Hello adventurers! Today's update covers a range of bug fixes and changes that should make the game experience better for everyone.
First, we have some buffs for the Budoka job that should affect its lategame potential. Right now, bare fists are very strong in the early and mid-game, but fall off compared to high-rank legendary and relic weapons later on.
So, we've increased fist/kick scaling for Budoka at levels 12, 16, and 20 (the latter two levels available to Legend of Shara owners) and also increased their chance to strike vital points once their Mastery passive has been unlocked.
Otherwise, we have an impressive slew of bug fixes and game optimizations that should smooth out some rough edges that have cropped up. Optimizations include faster load times and less CPU spikes in heavy combat situations. Naturally, we will be bringing this to Nintendo Switch as well.
Full Patch Notes
ART/VISUALS
Worked on smoothing some dialog box jank
AUDIO/MUSIC
Reduced volume of the vine summoning SFX when "Aura of Growth" is enabled
BALANCE
Non-boss monsters in Savage World now have generally more Health, and scaled monsters in NG+ / Savage World (i.e. low level monsters scaled to higher level) both have more health and power as intended
When extracting magic mods from the Dreamcaster, you now have a chance at a bonus shard depending on the rarity of the item.
Budoka fist / kick weapon power now increases by an additional 5% at levels 12 1 6, and 20
Budoka’s tier 3 innate passive now boosts Vital Point proc chance on attack to 30% as intended (up from 20%, which was bugged)
BUGS
Fixed dream crystals sometimes having no aura and soft locking the game
Fixed game error due to rare monster spawn
Fixed Wild Cards “Straight” evaluation again
Fixed bug where status data was not saved correctly, so hero-spawned poison/bleeds (etc) would load and use the monster’s stats instead of the hero’s
Fixed bug where items would show a 4th upgrade possible in the Dreamcaster (such as +20 Stamina/Energy) outside of Savage World
Fixed bug where a corral pet could be mad at you forever
Fixed rare game error related to Runic Crystals on death
Fixed error that could cause game to not load (due to DLC2 work, oops sorry)
Fixed bug related to large pet parties throwing game errors
Corral pets can no longer be charmed, ever
Damage conversion effects like Fire --> Shadow should work correctly now with your bonus dmg
Addressed various issues with monster level scaling. This might result in some monsters (scaled from a lower level) having more Health
Whirlwinds - 2H weapon mod - now triggers only on use of physical damage skills, as intended
Fixed issue with disappearing friendly elemental spirits
(Legend of Shara) Orbs of Reverie should drop correctly in the right Wanderer’s Journeys again…
(Legend of Shara) Fixed bugs related to saving/loading certain Wanderer’s Journey data in some regions
(Legend of Shara) Less immersion breaking at the start of Shara’s story (tutorial popups)
MOD SUPPORT
Fixed bugs with viewing / uploading mods from Linux
ENGINE
A variety of engine optimizations for better performance on all platforms (fewer stutters, frame drops in various combat situations)
Improved loading times
Patch 1.28 is Available Now!
Hello adventurers! Today's update has a nice variety of fixes, balance tweaks, and improvements sure to please players of all experience levels. For those of you who own the Legend of Shara DLC, we have a specific set of changes for you as well!
Speaking of, we continue to work on Legend of Shara for Switch. Still no exact timeline, as our testing resources are very limited, but the majority of code is now ported over and there are no major hiccups yet. Hooray!
ART/VISUALS
Limited the max # of pets displayable in the “Pet Party” hud element, so they don’t take up the entire screen
BALANCE
Paladin’s “Advanced” innate bonus (blocking empowers next damaging skill) now applies to Shield Slam too
Spears now have a new inherent effect: basic attacks pierce 25% of target’s resistance (depending on the Spear’s damage type)
The second Spear weapon mastery now has an additional effect: Spears will strike two targets at once in a line (so if you attack at range 2, it hits the one in between, if you attack in melee, it hits the target behind)
An Axe in your offhand will now correctly execute the 360 degree attack that all Axes have
Adding Skill Orbs to Legendary and Relic items now takes 2x the JP
(Legend of Shara) Default max # of mods on relics is now 3 instead of 4. Higher rank relics can reach up to 5, rather than 6, unless you’re in the Tower of Ordeals!
(Legend of Shara) The final boss of Tower of Ordeals now drops two relics!
BUGS
Monsters should no longer exceed the “Happiness” threshold after breeding
Fixed bugs related to job & feat unlocks using wrong data from other save slots instead of the selected slot
Fixed incorrect text output when Cat’ie bonks a pet on the head
Fixed some ground effects not being flagged correctly as reducing defense
Fixed various status effects added by gear not reading the correct originating actor as the Hero on load. This made some statuses like “increased block chance with even gold amount” not work correctly.
Fixed mod viewer not maintaining scroll position past the first page of mods.
