Thanks for all of your feedback on the big combat overhaul. The most critical feedback I received revolved around heroes not stopping to fight when players expected them to; the problem is that not all characters fit into every one of the new melee/ranged/support slots, and if there wasn't a suitable opening in the battle, they would just walk on by. This could seem awfully random, and improving clarity was one of the goals of the combat change, so:
This update goes back to numbering each slot rather than dedicating each to melee, ranged, or support. Every character now has three abilities corresponding to each of these three slots, and sometimes this means that a character has two or three melee or ranged abilities. This way, characters should always join a battle that has an opening, because they can fit into any slot. As always, let me know what you think =).
Other stuff: I finally nerfed a few items that were very overpowered (a level 5 Holy Helm could render most low-level holy heroes completely impotent), I've made some improvements to character button organization, healing abilities take a passive approach by improving the natural healing that each character does after being targeted, and there's a new floor with some Dride--uh, totally non-infringing spider/dark elf hybrids.
Thanks again for your help and patience as we work through this prolonged beta period. With your assistance, I hope to close out the beta soon ːtotcordialː!
Slots have gone back to being numbered, and all characters can now fit into every combat slot
Nerfed several artifacts; the Blueprints, Kibble, Pitchfork, Helm, Falchion, Grenade, and Lamp now improve every other level (i.e. 3rd and 5th)
"Healing" abilities now give allies a higher recovery rate, so they heal more after being targeted (this means these abilities have diminished or no effect on characters with naturally higher recovery rates)
Character purchase buttons are now sorted into two columns, if UI margins allow
Duplicate purchase buttons are now stacked
Resurrection buttons are now placed below purchase buttons, so you can see them while still looking at your living minions
Floor construction buttons now list row clearance requirements
Several other minor adjustments to character and floor button positioning/scaling
Abilities no longer display a target icon if the target is the standard enemy target
Hero levels scale a bit more aggressively in later waves
Adamantiserum is now unlocked by default (its prophecy has been replaced by the Eggsac)
Fixes:
Scrolling the mouse over floor buttons caused the button tooltip to flicker
Dragging a character over a floor slot caused the same slot on other floors to be highlighted
Character classes would sometimes be broken into multiple lines, even if they would have fit on a single line
A couple of characters had animation glitches
[Beta] 2016.04.16: Hulking Hill
There's still some glitchy weirdness going on with some of the big combat changes, but overall, players seem to be responding pretty positively to the new approach. Some further improvements are brewing over in the super beta feedback thread, and I really appreciate all of your input!
There are a bunch of random fixes and improvements here--most in response to your suggestions--, as well as a new floor that produces ogres. Although I have added a prophecy for the Hulking Hill, I have actually removed the prophecy for the Curative Cordial, and the next few content packs will similarly replace the prophecies for Adamantiserum, Quicksilver Quaff, and Magi-jack, so that these four items can be available to all players from the start. I believe many of the early item unlocks have long been a bit rough for beginners, and these four seem like the essentials.
Thank you for all of your great feedback and support over the last couple of days; I expect there will be several more updates this month as I thoroughly iron out the new combat, so be sure to let me know what you think! ːtotfedoraː
Changelog
Additions:
Hulking Hill (Stockpile + Barrows): produces Ogres
Changes:
Curative Cordial prophecy removed, so the Cordial is available from the start
Plot messages are now expanded by default, if no other messages are expanded when the plot appears
Gift-bearing heroes will now try to upgrade one of your current items, if possible (they should obey the items' "only one per playthrough" rule, though)
Minion station assignments can be reset by clicking the icon in the lower right-hand corner of their portrait
Some character stat/ability tweaks here and there
Portraits now draw a line to their character when hovered over
On new game, the minion list should scroll to the top (to ensure that any purchase buttons are immediately visible)
Fixes:
Several different combat issues, many of which interacted in unpredictable ways (still some of this going on, though)
Plot/prophecy progress fill around the message log icon was broken (always appeared full)
Codex icon tooltips could still disappear
Particle performance improvement
Inconsistency in hat offsets
Lots of effect icons were popping on characters at start-up
Removed "champions defeated" figure from stats (no longer means anything)
Character-related particles could clip through the ceiling of the topmost floor
Found some strings that were not pulling from localization files (not that this makes a difference, since there are no alternative localizations)
[Beta] 2016.04.14: Combat Overhaul
This is the longest I've gone between updates, but it's not for lack of activity; I have been working hard on some experimental changes to the game's combat system, and I think I'm finally ready for your feedback.
