be participating in the PixElated Fest from July 29th to August 5th! 🔥🔥
PixElated is a digital festival celebrating beautiful pixel art games. From retro-style classics to contemporary indie gems, this event will showcase a selection of Adventure and RPG games all in one place!
Check out the official line-up and more information about the event here: http://pixelatedfest.com/
We're thrilled to announce that Spirited Thief will be participating in the TurnBasedThursday Fest from April 4-8th. This event is a five-day online festival celebrating turn-based video games.
This update focus on abilities, with a new unique abilities for each of your companions! But there's also buffs to existing abilities that were a little undertuned. Unlockable abilities in the shop are not meant to replace the starting ones - and are often more specialized - but they still need to relevant!
Abilities
One new loyalty ability for Besk, Iwie and Sunyang
Pet rat: range melee -> 3. Pet rat is about making pickpocket more convenient, so a little more convenience was needed to justify its use.
Chaos Strike: 1 -> 0 action cost, and is now "quick". Chaos strike has already a lot of restriction to its use (melee, and at high danger only), so it could use some love.
Decoy: 5 -> 3 turn cooldown.
Spirit Curse: 2 -> 3 uses.
Deadly Nightmare Curse: 1 -> 2 uses.
Fear Curse: 2 -> 3 uses.
Chaos Glyph: 2 -> 3 uses.
Fear Glyph: 2 -> 3 uses.
Hook: 1 -> 0 action cost.
Disguise: 1 -> 0 action cost, added a 5 turns cooldown. Since using disguise has now some real downside (being close to a guard will reveal it), the action cost was excessive. Instead the cooldown make it a commitment for a couple of turns.
Caltrops: 1 -> 0 action cost.
Madboom: 1 -> 0 action cost, and is now "quick".
Changes
Easy difficulty setting now has reduced guards and simpler puzzle by default (like Story difficulty setting)
Soul lantern: minor changes to the anti-Besk boulder.
Spider Burrows: only one enemy is possessed instead of 3.
Spider Burrows: modified the "suicidal" cutthroat's patrol path so that she doesn't jump into a trap.
Fixes
Pushed enemies correctly trigger traps.
Evil spirits can now target tiles with smoke.
Trin could get blocked while using long range teleport.
Cave: enemies don't forget their patrol after a rewind.
Cave: music isn't stopped after a rewind.
Guards' tower: Trin/Dumdum can't trigger the office cutscene.
A lot of difficulty tweaks are added in this patch, but also quality of life changes and bug fixes! The ritual level has also been entirely redone to give it a little extra oomph.
Difficulty
Added new difficulty option that reduce the number of guards and simplify puzzles, which is active by default on story mode
Story mode now has 14 turns between danger level increase (from 12)
Burrow Spiders: one cutthroat is possessed instead of a sharpshooter
Guard's tower: made the second-to-last floor easier
Shop attack: replaced Xec runes with Nes runes, and made top corridor easier - with more leeway.
Added bells to level that didn't have them: Shop attack (2), Burrow spiders (2), Guard's tower (2),
Quality of Life
Hidden buttons that have been inspected now have a map hint
Trin's curses and glyphs can now be toggled by reusing them again on the same target.
Changes
Ritual level redone, it is now more survival than puzzle oriented, and introduce new mechanics more clearly.
Besk's disguise doesn't slow him anymore, but is lost when walking next to a guard.
Bug fix
Curses could be lost after a rewind
Glyphs could be kept even after deselecting their ability in the shop
Sorceresses' spell rotation could get messed up during loot phase
Thieves could get instant killed by non-enraged guards in various situations
Guard's tower: the last floor's dialog could trigger too soon after a rewind
Guard's tower: blue area (access to last floor) wasn't correctly cleared
Shop attack: removed a possible cheese with Besk
Besk can't use TP orbs anymore
Guard vision cone would not correctly display on barriers, reinforced doors, locked doors, and alarmed doors.
Twitch integration would not work correctly when connecting using the channel url rather than the channel name
Today, we are extremely happy to announce Spirited Thief is now Verified on Steam Deck! We've got the green check, so you could enjoy your missions from the comfort of your couch, bed or favourite means of transport.
A new update has been also released, take a look at the patch right here: https://store.steampowered.com/news/app/1709870/view/3705958414155657235
Today, we are excited to announce the launch of a new bundle with three of our games, allowing all players to get them at a lower price thanks to a 15% discount!
Enjoy our games! We wish you the best of luck to make the best couples and kill all the monsters you will face. Feel free to share your feedback once you've played them, we are always interested to hear from you!
The 1.0.0.5 update brings bug fixes and a new way to check your looting progress during a level!
Changes
In-game menu now also shows a summary of all loot in the level, to let you quickly check your progress for both scouting and collecting every available loot.
Smoother enemies' vision cone when they are moving
Ravens: Sunyang leaves after the player starts moving into the level (it was possible to swap skills after the level started).
Shop Attack: 2 sharpshooters are now asleep to give more time to deal with them.
Map hints of loot have now more priority than map hints of enemies. For example, a sleeping guard carrying loot will now be displayed as loot in fog of war
Bug fix
Max loot in in-game gold summary tooltip was too high.
Thieves won't auto-close locked doors that they wouldn't be able to reopen afterward (when they don't have the key for it)
Alerted guards who got their key stolen could get stuck on a locked door
On a few specific levels, music would stop playing or the wrong music would be played after a rewind
Sharpshooters correctly entrench after being feared
Possessed sharpshooters correctly enrage when alerted
Drunk or lazy sharpshooters correctly kill players that stay immobile in their sight
Evil spirits would target but not attack characters standing in a doorway
Evil spirits created from possessed enemies could spawn on top of furniture
Throwing Knife description had an incorrect range
Scouted loot in fog of war correctly have a tooltip when hovered
Ruby: the sentinels cannot forget the distraction anymore (it could happen if something else happened to them)