When dueling your pet, your pet should no longer harass your other corral pets
Fixed bug with Sword Dancer’s tier 2 emblem effect that was supposed to auto-attack enemies when pulled or pushed by them.
Fixed bug where trying to put a Skill Orb on an item via Dreamcaster would sometimes display a success rate of 0% regardless of JP added
(Legend of Shara) Relic quivers should no longer use a shield icon
(Legend of Shara) Ranged relic weapons should no longer spawn with Parry mods
(Legend of Shara) Relics shields should now properly have physical damage reduction
(Legend of Shara) The “Eat Weapon” ability of Mimics should no longer be inheritable
(Legend of Shara) You should no longer be warned about failing a rumor while in a Mystery Dungeon.
(Legend of Shara) You should no longer find Orbs of Reverie in Wanderer’s Journeys where you can’t use them or carry them out
(Legend of Shara) Attempted fix for bug where relics would sometimes be capable of getting more magic mods via Dreamcaster than originally intended.
(Legend of Shara) Fixed bug where Mystery Kings would sometimes not drop relics. Sorry!
ENGINE
Switched to a new typewriter text function, should be much more CPU-efficient now
QUALITY OF LIFE
Monsters will now drop all items they are carrying if hit with a Monster Mallet. This should prevent situations like your weapon being eaten by a Mimic, never to be retrieved again.
You should no longer receive a popup about entering Savage World once you have already seen it at least once.
WRITING
(Legend of Shara) The “Armillary Mirrors” effect no longer says “Armillary Mirrors” in the log if you are using a relic with that effect
Patch 1.27 is here + dev roadmap!
Hello adventurers! Today we're launching patch 1.27, which is mainly focused on bug fixes and balance tweaks. There's also a new fun feature (currently English-only, but coming soon to other languages) called Pet Duels, which is exactly what it sounds like. Got an awesome corral pet? Well, now you can fight it! Neither of you will be permanently defeated from the fight, but it's a great way to test who's really in charge.
Before we get into patch notes, I wanted to briefly give a general development update.
Upcoming Content / DLC
Work on Tangledeep's second expansion is well underway, and should be done in Fall of this year. This will be around $4 or $5 and will focus on new dungeons, monsters, and bosses, plus some other neat features and content. Keep an eye out for further news on this!
Switch Updates
We just published Switch patch 1.0.6 which added the "Lizard Lounge" to the game, along with all the content and bug fixes from the PC version (with the exception of pet duels.)
We're also continuing to port Legend of Shara to that platform. It's the current focus of our Switch dev efforts, now that the two games have reached feature parity.
Our Next Game...?
Impact Gameworks is working on another project connected to the world of Tangledeep! Tentatively called The Legend of Tangledeep: Puzzle Explorers, you can follow our development progress at our dev blog here.
The benefits of the second Dagger Mastery have been reduced from +10% dual wielding accuracy/damage to +7.5% (per hand).
Using a Lightweight weapon or a Claw in your offhand is now a little worse than before, by about 5%. However, if your offhand weapon is both Lightweight AND Claw, it’s still as effective as before.
(Legend of Shara) Slightly bumped up the average monster level in Temple of Elements, along with respawn rate. Also, shops now appear a little less frequently (25% chance per floor, down from 33%)
(Legend of Shara) The base weapon power of all Relics has been reduced by 15%, prior to any other modifiers, multipliers, flat enhancements etc. Since Relics are already pretty strong, this seems reasonable.
(Legend of Shara) Default armor, shield, quiver, and magic mod values have also been reduced slightly for Relics.
(Legend of Shara) The “Precise Finish” skill now grants +35% JP, gold, and XP (up from +20%) when landing a finishing blow with the skill
BUGS
You should no longer riposte while under the effects of Paladin’s Sanctuary
“Heavy” magic mod should now correctly show the CT penalty when hovering over the item
Fairy’s Choker (20% chance to reduce random cooldown by 1 turn when attacked) should work again
Fixed issue with certain directional-based status effects causing game errors occasionally
Savage World / New Game+ selection should work reliably now on main branch (was only working properly on beta, most of the time)
Gambler’s “Wild Cards” ability should now properly test Aces valued as both “1” and max value for the purposes of Straights etc.
Bred monsters should now have the correct Family in all cases
Visual fix for bug w/ ending scenes/credits where gameplay leaked through
Attempted fix for bug where portals were not always created when leaving an Item Dream
Fixed bug with Talrose the Painter sometimes telling you to go to the wrong place
When interacting with the food cart, you should no longer see “Sale Value: 0g”
Fixed some garbage text in the log related to the food cart
(Legend of Shara) Fixed game error that occurred with the “Shard” relic affix (negate magical damage, gain spirit buff)
(Legend of Shara) Attempted fix for Obsidian Band affix on relics that was causing problems when stacked (it should not stack)
(Legend of Shara) Attempted fix for rare bug related to Shara’s Dominate power
(Legend of Shara) Fixed bug where Relics could be permanently lost if eaten by a Mimic, then saving+quitting
(Legend of Shara) Fixed bug where items with the “Does not interfere with offhand fighting” mod were not working on Relics correctly
CONTENT/GAMEPLAY
You can now duel (roughhouse) with your corral pet, in Riverstone Grove. Just use the appropriate pet command. When dueling, you cannot actually defeat your pet (or vice versa). After the duel, you both will be cleared of all temporary negative statuses, and restored to pre-duel Health.