Combat flows a bit differently now. There are three slots on each side of the battle: a melee slot, a ranged slot, and a support slot. The slot that a character is placed in determines the ability they will use (some characters only have a melee or ranged ability, and some fit into multiple slots), and they will only use that slot's ability during that battle--no more order shuffling. The current target will cycle between slots instead of always hitting the character in front.
Here are some of the anticipated advantages:
Players will have more direct influence over the outcome of a battle; the order shuffling previously obfuscated a lot of tactical decisions
3v3 with ability restrictions will help keep character counts more manageable
Characters will generally be using their best stuff, rather than cycling through weaker or absent abilities to get to their "good" turn--this means fewer wasted rounds
Color-coded slots and icons should better convey the slot-to-ability connection, and be easier to explain when I get around to updating the tutorial
The tutorial isn't the only thing that I'd like to be improve, though. Every character received a stat pass, mostly to revise abilities into those three categories, and will require balancing--and overall hero wave strength will undoubtedly need to be tweaked, too. I'm not completely sold on all of the UI changes, either, so please chime in! With your help, I expect the next couple updates will come much more quickly.
If you haven't already opted in to beta updates and would like to try it out, you can do so on the Betas tab of the game's Properties in your Steam library. You shouldn't lose progress, and you can revert back to the standard release at any time (with perhaps a little weirdness in the initial load).
Oh, and if you have a Steam controller, might I recommend checking out this thread; a wonderful community member is looking for feedback of their own =).
There are a ton of other fixes and revisions in here (including a single-icon option that should aid color-blind players). As always, this is thanks to your reports and support! ːtotcordialː
Changelog
Additions:
Option to use a single icon to represent each of the game's resources (Bone, Leaf, Bolt, Steak, Helm, Staff, Column, Moneybag)
Physical damage (replaced melee and ranged, which now describe ability slots)
Arcane damage (replaces shadow damage--some of these attacks have been turned into fear attacks, as well)
Changes:
Lots of core combat rule changes
Battles are 3v3
Passives folded into support abilities
Relevant combat slots are highlighted while dragging a character
Character recovery speeds have changed to Average, Quick, and Rapid (no more Slow)
Characters draw fatigue after being targeted; they also heal at this time (if they are not dead)
Healing no longer reduces poison
Reduced hero counts
Heroes no longer "fight fair," requiring them to engage in equal or lesser numbers
Changed several resource and combat icons, mostly to avoid similar graphics for different things
Lots of character ability revisions
Some hero class names have changed, to avoid using the same class twice
Floor movement and access rule have been moved to the floor's nameplate
Floors can no longer be moved during a battle
Floor movement cost has been reduced to 2 scrap per move
Mystic Kunai banner adds arcane damage to ranged slot
Quicksilver Quaff boosts ranged slot damage (regardless of type)
Adamantiserum boosts physical damage (regardless of slot)
Character legacy rules have changed; players now keep 1 minion per fortified floor in the dungeon--selection is by level then strength (a level 10 T-rex is worth more than a level 10 kobold, but a level 10 koboldwill be selected over a level 9 T-rex)
Legacied character portraits are now marked with orange backgrounds
Floor buttons now use the character button scrolling
Floor and character buttons will no longer overlap the message log
Floors no longer grant resource cap bonuses (these could be re-introduced later, with another mechanic I'm working on)
A few improvements to rendering performance
Fixes:
Scrolling over the surface above the character buttons would scroll the buttons, even though the cursor wasn't over them
Legacy character rules weren't always obeyed; sometimes, legacy minions would die during destruction--sometimes, non-legacy minions would survive
Unbuyable character buttons are now hidden during Tomb destruction
Character portraits could report armor values incorrectly
Dead minions awaiting respawn would still render on the minimap
Some UI particles were freezing with the pause button
Item appearance per session wasn't loaded when restoring a game
The top floor of the dungeon wasn't properly clipping tall characters (most noticeable with extra short floors, like the Hallway or Hut)
Gift-bearing heroes weren't always retreating
Icon tooltips on floors were displaying where the floor tooltip goes
Character render order wasn't maintained on elevators
The game could assign duplicate checkpoint names
Codex tooltips could break
T-Wrecker idle particles emitted incorrectly when facing left
[Beta] 2016.03.10: Prehistoric Park
This update focuses on some preparatory changes for a future combat overhaul and other upcoming content. Most significantly, I have reorganized all of the game's character assets in order to better accommodate large, non-humanoid characters and optimize some of the game's texture usage.
