We've just pushed out a new update with a good mix of fixes and changes. Be sure to update your game! Repairing gear didn't make it into this update, but we have implemented it on our end - it just needs a bit more testing before we push it live with next week's patch.
Patch Notes for 0.5.144
Fixes
Enemies can no longer use melee attacks while out of range of their target
Lightning attacks will no longer critically strike wet targets (they only receive +50% damage)
The Dreadknight's Pull of the Void ability now has a tooltip describing its effects (adjacent targets are Rooted)
When zooming in on characters at the edge of the map, the camera will no longer glitch out trying to center them
The Pyromania buff now expires properly
Skeleton bone piles can no longer be feared
The correct playtime is now displayed on files that have over 60 hours
Fixed a rare crash that occurred when a House Skirmisher began combat on a certain tile in the marsh environment
Duplicate quests will no longer spawn at the same time in cities
If a character somehow gets onto an invalid hex at the start or end of their turn, they will be teleported to the nearest valid hex
Certain quests were completing when entering the wrong city - this should hopefully be resolved now
Additions & Changes
The turn order is now visible during the deployment phase
You can now hold Tab to display all hexes on the field during deployment and combat
Ultra wide support has been added
Retina display support added for Mac
You can now see the blue 'pips' that represent ability charges while camping, and also in the level up screen
The Pyrolancer's Fuelled by Fire passive ability now has a status icon to indicate how much of a buff they are receiving
Changed the goal for the Eradicate Voidspawn quest so it triggers a mission complete after beating the boss, instead of needing to clear every battle in the dungeon
Completing a quest objective now adds 240 days to its expiration time, giving you plenty of time to return to your employer
Added an option to disable screen shake effects
The bottom edge of some combat areas are now treated like a wall, allowing you to push targets into it and trigger bonus damage
You can now change your company's name in the history section of the management menu
The price of resources (Wood, Iron, etc) have been changed across the board and are now more valuable
Added a new Cloth resource, exported by the city of Athirton
Adjusted the durability and cost of most gear in preparation for the upcoming repair mechanic
Balance
Increased the Defense (+3) and Evasion (+2) stats of the Tower Shield
Increased the fire terrain duration from the Pyrolancer's Wildfire ability to 8 turns (from 5)
The Wildfire upgrades for duration now increase it by 2 (from 1)
Changed the weighting of the 'Disorganized' time modifier so it can no longer trigger early on in a dungeon
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In order for us to keep track of community suggestions, we have created a Featurebase page where you can request features to be added to the game. Going forward, we will be using this list to decide what to include in our regular patches, with the most upvoted suggestions getting priority. If there's something you want to see in the game, please submit it here. You can post and upvote anonymously, or sign in with your Discord account.
Patch Notes 0.5.143
Hey everyone! On Saturday we hotfixed an issue where a softlock would commonly occur when fighting Hoarwulfs (particularly when your characters became frozen). This morning's patch will fix a few other common bugs that were reported over the weekend.
Patch Notes for 0.5.143
Fixes
Fixed an issue that could occur when loading a save while the dialogue event window was open
Fixed a soft lock that could occur when the Huntress performed an Attack of Opportunity
Fixed a crash that could occur if you managed to get in a state where a character had fewer abilities equipped than required
Certain conditions will no longer be removed when a target is knocked back (this was commonly seen with the Crippling Force stun upgrade)
Temporarily disabled the falling rock hazards as they are causing a rare soft lock (will re-enable this in one of the upcoming patches)
Characters generated above level 1 were sometimes not spending all of their ability points, resulting in them having less than they should (this has been fixed retroactively, so you may notice that some of your characters have points to spend)
Shortcut number keys now work on the contract renewal screen
Fixed an issue where the 'Barkeep's Husband' quest would not complete (if you currently have this issue, you should now be able to turn it in)
Retroactively fixed a rare issue where the Path of Vengeance quests for Westmire or Redlands weren't being added to your active quest list
Patch Notes 0.5.141
Hello mercenaries! Today's patch is a pretty big one with many bug fixes, balance changes, and QoL features (like skipping the prologue!). Be sure to update your client.