ENGINE
Considerable work on DLC2!
QUALITY OF LIFE
Up to 12 buffs/debuffs can now be displayed (up from 8/8)
Patch 1.26 Has Arrived! New legendary items, affixes, and Spanish support!
Hello adventurers! Before we get to the patch notes: for those of you who don't yet own Tangledeep or Legend of Shara, you can get them for 40% / 15% off (respectively) during the Steam Summer Sale. Check it out!
With that, here are the notes for the patch that just launched today, plus the last couple minor 1.25 versions!
PATCH NOTES
BALANCE
Corral pet max health has now been capped at 4000 for the regular game, 6000 for NG+, and 8000 for Savage World. The reason for this change is because, due to a bug fix also in this patch, corral pets can learn and pass on a wider range of passive traits than they could before.
NG+ minimum monster health slightly increased
Savage World monster health increased
(Legend of Shara) The min & max rank of scaled relics found in Wanderer’s Journeys now varies based on the difficulty of the Journey. Easier journeys like Goldfrog’s Grand Grotto will have somewhat lower average & max relic quality than much harder ones like Temple of Elements and Tower of Ordeals.
BUGS
Passive monster abilities on pets/corral monsters should no longer disappear on save/load. This means passive monster skills should now be able to be passed down to children.
Talking to NPCs should no longer trigger end-of-turn effects like gaining CT or ticking statuses (could be particularly exploitable in Wanderer’s Journeys)
Fixed a couple item comparison bugs; comparisons should be more accurate now particularly for armor with Dodge
Fixed bug where certain status effects granted by equipment (such as Antipode Blade’s fire/ice attack) sometimes got ‘stuck’ and were not removed
You should now be able to enter an item in the Dreamcaster if it does not have max upgrades (+++) but
does* have max magic mods. You just won’t be able to get more mods on it.
Chance of passing day in the Dreamcaster should be accurate even if you clear a Nightmare Prince
Fixed bug where Skill Orb version of Escape Artist had the unintentional limiting property of ‘adjacent wall only’
You should now be able to search for rarity “RARE” (threw an error before)
Fixed bug with Overdraw magic mod not working correctly on quivers, also fixed it not working properly when auto-switching weapons
Edge Thane’s innate “Survival” bonus should no longer persist if you change jobs
The buff from Vanishing Ink should no longer persist if you unequip the ability
Damage from Radiant Starhelm’s “Smite” effect should now show up correctly in the log (as “Divine Fury”)
Fixed game error when capturing very high level monsters and trying to add them to your corral
The new searchbar tutorial should no longer pop up more than once
After upgrading your Monster Mallet, the correct Health threshold should be displayed when using the ability (20% instead of 15%)
Attempted fix for rare bug with cooking UI
Attempted fix for some weird edge cases with Blinking monster power
Fixed bug with searchbar tutorial popping up after using a Job Change scroll
Fixed Chinese language selection at title screen.
Fixed display bug with reserved Energy and dismissing Floraconda
Fixed bug with pet trainer’s forget skill function not subtracting JP properly
Fixed bug in evaluating game completion state for purposes of NG+ / Savage World
Fixed bug where HuSyn’s tier 3 emblem was not working correctly (Runic Crystal was not picking up powerups as intended)
It’s now possible to close the Steam Leaderboards via controller
Daggers now actually give +35 CT on crit as intended (down from +50; this change was made a few patches ago, but was not implemented correctly)
Ice shards from Ice Tortoise should no longer be consumed when passing through friendly creatures
(Legend of Shara) Relics that grant the ‘Deep Lake Gem’ effect of ignoring Deadly Void damage should now work properly
(Legend of Shara) Fixed animation time on Energy Shield effect
(Legend of Shara) Runes of Knowledge now actually cost JP as intended, instead of
giving* you JP
(Legend of Shara) Fixed bug with stairs disappearing sometimes in Shara mode
(Legend of Shara) Fixed map generation bug in Realm of the Gods where objects could be on inaccessible tiles
(Legend of Shara) Fixed display error when getting multiple relics in a single Wanderer’s Journey, sometimes showing incorrect item info
(Legend of Shara) Subtle Bonk should work correctly now
(Legend of Shara) Another bug fix related to relics disappearing in Wanderer’s Journeys
CONTENT/GAMEPLAY
New armor magic mod: Gourmand’s (upgraded version of Gluttony - increases food healing)
New melee weapon magic mod: Immobilizing (% chance to root with basic attacks)
New shield magic mod: Spiked (blocking attacks deals 33% of Weapon dmg back to attacker)
New shield magic mod: Balance (not blocking an attack raises block chance by 20% until your next block)
New 2h melee weapon mods: Weighted and Robust. Uses 15/20 CT per attack, but increases attack damage by 20/30%.