There is a new thing called "firm defense," which are points of defense (armor, agility, or ward) that never fatigue. Some of the tougher characters have been given a natural point of this, but mostly firm defenses will develop as a character levels up.
There are a lot of other changes here based on your feedback and requests; thank you so much for continuing to make reports and suggestions! Remember that this beta update is optional, and you can opt in from the game's Properties in your Steam library.
Oh, and we have a T-Rex! Last weekend was my son's first birthday, and we had a nice dinosaur-themed party, so this felt appropriate =). It can look a little funky in the elevators and the fourth combat slot, because it's quite large, but I'll be addressing this soon. It can also be merged with Gremlin Welders for something extra nifty...
Changelog
Additions:
New Floor: Prehistoric Park (Jungle + Laboratory)--produces Tyrannosaurus minions, which can evolve into T-Wreckers when merged with Gremlin Welders
Firm defenses--characters can develop points of defense that never fatigue
Tooltips for most of the game's options in the menu
New minimap backgrounds for trapped and checkpoint floors
Minimap scrolling
Offline Mode option (to disable leaderboards and other future online features)
Changes:
Completely reorganized character assets (keep an eye out for animation glitches)
Recruitment goals have been changed to level up goals
Reduced experience gain slightly (this will go down more before the end of the beta period)
Paladins and Students are now immune to corruption (Students will lose shadow immunity when shadow damage is phased out soon)
Spruced up the large combat health hearts
There is now a cap on the number of heroes that can survive destruction on a fortified checkpoing
Fixes:
Codex button was not closing the Codex, if the Codex was already open
Whether or not an item has appeared in a round is now saved across sessions
Health and defense awarded by leveling up were not always consistent
Some longstanding animation glitches (but there may well be new ones to discover now)
The Surface would flash when heroes gathered on it (just looked unnecessary)
Restored some missing fear attacks
An issue with tooltips while the main menu is open
[Beta] 2016.02.24: Beckoning Baths
The super beta continues with some more changes and another classic villain for your dungeon: the Succubus! She is the first minion to deal corruption damage, and she also heals corrupted allies.
Alongside this are some changes to corruption to help balance it out a bit more. Most importantly, you are now limited to only 5 corrupted minions at a time (this number may increase with certain items or floors in the future, but it is static for now).
Fear no longer accumulates alongside health, but instead depletes health like regular damage--and can be blocked by defenses. However, when a character is "killed" by fear damage, the character retreats as before, and all nearby allies take an automatic point of fear damage (which can snowball, if that point finishes off additional opponents, and so forth). This should make it easier to understand, but it is still more powerful than most standard damages. Characters that dealt fear before have been adjusted, and the Cthulhu banner now increases all fear damage by one point.
I've made some updates to the game's launcher; these should be invisible to most users, but I cannot test enough platforms and configurations myself, so please let me know if you experience any issues! Remember that you can opt in to these beta updates from the game's properties in your Steam library (you won't lose any progress by participating); there are some big combat changes coming, and I'd love to have your input!
Thanks again for all of your suggestions and bug reports! :totcordial:
Changelog
Additions:
New Floor: Beckoning Baths (Overlook + Sewer)--Succubus (demonic corruption dealer)
Changes:
Updates to packaging procedures and configuration
Fear functions as a regular damage with an added effect upon defeating an enemy--fear is then applied to nearby opponents
Many fear-oriented abilities have been adjusted
Old Ones banner now increases fear by 1 point
Can no longer resurrect a character if the floor is no longer present
Improvements to some graphical functions
Floor tooltips appear while hovering over floors in the minimap
Floor tooltips have changed slightly
Corrupted characters capped to 5 at once (current number is displayed on Corrupted icon tooltips); additional heroes defeated by corruption will be killed instead of become corrupted
"Pause on focus lost" option now uses the in-game pause instead of opening the main menu (previously, this would have penalized the score)
Plots and prophecies can be canceled; canceling a prophecy may reproduce the exact same prophecy if no others are available, but can otherwise be used to cycle through prophecies when more than two are eligible
Fixes:
Some animation glitches with Hellhounds, Wargs, and similarly constructed characters
Human Monk sometimes appeared female (but with a man's name...)