Going forward, our plan is to patch as needed on Fridays. Next week we'll be focusing on three commonly requested things: repairing gear, comparing items in the market to equipped gear, and the ability to see when your merc's salary payments are due (so you can plan accordingly). Here are the patch notes for this week:
Patch Notes for 0.5.141
Fixes
The damage from Burns now increases based on the number of stacks applied
You can no longer cycle through temporary allies when viewing character sheets within party select (there was a crash you could trigger during the final fight of the prologue by doing this)
Dismissing characters from the company will now update the UI to accurately reflect the current number of active units
Dismissing characters from the company will now properly pay them the coin required to do so
Available contracts in a city will no longer change upon leaving and re-entering the city, or saving and loading
When an enemy is rooted, they will no longer pass on their turn if they have a viable target to attack
The Huntress' Overwatch upgrade that increases its range to 3 is now working as intended
Fixed a bug where if the Huntress killed an enemy with Overwatch, the next 2 enemies would take their turn at the same time
If the target of the Guardian's Judgment ability dies, the channel will be aborted
The number of stacks for the Guardian's Radiance passive is now properly displayed on the status icon
When exiting a dungeon, the dungeon details tooltip will no longer get stuck on screen if you happened to be mousing over it as the overworld loaded
Spectral Weepers will no longer fear their own allies
The control maps for Wait and Guard are now shown correctly in the Options menu
You can now open the escape menu in areas you previously could not (during AI turns in combat, and during dialogue events)
The Charion Behemoth's death animation is now visible
Channel length now updates properly in the ability's tooltip when upgraded (note: the initial channel length of some abilities is still off - this is being investigated)
Can now enable debug settings by setting the value for DebugEnabled to True in the config file
Skeletons that are summoned by necromancers will not be able to act until the next round of combat
The point cost of incenses are now displayed in the company upgrades screen
The Resuscitate upgrade for Healing Trance now works properly (previously it would only restore bleedout points if the target was knocked down)
Re-enabled the Dreadknight's Pull of The Void ability
The House Skirmisher should now deploy their Spearwall ability a bit more intelligently (The Skirmisher's AI still needs some fine tuning though)
Fixed a scripting error that displayed a character's name as "0" during the introduction of the 'Direct Action' quest
You can now target Sleeping allies with a Basic Attack in order to wake them up
Certain Noble quests will no longer crash upon accepting them
When loading a save file, the encumbered icon will no longer display unless you are actually encumbered
Potentially fixed a crash that could occur when a player character died with certain buffs/debuffs applied to them
Fixed a potential crash when channeling certain abilities
The Risen Bonecrusher's Shield Bash attack will no longer Stun the target if they evade it
After Waiting with a character, you will no longer be able to Wait a second time in the same round (doing so previously would forfeit their turn)
The Stormcaller's Rainfall ability no longer applies multiple instances of wet terrain on a single cell
Fixed a soft lock that could occur if all party members died except for one who was charmed
The damage previews for Skewer, Sweeping Spear, and Holy Barrage now work
The Wet debuff has been altered to do 50% bonus damage, instead of a forced critical (there still is an issue where units that run through wet terrain are not given the debuff)
When using the Huntress' Hone and Overwatch abilities, you are now required to target the Huntress in order to use them (no more misclicks!)