New 2h melee weapon mod: Fury. Gain 35 CT upon defeating a non-trivial enemy.
New 2h melee weapon mod: Sundering. Weapon attacks reduce target’s def/dmg by 5%, stacks up to 4x.
New 2h melee weapon mod: Whirlwind. Using Physical skills also attacks nearby enemies for 20% weapon dmg
New bow/staff weapon mod: Point-Blank. Attacks to enemies in melee range deal +25% damage.
New armor magic mod: Determination. Reduces damage from summoned creatures by 50%
New weapon magic mod: Anti-Summon. Increases damage against summoned creatures by 25%.
New equipment magic mod (any slot): Loyalty. Corral pet restores 10% of its max Health when you defeat a non-trivial monster.
Eight new legendary items, including a new Wild Child-oriented gear set!
LOCALIZATION
SPANISH language support is now available!
QUALITY OF LIFE
Sped up the animation on Divine Fury again
Abilities taught by Cat’ie, such as Fast Healing and Taunt, should no longer get written in Monster Letters (this was just a time-waster!)
WRITING
“Teleportation Scroll” is now “Scroll of Teleportation”, and “Job Change Scroll” is now “Scroll of Job Change”.
Patch 1.25 is Now Available, including Savage World!
Hello adventurers! Welcome to Tangledeep v1.25, featuring a wide variety of game improvements, fixes, balance adjustments, player-requested features, and a new difficulty mode!
Also, if you missed the previous update, the first expansion - Legend of Shara - is now available. Be sure to check it out, as it brings a whole lot more content, story, and gameplay to the base game!
We have been working on regular patches for the Nintendo Switch version of Tangledeep, and the process of porting Legend of Shara is going well.
Spanish Localization
This is also coming along, with the first pass of translation complete! We expect to have a beta this month for sure.
SAVAGE WORLD
The ultimate challenge for those who have defeated even New Game+! As with NG+, this restarts the game world while keeping all of your progress. The entire game will be much harder in a variety of ways, in exchange for even greater treasure-finding prospects and the ability to upgrade equipment to ++++ in the Dreamcaster. If you can defeat this mode, you’ll have supreme bragging rights! Here is a list of key changes in Savage World:
Bonus CT gain from all sources reduced by 33%
Using any item from your inventory, unless it
grants* CT, now reduces your CT to 0
Parrying now blocks 66% of damage (instead of 100%)
Base powerup drop rate reduced to 25% of normal game; healing reduced 50%
Monsters recover from non-damaging statuses twice as quickly
Monsters gain additional stats, damage, defense, and aggro range
Certain easily-dodged monster abilities like Panthox’s Claw Rake and Electric Jelly’s Lightning Circle now have more challenging targeting patterns
Monster skill cooldowns reduced by 25%
Monster density and respawn rate increased
Boss fights now have extra enemies
Items can be upgraded a 4th time in the Dreamcaster (++++)
Loot quality improved throughout the game
Items can now spawn with up to +++ already added
Double legendary and Orb of Reverie drop rate compared to NG+
You can learn an additional ultimate Weapon Mastery
BALANCE
Non-summoned player-faction monsters should no longer combine with each other (could lead to wacky scaling)
Godspeed Strike no longer gives you a free turn automatically, instead granting +25 CT on use.
Daggers now grant +35 CT on crit (down from 50). They are just a little too strong in giving the player multiple turns.
In New Game+ (and beyond), the hidden dream boss encounter is now much harder
In New Game+ (and beyond), loot rank has been nudged up.
In New Game+ (and beyond), champions now have a chance to drop Rose Petals in addition to their other loot
In New Game+ (and beyond), shops now carry more stuff
(Legend of Shara) The “Armor Training” relic mod should no longer show up on armor (as it could potentially show up on medium/light armor, where it did nothing).