There was some level-up message spam for heroes that teleport in
[Beta] 2016.02.07: Avaricious Aviary
Due to the prolonged (and continuing) beta period, it's been a while since the last floor update. So here are some harpies; a Hut + Lair combo that should pair well with the Beastmaster.
This is still a beta release; anyone can opt in to the beta from the game's properties in the Steam library. It's pretty stable, with a lot of interesting changes. You shouldn't lose any progress for participating--nor when the beta period comes to a close--, so it's pretty risk free, as well. I greatly appreciate the feedback I receive on these changes.
And there are a few more additions in this update. I am slowly introducing some new Hoard elements, and there are two in this update: dirt blocks and anchor stones. Dirt blocks are a minor nuisance that randomly appear in the Hoard as you dig; they disappear when they drop any distance, but they help convey that there are tiles that behave differently from the typical resources and items.
Anchor stones are a bit trickier; they lock their row/column, preventing slides that would otherwise move them. They can be matched with any color, but do not count as a tile toward a match (you must match four other adjacent tiles--they can be used to link two regions, though). However, they do bump up your multiplier a bit when removed.
My eventual goal is to use these and other new elements in plot goals to increase the challenge as you progress. They'll become less prominent outside of plots (and nonexistent in Casual Mode). The details of their appearance and role is up for debate, though, and I'd love to hear your thoughts! :totfedora:
Changelog
Additions:
New Floor: Avaricious Aviary (Harpies)--Hut + Lair
Dirt blocks
Anchor stones
Tile tooltips while hovering over the Hoard
"Grainy" pixel style option
Changes:
Heroes receive larger XP bonuses for reaching lower checkpoints, growing stronger the deeper they delve into your dungeon
Swapped resource meter order
Updates to floor button tooltips to more closely match character button tooltip formatting
Resource pool maximums only decrease by 5 between sessions (down from 10)
Slightly increased drop rates
Greatly changed hero spawn count formula (I may need a lot of feedback here!)
Fixes:
Multiple issues with item power and stacking effects
Tertiary banner color was non-selectable in the options
Surface character hero counts were broken
Banners weren't initializing early enough to get picked up for some visual connections in the codex and messages
Casual Mode price maximums weren't being applied to character costs
Level up "poof" on characters was missing
Slain character particles and associated lighting could linger
Surface heroes were being killed off during destruction
All characters should face the same direction on resurrection buttons
Some messages were not displaying an appropriately brief version
Level-5 color scheme changes were not always using the correct palette options
[Beta] 2016.01.23: Hero Portals
Due to the beta's more coherent and condensed UI and controls, I am knee-deep in controller support implementation, so this update is mostly minor additions, changes, and fixes to keep the beta going until the next big component is ready.
The most significant addition here is that fortified checkpoints gain portals that allow new heroes to spawn within your dungeon (these spawns come from the same wave pool as those on the surface).
Thank you for your continued feedback on the beta; I am seeing a few comments that run contrary to my expectations, and that's a big part of why I beta these major changes first. I'll see what I can do to keep the game feeling fresh and fun for as many of you as possible!
Remember, if you are interested in trying out the beta, you can opt-in from the game's properties menu in your Steam library. Thanks again :totcordial:!
Changelog (Including Some But Not All Interim Changes)
Additions:
Fortified hero checkpoints gain portals that allow heroes to spawn within your dungeon
Tooltips added to built floors, including a breakdown of minion and hero counts, as well as assigned defenders
Streamers banner now also causes characters to burst into a shower of confetti when slain
Cap on number of heroes waiting on the surface
Changes:
Destruction camera was adjusted significantly
Improvements to tooltip icon handling and versatility
DHV is now centered vertically
Lots of minor message log adjustments
Item level icons changed to yellow, to better indicate that the level cap is 5 and not 10
Many trap cooldowns have been slightly lengthened
Sanctum always appears fortified
Respawns count toward recruitment prophecies
Some prophecy and plot goals have been slightly reduced
Character buttons are now sorted by minion archetype name, then level
Resurrection costs now increase slightly with minion level
Bone matches now resurrect minions who are closest to death first
Hovering over a floor will highlight character buttons for minions on that floor--and a lighter highlight for those who are assigned to it
Corrupted heroes can no longer be resurrected
Fixes:
Floor shuffling arrows no longer render during destruction
Lots of item leveling stuff
Slain minions could appear "shivering" on their respawn buttons
After loading a session, assigned minions sometimes wouldn't relieve one another properly
Double-res fonts now play nicely with hard and artsy pixel options
Mounted minions could be re-created many times over
HUD particles now continue to animate while the action is paused
Minions were always going first in combat--should be random which side goes first, unless the Tyrant is involved
Surviving minions will remain on fortified floors during destruction, instead of being re-located to the Sanctum
Low-level minions could still survive destruction
[Beta] 2016.01.13: Happy Anniversary!