Potentially fixed an issue where characters of the same class could have different base Speed values
Fixed an issue where a character who was 'Waiting' as the previous fight ended would incorrectly start the next fight at the back of the turn order
Additions and Changes
When starting a new campaign, you can now choose to skip the entire prologue, giving you immediate freedom of where to go
Added a large font option for dialogue
Holding spacebar will now quickly skip through all dialogue, only pausing when there are multiple dialogue choices available
You can now close the dungeon provisions window by hitting the same key used to open it
Added a new company upgrade called Draft Horses which increases your available storage space
Your storage space now defaults to a capacity of 25, with all items contributing to it regardless of their type (previously it was based on whether or not you were encumbered in a single category)
Added a Scouting Report to the party select screen, displaying which enemies you can potentially face (currently this only works for dungeons, not overworld encounters)
You can now see the environment/tileset during the party select screen
During the party select screen, you can now view the character sheet for people that are already assigned to the party without having to first remove them (hover their portrait to bring up the button)
A skull will now display over an enemy's health bar to indicate if the attack will be a killing blow (in addition to the red glow we previously had)
Enemy groupings are now more varied with a few other enemies mixed in (where it makes sense to do so)
Balance
The frequency of overworld encounters has been reduced, but have been made more difficult (more enemies)
Removed the temporary immunity that was applied to your characters when they were repeatedly afflicted with the same status effect
The Stormcaller's Wind Surge ability now cleanses all negative conditions (instead of only a few specific ones)
The Stormcaller's Rainfall now heals for a small amount over time (in addition to its previous effects)
The Pugilist's 'Mind, Body and Soul' ability now heals for a small amount (in addition to its previous effects)
The Valkyrie's Skewer has had its damage reduced from 135% to 125% (based on Power)
The Valkyrie's Sweeping Spear has been buffed from 100% to 135%
The Huntress' True Sight ability no longer requires line of sight to the target and has infinite range
The Pyrolancer's Return To Cinder ability now does damage equal to 60% of Power, increased from 20%
The damage of the Pyrolancer's Infernal Pillar ability has been reduced to 150% of Power, down from 175%
The damage shield granted by the Guardian's Safeguard ability is now 50% more
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Yesterday we did a live interview with the Escapist for their 'Design Delve' segment where we discussed the game's inspirations, design choices, and different aspects of its development. We had a lot of fun doing it and you can check it out below:
We hope you all have a great weekend!
Patch Notes 0.5.140
Hey everyone! We've just pushed another patch to address some of the bugs and issues reported over the last few days. Make sure to download the latest update (version 0.5.140).
Patch Notes for 0.5.140
Fixes
Fixed an issue where a "Point of Interest" wasn't interactable on the overworld because the quest was already marked as ready for turn in
The debuff from Decay (which temporarily reduces max health) is now correctly removed at the end of each combat encounter
Your character's health value now always shows on their portraits (previously only showed when they had taken damage)
Return to Cinder's "Failsafe" upgrade now works correctly (if an ally walks on it, it will no longer end their turn)
Fixed an issue where a character could temporarily disappear when placing them at the bottom of the deployment area
Fixed a bug that would sometimes cause a crash after exiting a combat encounter (it seemed to happen most often during the "Scourge Hunt" contract)
The contract "A Blacksmiths Request" will now give you the correct coin reward upon completion
The Inspirational Leader trait now works properly (Morale will be boosted based on positions after the deployment phase)
The tooltip for the Cannibal trait has been updated to properly reflect how it works
During the prologue, you can no longer dismiss characters from your company if you have less than 4 in your roster
The Nullbeast Prime will now be visible during his death animation
Fixed an issue where the Pugilist would start with 1 less Speed than intended
Greatly extended the expiration time of most main campaign quests
You will now be warned twice when a campaign quest is approaching its expiry date (at 180 days and again at 90 days remaining)
Fixed an issue where the camera would be stuck for a moment when entering the deployment phase
Fixed a few spelling mistakes
Balance
Necromancer enemies start with fewer Soul Stacks, which is required for them to use Raise the Dead. The cooldown on Raise the Dead has also been increased
Injuries will no longer occur when critically hit, so long as the character has over 50% health prior to taking damage (an injury may still occur if an enemy uses an attack that hits multiple times)
Thank you for all the reports, and we hope you enjoy the rest of your weekend!
Patch Notes and Addressing Feedback
Hello mercenaries!
We hope you're all enjoying your time in the world of Caelum! We want to thank you for all your support over the first few days of our launch - it means so much to us! We're receiving a lot of good feedback, both here and on our Discord server. Though we haven't been able to respond to everything directly, the two of us are reading as much as we can and taking it all into consideration.