BUGS
Job change scroll should no longer use stairs if you use it on top of stairs
Fixed Godspeed Strike display bug
(Legend of Shara) Hotfix for Wanderer’s Journey related bug introduced in 1.25b
Fixed issues with hero starting in the wrong position on certain maps (like the 2nd boss fight)
Sword Dancer’s gold emblem (allowing for skill parrying) should now work as intended, giving you 33% of your normal Parry chance (instead of the unintended 100% of your normal Parry)
Also fixed bug where abilities used on ANY character had a 3x multiplier on parry chance…
Fixed wonkiness allowing you to sometimes learn multiple armor masteries (quest flag was being reset)
Fixed bug with Ice Daggers sometimes not dealing triggering its effect correctly
It should no longer ever be possible to Fast Travel from within an Item Dream (caused some further bad behavior)
Hopefully fixed bug where the black fade behind the end cutscene and credits sometimes didn’t work
Fixed some bad save file issues
(Legend of Shara) ‘Factory Free-for-All’ should now properly give you 10 Camouflage Perfumes at the start
(Legend of Shara) Attempted fixes for Mirai campaign data leaking into Shara data somehow
(Legend of Shara) Fixed hang in post-final boss cutscene
(Legend of Shara) Calligrapher ground buffs (shadow, lightning, water) should now spawn on monsters, as intended
(Legend of Shara) Fixed possible bug in Shara’s second boss fight
CONTENT/GAMEPLAY
A new challenge has been added: “Savage World”, unlocked after completing New Game+!
(Legend of Shara) After completing Shara’s story in any save slot, Mirai will now be able to do a Shara cosplay.
ENGINE
Save file size optimizations, particularly for Legend of Shara players with many relics
Game now saves an additional layer of backup history to help with future file corruption issues
QUALITY OF LIFE
Doubled the size of the combat log in the Journal
There are now 15 save slots available
New features for the searchbar! See below:
Searching ‘trash’ will allow you to view only items marked as trash
You can now add “or” to your searches, for example ‘sword or axe’, to get items that match at least one of those terms. You can even use multiple OR terms, for example: ‘relic or legendary or trash’
You can now search by rank by typing: rank:x, where x is the desired rank. Typing rankbelow:x will search for anything below that rank, while rankabove:x will search for that rank and higher.
The same works for rarity, for example: rarity:common, raritybelow:ancient, etc.
Negative searches can now be performed with !, for example !quiver would return anything
not* a quiver
Also, searches for ‘quiver’, ‘shield’, and ‘book’ should now work properly to search for those offhand types
There is now a tutorial that pops up the first time you use the searchbar (after you close the UI you were using, of course) explaining these features
STEAM STUFF
A new option has been added when launching the game allowing you to play without a launcher.
Fabled Tamer no longer requires a
*Wild Untamed** Eidolon (too random!), just a regular one.
Attempted fix for merchant/gold achievement
(Legend of Shara) Fixed the “Fabled Tamer” achievement.
WRITING
Minor text fixes
Tangledeep: Legend of Shara is Now Available!
Hello adventurers! I'm excited to announce that the first full-length expansion to Tangledeep is now available on PC, Mac, and Linux.
Inspired by some of my favorite classic PC expansion packs, this new DLC adds to the game in just about every way imaginable. Whether you're a hardcore player with hundreds of hours in the game, or you've only dipped your toes into the world of Tangledeep, there's something for everyone.
Here are just SOME of the major features:
An all-new story mode featuring the enigmatic Shara, with her own unique gameplay and boss encounters!
Play as a Calligrapher - the game's 13th job - with its powerful dual wielding and elemental scrolls!
Meet the Mysterious Wanderer and venture through Wanderer's Journeys, randomly-generated adventures from 12 to 50 floors long!
Fight and capture dozens of new monsters throughout the world!
Start your adventure in Riverstone Waterway, an alternate early-game area with a bit more challenge but higher rewards!
Discover powerful Relics, randomly-generated legendary items that can contain almost any combination of effects and powers!
Reach a new max experience level (20), with even more powerful monsters to face...
The full DLC soundtrack is included with 8 new music tracks, too!
Also, don't forget to visit our super friendly Discord server where you can ask questions, share strategies, and show off your character. You can even ask the beta team for tips about the expansion.
We hope you enjoy Legend of Shara!
p.s. If you own Tangledeep for Nintendo Switch, this expansion is headed there as well. We don't have an exact timetable yet, but it's in the works.
Patch 1.24 is now available!
Hello adventurers! Today we're releasing a patch focusing on bug fixes and quality of life improvements based on your feedback, and introducing a new way to further customize the game.
Before we get into the notes, a quick note on Legend of Shara - the expansion has been delayed beyond our original planned due date due to localization. We want to release in Japanese, German, and English simultaneously. However, since there is a large amount of complicated new procedural text in the expansion, it's taking longer than expected. We're now targeting April 4th.
With that, let's get into the notes!
Patch 1.24 Patch Notes
BALANCE
The Training Dummy should no longer drop powerups.
BUGS
Fixed rare game error that happened on restarting same character
Charcuterie’s effect no longer disappears on opening/closing menus
Attempted fix for rare pet breeding bug that caused the pairing not to work
Attempted fix for bug where Job Trials would not mark as cleared correctly
Fixed bug where pet attraction would reset upon defeat + restart
Leveling up while simultaneously wounding Dirtbeak to 50% or less of his health in the first boss fight should no longer cause issues with the dialog box
Corral pets should no longer ever be flagged as ‘combinable’ (slimes, River Spirits, etc.)