Tomb of Tyrants turned one year old on Steam today! It's been a great year with a lot of big changes and additions; remember when you all wanted that pause feature? Or when I finally added full session saving because the games were getting too long? How about the addition of the Dedicated Hoard View, or when I completely changed the matching mechanics to something far more unique and engaging? Or when we hit the double content milestone?
I have a lot of great memories from this year, and I have to thank you all for pushing me to improve and advance the game in ways I never would have considered otherwise! I still have a lot of plans, as you can tell by the ongoing beta, and I hope you'll join me in crafting even more fun and entertaining experiences this year!
The big addition for this update is item leveling; gathering a duplicate item will now increase the level of that item in your inventory, increasing its effectiveness or decreasing its cooldown time. I'm sure this will require additional balancing, but it will also help some of the existing items to shine a bit more.
This is still a beta release. I had been planning to wrap up the feature set and push it out to everyone for the anniversary, but there are so many large changes--with more on the way--, that I've decided it would be best to hold off and await additional testing and features; I think the end result will be worth it =). If you'd like to try out the changes, you can opt in to the beta from the game's properties in your Steam library.
Thanks again, everyone! Today's sale (which lasts for the next week) actually saw the game's single-day sales record, which just feels perfect :totcordial:. Here's to another great year, whether you spend it with Tomb of Tyrants or other games you love :totfedora:.
Changelog Highlights
Additions:
Item leveling; collecting duplicate items will now increase the level of your held item, increasing its effectiveness or decreasing its cooldown time
Fortified floors have altered nameplate and trim
Some Streamers banner--bipeds wear party hats! No prophecy required for now.
Changes:
All character prices were bumped up, due to increased survivability
"Reinforced" floors now called "Fortified" to avoid confusion with buying "reinforcement" units
Fetish works like Ouroboros
Tutorials use larger font (the Codex is now the only place that uses the tiny font--something I hope to address soon)
The basic version of many items has been nerfed
Fixes:
Boy, there were a lot of these...
[Beta] 2016.01.11: Super Beta
Tomb of Tyrants's first anniversary is right around the corner (the 13th), and I've been preparing some massive changes to trim the stuff that doesn't gel so well and refine the things that do. As a result, this release is a "super beta"; I have not had adequate time to test many things myself, and I desperately need your bug reports and feedback on the changes and balance of this build. If you are interested in trying it out, you can opt in by visiting the "betas" tab under the game's properties in your Steam Library.
Please share your experiences and opinions in the comments below, in the community discussion boards, or with me directly! This is a pivotal update to core mechanics based on your feedback, and only you can help me push the game farther in the right direction.
I expect I'll be doing several small updates over the next couple of days (I'll post comments below when I do), to make additional improvements. There are definitely bugs, and there are many necessary updates to tutorial entries, general help, and even achievements. Impossibly, I want to wrap up this beta by the 13th (the game's anniversary), so I can focus on the next batch of major changes: new Hoard elements!
Also, now that all characters receive names, I need to dump more names and titles into the system, so feel free to share some ideas below =).
Thank you again for all of your support and suggestions; I think the best is yet to come, thanks to all of you :totcordial:!