Over the last few days, Chris has been pushing out a number of patches to address many of the bug reports we've received - thank you for submitting them! Please make sure your game client is up to date, as we've noticed a number of reports are coming from outdated versions of the game. We would also recommend turning auto update on, at least for the time being (your save files will be safe!). Here are the notes from today's patch that went out earlier this afternoon:
Patch Notes for 0.5.139
Fixes
Characters dying while traveling over a floor pit hazard will no longer potentially lead to a softlock
Fixed a softlock that could occur if the Bounty Hunter was killed while his stun grenade was active (the lock occurred in the next battle)
Enemies will no longer be stuck behind trees in the snow tileset (in the Northern Hold)
Cursor screen lock will no longer be locked to the game window if you are in windowed mode or have "Require Screen Focus" set to off
Fixed an issue where the Bounty Hunter's companions would still attack you after you successfully bribed him
You can now discard all items types (excluding Quest Items) from the 'Company Storage' window (Right click an item icon to discard it)
Potential fix for dungeons loading in with no events. This one seems to mainly be caused by entering dungeons for quests that are already completed (we'll continue to investigate this one)
Corrected a tooltip for injuries to indicate they need to be in the infirmary in order to heal
Balance
Reduced the salary costs of your mercenaries on Warlord difficulty, as it was proving to be too harsh
Fixes from previous patches
Potential fix for Spectral Soulpiercers getting stuck in walls when using their Impaling Rush ability
Fixed a crash that could occur when fighting the Wealdere enemies
Temporarily disabled some enemy abilities that were sometimes causing softlocks until they can be properly investigated and fixed (the Dreadknight's 'Pull of the Void', Assassin's 'Way of the Blade', and Blighted Hulk's 'Stampede')
Fixed a crash that could occur after defending the city of Andilon if all the cities in the Northern Hold were rebelling
Potential fix for a crash that could occur when fighting against Spectral Reapers (where his Culling Blades would never finish their attack)
Fixed a few spelling mistakes!
We'd also like to remind players to use the in-game bug report feature whenever possible (accessed through the escape menu). The next best place to report would be in our Discord server, where you can upload files that can help us solve the bug much quicker.
Upcoming Changes
Based on your feedback, we wanted to mention two upcoming changes we will be making:
We will be adding an option when starting a new campaign to skip to the end of the 'Andilon Prologue', immediately giving you freedom of where to go.
We will also be adding in a way to repair equipment by making use of the resources you accumulate while adventuring (scrap, wood, and the like)
There's a lot more feedback you've given to us that we're taking into account, but these are two of the most requested that we wanted to highlight. We don't have an exact timetable for these changes (as bugs are currently the priority), but they will likely be implemented before the Spring update (otherwise they will be included in it).
Roadmap
In case you hadn't seen it yet, we wanted to once again share our roadmap with you, so you have an idea of what to expect from The Iron Oath in both the short and long term. Later this week we will be diving into the specifics of each update.
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Thanks again for your support, feedback, and bug reports. We're grateful to everyone for taking the time to help us improve the game! If you've already played for a few hours, we would really appreciate you leaving a review on Steam. The feedback is incredibly helpful to us!
We are thrilled to announce that The Iron Oath is now available in Early Access!
The harsh lands of Caelum await you and your company. We're so excited for you all to enter the world we've spent so many years crafting. But this is just the beginning, and there is much more to come.
Roadmap
We're planning our first major update to arrive this Spring. Check our roadmap below to see what else is on the horizon. We'll also be taking a deep dive later this week into each update, giving you a better idea of what to expect from them.
We want to thank you for being such an incredibly supportive community over the years. We've come a long way since our Kickstarter campaign, and we appreciate every single one of you who joined along the way. You've given us so much valuable feedback that has already helped shape the game for the better. We look forward to continuing that relationship as we progress through Early Access.
After you've spent some time in the world of Caelum, we would appreciate you leaving a Steam review and sharing your thoughts on the game. Your feedback is important to us!
With our Early Access release coming tomorrow, we wanted to go over many of the changes we've made since our demo became available in February (some of these were mentioned in a previous update). We've received a lot of great feedback, and we thank you for taking the time to share it with us! Onto the notes:
Dungeon Exploration and Time Meter
On the Battle-Hardened difficulty, time modifiers are now applied after 16 time units, increased from 12. The value will also now change depending on your difficulty setting (including the new 'Warlord' difficulty!)