Fixed invisible wall in pre-boss2 area (only applies to new saves)
“Spirit Slaying” quiver mod now correctly uses the name “Anti-Spirit Arrows”
Caramel flask infusion (level 15 haste) now works
Fixed various bugs with the Equipment screen search bar losing focus
Permanent or toggle buffs should no longer display durations on the Character sheet
All skills that have a stun effect should now display the “STUNNED!” text above the target when the effect is first added
Fixed cursor mis-alignment when “Manage Data” is selected.
Fixed cursor disappearing in the job select screen after returning to the main menu from gameplay and starting a new character
Fixed game error when using status immunity items w/ Spellshift Penetrate (you should not be able to resist this effect!)
Exiting a campfire and portaling back to town while talking to Goldfrog will no longer sometimes cause town NPCs to disappear permanently. (Wow)
Created script that verifies Magic tree state in save files where the state may be messed up (wrong visuals, no trees where they should be, etc)
QUALITY OF LIFE
Bottles and Brews should now allow fast travel FROM the map
The options menu and cancel keys should no longer exit pet naming mode
and* confirm the name. Instead it will just clear the name input.
Red exclamation on your portrait notifying you that you can learn a skill is now more reliable
Favorited items now consistently show “*” before the item name in all UIs
Scrolling UI text with the “Scroll UI Boxes Vertical” binding (default: right analog stick on gamepad) is now faster, and frame rate-independent
A new “Jump to Searchbar” keybinding has been added; defaults to “Tab” in menus. In any UI with a searchbar (EQ, Inv, Shop, Dreamcaster), this should immediately focus the cursor on the searchbar.
Swapped “Exit” and “Chop Tree” in the chopping dialogue, to avoid accidental chopz. Also, added a bit of a wait time in that dialogue.
WRITING
Fixed help text about core stat growth that inaccurately stated your job affects stat growth
Various minor text fixes to clarify Monster Mallet working on mobs with 15% or less health (as opposed to
less than 15%*)
“Divine Bolt” is now “Divine Fury” in all cases
Fixed up writing for Flask infusions, clarifying effects “per turn”, “while Flask is active”, and Kale is now Green Apple!
EXTRA SETTINGS CUSTOMIZATION AND EXPERIMENTAL STUFF!
Because our options UI is not (yet) more expandable, we’ve added a new settings file called “miscsettings.txt” which will appear in the same directory as preferences.xml and your save files. This file will be used for game settings that the majority of players will probably not want or need to change. Some are totally experimental and may not work 100% correctly (but your save files won’t be harmed, so don’t worry.)
The file can be found here (it's auto-generated after you play build 1.24 at least once):
Each setting should have a single tab between the setting name and the value. All settings are read at startup, so you must restart the game for any of these to take effect.
“fixedmapsize” followed by a tab, followed by “0”. If set to a value higher than “0”, the minimap will always use this pixel size regardless of map size.
“mapopacity” sets the minimap opacity, as value from 0.05 to 1. Default is 0.82 (82% solid)
“speedrunmode” can be set to “false” or “true”. If “true”, various cutscenes and tutorials will be skipped. This is still a work in progress.
“animspeedscale” can be set to a value from 0.05 to 1 (default - 100% of normal). This will speed up animations like movement and attack. NOTE: This may cause problems? I’m not sure yet!
“turnspeedscale” scales the minimum delay between turns taken from 0.05 to 1 (default - 100% of normal). Be careful with this, as it can make turns VERY fast and get you defeated fast!
Patch 1.23c now available!
Hello adventurers! Today's patch is a balance, bug fix, and quality of life update based on your feedback! Before we go over the notes, a couple quick updates on the DLC and Switch versions.
Legend of Shara Progress Tangledeep's first expansion is 99% feature-complete! We're primarily focusing on polish, bug fixing, and localization now. We should be looking at an early March release on PC. Switch date TBA.
Switch Patches There is a patch headed to Switch as well - 1.0.2 - which you can read about here. The patch process on console is much slower as we can't release things ourselves; changes have to be bundled up and sent to Nintendo for approval, tested, and then released. It can take as little as a few days but up to a month.
This, combined with the fact that the Switch codebase differs somewhat from the PC codebase, means you will not necessarily see the same exact list of changes on both platforms. Our goal is to maintain as much parity between the two as possible, but since Switch has some content from the expansion, different UIs/input methods etc., some bugs on PC are not on Switch, some QOL changes are not necessary, and so on.
With that, on to the PC 1.23c changes!
BALANCE
Adjusted how the “Banish” champion ability works. It now reduces the summon duration of all nearby temporary player summons by 50% of max. ‘Permanent’ summons like Floraconda will take 50% of max health in damage.