Changelog
Additions:
New horizontal message log system
New character button format
Matching tiles now provides a resource-dependent dungeon-wide bonus for every 4 points received (similar to the Harvest and Bull's Eye banners):
Flesh yields 1 point of healing per minion
Bone resurrects 1 minion
Growth restores 1 point of agility fatigue per minion
Arcana restores 1 point of ward fatigue per minion
Gear restores 1 point of armor fatigue per minion
Loot grants 10XP per minion
Ruin inflicts 1 point of fatigue to a randomly selected heroic defense type
Scrap reduces or resets trap cooldowns
Multipliers greatly increase this effect, as a 4-tile match is worth 1 (4
1 / 4) point, but an 8-tile match is worth 4 (8
2 / 4)
Experience-based 10-level ramp
"Gift-Bearing" trait for the delivery heroes
Changes:
All minions and heroes now have names and level up
"Champion" now refers to characters who are level 5 and above--this is the point at which they receive their updated appearance
All minion champions survive tomb destruction
No more pillaging
No more minion "packs"--minions individually priced
Traps don't need to be replenished
All characters require only two resource types
Minions can be resurrected by re-buying them quickly after death
Reduced minion counts (2 per floor)
Reduced hero wave sizes
Removed score multiplier
No more deployable items--these are all now usables that affect all floors on use
Lower drop rates for former deployables
Removed Item, Champion, Floor, and Resource legacy points
Plots now focus on "reinforcing" floors--this is the equivalent of the old legacy system, except they target specific floors (later, reinforcing may offer additional advantages)
All floors can be reinforced (not just ten, as with the old legacy system) except the Sanctum and the ten first-tier floors
Heroic checkpoints will become reinforced as you reinforce your floors; saving heroes across sessions
All items carry over to the next round
All surviving minions carry over
All resources carry over with a -10 penalty (never dips below starting cap)
Dedicated Hoard View no longer optional
Inventory et al moved to DHV
Only two active prophecies at a time (down from three)
All prophecies/plots reduced to no more than two requirements
Condensed score and wave data
Minion UI merged with purchase UI
Scrap "cog" resource icon changed to a "screw," because it was easy to confuse with "gear"
Agility icon now green (for future reasons)
Defense type now reflected by color of defense on minion portrait
DHV can no longer move above the surface
Other UI stuff
Yeti trait and appearance tweaks
Genie is now "Gift-Bearing," posing no threat to your Tyrant
Character type and level displayed in Codex instead of price when viewing a specific character
"Frosty" Fissure now "Frozen," due to future name conflict; some art tweaks here, as well
Standardized character tooltips and added level and archetype info
Fixes:
Lizardman Mummy graphic glitch
Floors could be moved multiple levels at a time, if done while pausing
Hero target floors weren't always updating when their current floor was moved
Messages didn't decay while paused
A few characters were missing appropriate biped traits
Tiles could appear over the lower border of the Hoard while making a move (previously difficult to spot, due to inventory placement)
Game could spawn multiples of the same artifact in a single playthrough
Fixed a camera-related crash
Changing to or from Tangled Lights banner wasn't updating characters already in play
Fixed a rare but repeating crash during destruction
Reindeer and Steed portraits were off (only noticeable while corrupted)
Klaxon was firing too aggressively
"Blocked By" floor was reported by internal tag rather than name
Random name generation would eventually begin selecting similar names for some characters
2015.12.20: Happy Holidays
Happy preferred holiday season or whatever you're currently experiencing! I am still working on major changes for a near-future beta release, but I wanted to share some of my Christmas cheer with everyone, so here's a dose of holiday content!
Here's what's new:
The Frosty Fissure floor (Crossing + Lair), which comes with some Yetis (tough, troll-ish brutes that deal ice damage)
"Dire Deliveries" hero pack (requires steeds, Workshop, and Forge) containing the Dwarf Postmaster, Messenger Owl, and Reindeer Express. All three of these heroes are just trying to deliver a package to your Tyrant; if they make it to the Sanctum, they will gift you an item and retreat to the surface
Tangled Lights "banner" that unlocks with the hero pack. It causes all biped characters to wear Santa hats. They may not fit everyone so well, but it's just for fun =).
There isn't much else in this update, due to all of my changes going into the upcoming beta, but there are a few notes below for the quiet 2015.12.07 b-d patches. As always, thank you for all of your support and reports--merry Christmas! :totfedora:
Changelog
Additions:
Frosty Fissure (Crossing + Lair)--produces Yetis
Dwarf Postmaster, Messenger Owl, and Reindeer Express delivery heroes
Tangled Lights banner--Biped characters wear hats
Changes:
A couple of minor changes to some minion traits and abilities [2015.12.07b]
Fixes:
Some issues with passive effect calculations [2015.12.07c]
A crash involving a couple of specific codex pages [2015.12.07c]