Camping no longer costs time, and instead resets the time meter to 0, allowing you to deploy it strategically in order to minimize the number of time modifiers you accrue
Added a new time modifier that can occur called Reprieve. Your party can breathe a sigh of relief, because nothing harmful will occur!
Added a legend for dungeon event icons which you can toggle by pressing 'tab'
Added a few more "Loot" events in dungeons
Abilities, Stats, Leveling Up
Level 1 characters now start with 2 abilities. The remaining 4 are unlocked at levels 3, 5, 7, and 10. This was always an intended change, and it gives a much better sense of progression with your characters
You can now spend coin in the ability tree to reset it and refund the ability points
The tooltips for attributes, stats, and abilities have been greatly improved
Attributes have been renamed to better reflect what they do
When spending attribute points in the level-up screen, you can now see which stats will be increased, and by how much
Many visual improvements to the level-up screen so it's a bit more informative and intuitive
The Stormcaller's Cyclone ability has been overhauled, and now functions more as an escape ability
All abilities now begin with 3 charges. Some previously had too many, some had too few. We'll be keeping an eye on these values early in EA
Combat
Combat environments have been visited by an interior decorator, adding many props and lighting elements (where appropriate)
More layout variations for every combat environment
Flanking or Staggering a target now gives you a 100% chance to hit with a basic attack
You can now hover a character and hold tab to see their stat panel without having to mouseover their portrait. We've also improved the hitbox around portraits, so it is easier to see the tooltips for status effects
Using channeled abilities now show a preview of where it will occur in the turn order
Charges from channeled abilities will not be consumed until the channel completes
Channels can now be interrupted by Stun, Charm, Silence, Fear, Sleep, Freeze and Push/Pull effects
When targeting an enemy, the chance to hit and defense stats are now displayed under the target's Health bar in the top-middle of the screen
When targeting an enemy, the small health bar over their head will change to reflect how much damage your selected attack will do
Injuries in combat will no longer occur when characters have relatively high health (>50%~)
When enemies channel an area of effect ability, a warning icon will show on the cells that will be hit, giving you a chance to react accordingly
Adjusted the difficulty curve of the first two dungeons (doing a better job of easing new players in). Beyond that, the difficulty for each setting remains mostly unchanged (aside from balance tweaks to individual units)
Fixed some edge cases where Line of Sight wasn't being properly calculated
Economy and Cities
Coin prices are now displayed on items in city Marketplaces
The tooltips for items now show two coin values: The first is its true value under normal circumstances. The second is what the item can be bought/sold for in the current city. This will help you determine when it's a good time to sell or buy items
Resources available in the Marketplace now match the city's export(s), allowing you to buy low and sell high in other cities that are in need of that resource
Potential recruits at the Inn are no longer dismissed when you exit the negotiation window, allowing you to come back to them if you change your mind
Coin and Renown rewards have been adjusted, providing a greater benefit for completing high difficulty missions
The amount of scrap you receive when a piece of gear breaks has been adjusted (you now get more in general. Heavy armors in particular weren't giving you enough for their cost)
Costs of provisions have been tweaked
A new 'Stimulant' provision has been added. Using it will restore 1 charge to each ability, at the cost of 1 Bleedout point
Added brief lore and histories for noble Houses and cities within the city entrance popup - we'll be expanding on the lore that is surfaced to the player as we progress throughout EA (there is quite a lot!)
UI
Reworded the tutorial popups to be more concise, and added video clips to better illustrate the mechanics. The bleedout tutorial now properly triggers as well
In the gear screen, you can now hover a piece of gear to compare its stats to what a character currently has equipped (colored numbers indicate if the stat will be increased or decreased)
You can now also click the camping control hint (during dungeon exploration) in order to make camp
Added a speed toggle (with 3 settings) on the overworld UI to make traveling visually faster
You can now left click (or hit space) during dialogue in order to spit out one line at a time (with a pause in between). You can resume the auto scroll feature by pressing E. You can also now scroll up properly while the text is auto scrolling.