Staff-type weapons now give +1 base Spirit Power per level (before multipliers)
The Staff mastery “Force Blast” now inherits your weapon’s element, and gains an additional +20% damage from Spirit Power (is now 40%/60% of weapon/spirit power, up from 40%/40%)
XP/JP rewards from chopping down trees have been increased across the board. The cap on these rewards has been raised, and uncommon/rare trees give even more now.
BUGS
Fixed bug where elemental auras on champions would not appear if you loaded the game near one
You should no longer get double money when using a movement ability to land on a pile of coins
Fixed somewhat broken trigger mechanism for random lightning strikes by champions
Fixed display bug if you got 0 fountains in a dream (should say 0, not -1)
Fixed rare game load bugs related to certain blocking objects
Possibly fixed bug with non-rendering terrain
Fixed another AI bug related to healing abilities and dismissed or destroyed summons
Discipline stat should no longer extend the duration of your Escape Portal, causing it to take LONGER to go back to town!
Fixed longstanding bug with equipment comparisons! If an item had multiple stat mods, it was only calculating as if it had one mod. e.g., A plain Spectacles (+5 Guile/Swiftness) would almost always be better than a magical one (+5 Guile/Swiftness, +2 all stats; only the second mod was counted).
Summoned monsters like Bonecrabs can no longer be marked for quests
Finally fixed Hergon’s Frostplate ice shard bizarre movement
Fixed AI quirk related to corral pets with lots of abilities (some abilities would be ignored at certain angles)
QUALITY OF LIFE
You can now hover over stairs on the minimap to see where they lead!
In the shop UI, when
buying* items, hovering over a consumable item will show you how many of that item you already have in your inventory.
Divine Smite / Holy Bolt animation (i.e. from Radiant Starhelm, Divine Fury) should execute about 250% faster now.
Daily/Weekly challenges now have reduced or sped-up cutscenes and callouts.
Lucid Orb Shards now display the full text for the mod they add in the item description.
When using “Repeat Recipe” in the cooking UI, the cursor will now return to the “Repeat Recipe” button unless you change the recipe.
Tangledeep is now available for Nintendo Switch!
We are incredibly proud to announce that Tangledeep is now available worldwide in the Nintendo Switch eShop!
North America https://www.nintendo.com/games/detail/tangledeep-switch
Europe & Australia https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Tangledeep-1505728.html
Japan https://ec.nintendo.com/JP/ja/titles/70010000003095
This version of the game supports the Switch's handheld and docked modes (of course!) along with the Pro Controller, complete with UI and control optimizations to make it feel great in your hand. We worked very hard to make this port as polished and complete as possible and it contains virtually everything the PC version has to offer without compromising performance!
Switch Version FAQ
"Is this the same game as the PC version?" Yes... 99.9%! The game was approved by Nintendo in late 2018. Aside from some minor changes we made on PC since then, it is the same game. Of course, we will continue to patch and update the Switch version now that it is available to maintain parity with the PC.
Plus, the Switch version has a number of UI improvements, enhanced control methods, and even some new exclusive content like an alternate starting area and new monsters!
"Will the Tangledeep expansion Legend of Shara come to Switch?" We hope so. The expansion is not yet complete, but once it is, we will look into porting that as well. If the game is successful on Switch, this will influence our plans for the DLC.
"Why is the Switch version $20?" It took us over a year to port the game to Switch. We did a lot of work to optimize the port and make it run smoothly whether you are playing handheld or docked. We also had to rethink a lot of UI and control issues, since on PC you have access to keyboard & mouse. Given the amount of content and the resources that went into it, we felt this was a fair price.
"Are there plans to bring Tangledeep to other platforms?" We've had requests for mobile, Xbox One, and PlayStation 4 ports. At the moment, we are not making any plans for future ports, but plans can always change. A lot of the work we did for the Switch version would benefit these other platforms as well.
"I backed the game on Kickstarter. Can I get a Switch code?" Unfortunately, we received a very limited amount of promotional codes from Nintendo. All of them are being used for press outlets, reviewers, YouTubers, etc. If we had any extra to give away, we would!
Patch 1.22 + Switch Release Date (2 days!)
Hello adventurers! We're pleased to announce that Tangledeep for Nintendo Switch will launch worldwide in just two days (on January 31st), so be sure to keep an eye out on the eShop if you are a Switch owner! :D
Now for today's patch notes. This covers today's patch as well as previous versions of 1.22. Lots of great bug fixes, some new tools for modders, and quality of life improvements to be had.
ART/VISUALS
When an ability reserves Energy or Stamina, this is now reflected on the main HUD
BALANCE
Resistance-piercing effects obtainable by the player now apply to elemental damage dealt with weapons as well as abilities
Lower rank gear should now appear slightly less often if you are fighting harder monsters / exploring higher level areas
Effects that involve stealing food items now steal a random item, rather than the latest item
Increased drop chance of quivers, books, and shields in the master equipment loot table
Certain champion powers like “Boost Morale” and “Regeneration” should no longer be spammed out-of-combat
BUGS
The Wandering Merchant dialog should no longer appear in boss areas, potentially interfering with cutscenes
Fixed skybox bleeding through in ultrawide resolutions (which are technically still not supported but this still looks bad)
Fixed missing job names from emblems
Attempted fix at FPS uncapping sometimes after patch 1.21a
Fixed buggy log messages if you have a charmed/pet Wraith
Gambler’s “Flush” hand and higher should no longer affect friendly creatures
Fixed deep engine bug that incorrectly evaluated status effects if your list of statuses changed while being evaluated. For example, if Sneak Attack triggered and was consumed, other on-hit effects were not triggering properly on that turn.
Various attempted fixes at rare bug where the menu screen could be open, but your character info could disappear
Fixed some bugs with the JP “!” indicator showing inconsistently
Added extra error checking for stuck damage multiplier or mitigation effects (happened rarely on the hero)
Fixed bug with Item Dream portals not appearing.
Fixed erroneous rarity coloring for certain items with 1 magic mod or more (i.e. Spectacles with 1 mod showed up as Magical, when it should have been Uncommon)
Fixed rare bug that could occur with effects that randomly summon more than one actor at a time
You should no longer disable your own Bear Traps by stepping on them
Certain rolls were not being subject to your World (random) Seed. Now they are!
Bottles and Brews should now be excluded from combat rumors, which were causing problems there
Fixed major bug where, if certain map object effects triggered simultaneously, all player status effects could tick multiple times (along with a bunch of other issues!!)
Fixed bug where, in pet breeding, inaccurate parent health was sometimes used (e.g. if a parent leveled up after its original capture)
Fixed bug with ability targeting that prevented you from using abilities like Hail of Arrows on tiles occupied by objects like ice blocks
Fixed bug where, if you used an item with quantity of more than 1, the sprite would not pop up
Attempted fix for bug with targeting lines emanating from monsters out of view
Fixed bug that rendered the Sword Dancer tier 3 emblem power of parrying abilities 100% useless!
Fixed “Day 31” indicator that sometimes appeared briefly on game load
Fists should no longer be the target of dream king rumors
Fixed bug with calculation of Medium Armor Mastery dodge bonus (was not giving enough)
Fixed game error that could occur after using Deafening Dream Drum
Fixed bug where if a monster died due to one of YOUR turn-end statuses (such as Radiant Starhelm) they would linger on the map at 0 Health for one turn.
Fix for rare bug in shops that would cause a game error when pressing page up/down with quantity selector open
Fixed bug with ‘Haunt’ effect when used by non-Wraith creatures
Fixed rare bug with damage text and exiting Item Dreams
Fixed bug with monster aggro causing them to be generally less aggressive than intended
Fixed bugs that could occur if you quickly opened your Inventory and used something before the top animation finished
Fixed bug with difficulty display of dungeon floors when loading a save
Fixed powerups not triggering if you used a movement ability to land on one
It should now be possible for monsters to inherit weapon animations from their parents (this won’t help existing bred generations)
When switching places with an NPC, you should now pick up any items in the spot where the NPC was residing
Fixed bug where status immunity wasn’t being checked in some cases
Fixed faces going outside of dialog boxes sometimes. Whee!
Dirtbeak in the Bandit Library should no longer be a valid rumor target
CONTENT/GAMEPLAY
Four new optional Game Modifiers available! Remember, these can be accessed in the Feat Selection menu at character creation. They are as follows:
Free Job Changes (job changes cost nothing at Percy)
No Job Changes (you cannot change jobs anywhere)
Fewer Powerups (BASE powerup drop chance is lower)
Goldfrogs Anywhere (chance to find a Goldfrog anywhere on the main path)
MOD SUPPORT
It is now possible to create “GAMEBALANCE” mod files in any mod. This lets you change various multipliers: hero damage, monster damage, XP gain, JP gain, gold gain, loot drop rate, magic item chance, orb drop rate, powerup drop rate, powerup healing, pet XP gain, pet damage, monster density, and monster respawn rate!
QUALITY OF LIFE
Sped up animations that appear at the top of the menu screen on first open. This will also hopefully help solve a bug where this ‘block’ could disappear without the menu closing.
When friendly monsters are defeated, you should now see (and hear) their red fadeout effect
Ice blocks summoned by Ice Missile now use smaller sprites that are colored like player’s Materialized Ice (etc) to differentiate from enemy blocks.
The bandit NPC in the Bandit Enclave now has a “swap position” option
Adjusted opacity of tornado effect to make things a bit easier to see
Default Cursor Repeat Delay is higher now. Should feel better.
When holding a direction and opening a dialog or menu, there will now be a pause before the dialog or menu keeps scrolling, until you return the keys/controller to neutral. This helps the cursor feel less ‘slippery’