The placeholder item icons have all been replaced with finalized art (well over 100 new icons!) Here's a peak at a few:
Added an option to submit a bug report (or feedback) from the pause menu
Added tooltips and hotkey hints to many UI elements that were missing them
Management
After completing a dungeon or overworld fight, your party's Health, Morale, and Ability Charge values return to full. Injuries are also stabilized.
Due to the above change, the Fatigued status now debuffs characters, reducing their Power, XP earned, and Morale. While they can still be used in the Fatigued state, they will not be as effective as a well-rested character.
Armor values have been tweaked (overall a buff). Heavy armors in particular are much more effective at mitigating damage, justifying their high penalties to the Movement and Speed stats
Bug Fixes
Fixed many issues that caused combat to occasionally hang
Fixed issues where hang-ups would occur during the event/dialogue panel
Many more bug fixes, but those two were the most frequent we saw!
We hope you enjoyed reading and approve of the changes! There may be a few undocumented ones that we might be forgetting, too. We'll leave them as pleasant surprises!
Release Time and Price
The Iron Oath is releasing at 9am PDT on April 19th and will cost $20
Demo
We've stated it elsewhere, but we just wanted to issue a reminder that we will be removing the demo ahead of the launch - so today is the last chance to play it. We would have liked to keep it up, but it's not something we can quickly update, and it is now 2 months out of date and missing many QoL improvements and vital bug fixes. For those who have played the demo, your save files unfortunately will not carry over into the main game due to the many changes we've made.
Early Access Roadmap
When we launch tomorrow, we will be sharing our roadmap plans for Early Access, so stay tuned for that! We can tell you now that our first major update (due this Spring) will be adding a new class to the game: the Icebinder!
By default, he will play more of a support role, focusing on debilitating enemies and reshaping the battlefield with his frost-based spells. His role can of course change depending on which ability upgrades you choose to unlock.
Mod Support
A short while after our release, we will be posting a guide on which things can currently be modded in the game, and how exactly you can go about doing it (we've made it pretty easy!). This includes things such as adding custom portraits, class skins and company flags. Our quest editor tool will also be included in the game's files, and we'll show you how you can create your own quests if it's something you're interested in doing!
Discord
We invite you to join our growing Discord community. We've seen many new faces and it's been great to see the activity in there as of late. Going forward, this will be the best place to discuss the game and provide your feedback directly to us!
Kickstarter Backers
If you backed our game on Kickstarter, we sent out keys over the weekend through BackerKit! You should have received an email, but if not, the key can also be found by logging into BackerKit and locating The Iron Oath project. If you backed the game and have not received your key, please message us on Kickstarter and we will sort it out asap.
The Final Countdown!
We're so excited for you to get your hands on the game - it is not long now! If you haven't yet, be sure to wishlist, and we'd greatly appreciate you telling your friends and spreading the word about our game and its launch!
If you'd like to support us further, we would also welcome you to share your thoughts and leave a review on Steam, as it greatly helps with visibility and every bit of feedback is useful to us.
Thank you, and we'll see you back here tomorrow at 9am PDT!
With just a few days to go before our Early Access release on April 19th, we wanted to share a brand new video with you, detailing (almost) everything you need to know about The Iron Oath before getting started on your journey.
The mercenary life isnât for the frail or timid. Do you have what it takes to survive and prosper in the harsh land of Caelum?
Price Since a few people have asked, the game's price will be $20 during Early Access.
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Be sure to wishlist and spread the word! We're a small team, so every little bit helps and we greatly appreciate your support! We also welcome you to join our official Discord if you haven't already.
The time has finally come! We are thrilled to announce The Iron Oath will be releasing into Early Access on April 19th!
Check out our newest trailer! [previewyoutube="XRX_aUuz2LY;full"]
Why Early Access?
We've poured years of work and passion into The Iron Oath, and while we're both very happy with how the game has turned out, there is more work yet to be done before we can call it complete. Player feedback will play an important role in this next phase of development, which is why we've chosen to release into Early Access.
We've already seen how valuable community feedback can be to us, and we're looking forward to continuing that relationship with you all as we add new features and content into the game.
To put it simply: this is a dream game of ours, and with your help we'll be able to ensure that it reaches its full potential!
We welcome you to join our Discord server, as it's where we'll be communicating the most throughout the Early Access period. We will continue to monitor and post on the Steam forums as well, but Discord gets our attention faster ;)
We want to thank everyone for your support over all these years! We're so excited for you to get your hands on the game and enter the battered world of Caelum. Until then - please wishlist, share the news, and keep an eye here for more blog posts as we count down toward release!
Next Fest wrap up, player survey, and upcoming changes
Next Fest is over, and we wanted to give a big thank you to everyone for all your support! Our demo was downloaded over 12,000 times during the event, and with that came a lot of great feedback and encouragement! Your support means so much to our small team :)
Although the event is over, we are planning to leave the demo up for a while longer to ensure that everyone has a chance to play it.
If you have played the demo, we would love to hear from you! We've created a short survey (no more than a few minutes) to help us gauge the general consensus on the game's difficulty and a few of its mechanics. It would mean a lot of you could take the time to fill it out! You can find the form here.
Over the last week, we've made quite a number of changes to the game on our end, some of which we were already planning to do, some of which were based on user suggestions. The change-log is as follows:
Improved descriptions for ability tooltips: Many of our tooltips were not finalized and admittedly quite rough. We've re-written many of them, and they should now be more clear.
Level 1 characters now begin with 2 abilities from their class: We had always intended for it to work this way, but hadn't gotten around to it until now. As a character levels up, they will gain access to the other 4 abilities for their class (levels 3,5,7 and 10). This will give the player a better sense of progression with their mercenaries, making their deaths much more meaningful as well.
Changed the way 'Ability Charges' are displayed: As you can see above, we've changed the way we display an ability's remaining charges. It's a bit more intuitive this way, and a little easier to see compared to the number that used to be displayed there.
Channeled abilities previewed in the turn order: When hovering or selecting a channeled ability, you will now see an indicator in the turn order that lets you know where the ability will finish channeling. Hopefully this clears up any confusion about how channeling works!
Channeled ability danger zones: Some channeled abilities that targeted multiple cells could be hard to keep track of or anticipate if you weren't already aware of what the ability did. Channeled abilities from enemies will now show which cells will be affected, using the same graphic that currently indicates 'danger' from environmental hazards like falling rocks.
Tweaked the Stormcaller's Cyclone ability: We felt this ability was extremely situational, and its outcome too unpredictable. It now functions as more of an escape ability that allows the Stormcaller to "ride the lightning" (sorry I couldn't resist!) to the target cell. Any targets along the path are pushed aside, and you're now able to control which side they get pushed to.
Other minor ability tweaks: We won't list them all, but a few other abilities have been slightly tweaked (some nerfs, some buffs, some bugfixes). The Pyrolancer's Wildfire now spreads instantly across 3 cells (instead of staggered over multiple turns), and the Huntress' Overwatch ability can now hit up to 2 targets before the channel breaks.
Changes to Flanking: In addition to Flanked targets receiving more damage, they are now unable to Evade. This makes flanking more important when trying to finish off enemies with basic attacks (an important tactic to conserve charges), and gives the player more strategic control over Evasion RNG.
Damage Previews on Healthbars: When targeting enemies, you can now get a better idea of how much damage they will take. You won't need to do math to see if a killing blow will occur :)
Bug fixes!: The majority of bugs that were reported here and on our Discord have been fixed on our end - thank you all for your reports! Quick note that these changes are not live in the demo build (as it's a bit complicated to go back and update), though we may try to push one update before release.
There's still more balance, UI and Quality of Life changes we plan to do between now and release, but we wanted to share the improvements we've made this past week while the demo is still fresh in your minds. Hopefully you all like the changes!
What's next?
Our release date announcement trailer is just around the corner, so stay tuned for that! In the meantime, we invite you to join our growing Discord server where we are almost always available to answer your questions and discuss the game in general. Thank you, and see you next time!