v0.4.23
Major Improvements & Fixes
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** The option to 'Lock Consecration Results' has been separated into its own setting and is now available on all Management Difficulty levels. ** This option can also be turned ON or OFF during an ongoing campaign.
Soulstones can once again be purchased from dungeon merchants in Regions 1 and 2 , provided you do not currently own the corresponding Soulstone or Soul Trait.
Skills that can damage allies now have Auto Use disabled by default.
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** Active Skill Energy costs are reduced based on Combat Difficulty >> 25% on Normal and 50% on Easy. **
Maximum Expedition size has been increased to 6 members at Rank 2 and 8 members at Rank 3.
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When an enemy outside your vision attacks an allied unit, the tile containing that enemy is revealed for approximately 2 seconds.
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Reduced the Research Work Amount multiplier on higher Management Difficulties
Very Hard from 1.33× → 1.15×, and Devastation from 1.66× → 1.30×.
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Balance adjustments have been made to equipment and skills so that higher-risk melee weapon types such as Spears and Greatswords are not excessively disadvantaged compared to ranged weapons such as Bows. This includes adjustments to Sharp Shooter.
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The duration of Stun and Immobilizing effects has generally been increased.
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The Game Guide now remembers the last viewed page, search term, list scroll position, and article scroll position when closed and reopened.
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Added a news window that displays update announcements when launching the game.
Controls / Display Settings
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Added an option to adjust cursor size from 100% to 150%.
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Mouse side buttons Mouse3 and Mouse4 can now be assigned as hotkeys.
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Windowed Mode and Fullscreen Mode now remember their resolutions separately.
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Borderless Windowed Mode now displays the actual display resolution.
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When switching to Windowed Mode for the first time, the default size is now 1600×900. On smaller displays, the window is automatically scaled down to fit the available workspace.
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The mouse cursor can no longer leave the game screen while in Fullscreen Mode. This restriction is released when switching to another application or opening the Steam Overlay.
Crafting / Storage / Work
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Crafting quantities can now be entered directly as numbers.
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Shift + Click can now be used to adjust crafting quantities in increments of 10.
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Multiple storage containers of the same type can now be selected to change their storage policies at once.
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Batch storage settings apply to Allow All / Ban All, individual item permissions, and durability ranges.
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Fixed an issue where the previous search state could remain when searching again for shared items to haul.
Expedition Members / Prayer
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Fixed an issue where recruitment candidates could be generated above the maximum level available in the current build.
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Fixed an issue where newly recruited members did not receive the Trait granted by the Deputy Leader.
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The Trait now applies even when the Deputy Leader and recruited member are located separately between the settlement and dungeon.
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Missing Deputy Leader Traits in existing save files are restored when loading the save.
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Added an explanatory tooltip to the Expedition Member retirement button.
Injuries / Sleep / Combat Issues
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Surgery eligibility has been changed so that it applies to living units who have entered a Deadly state due to an injury.
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The patient's condition is now checked again when surgery begins or resumes.
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Fixed an issue where an exhausted unit's lying posture would not return to normal after leaving the Deadly state.
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If a bed is destroyed while a unit is sleeping, the unit now transitions to the sleeping-on-the-floor animation.
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Fixed an issue where the Distorted Senses environmental effect was not being applied to all eligible units. The effect is now also applied to units newly spawned in the dungeon.
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Fixed an issue where certain Inscription and reflection effects could cause errors when there was no attacking entity.
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The additional Attack Power granted on attack by the Giant and Divine Power Inscriptions is now displayed in the stat tooltip.
Skill / Weapon Balance
Reduced the Accuracy penalty of Wood, Bloodwood, Bone, Carapace, Akron, Copper, and Wrought Iron Greatswords from -20 → -10.
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Two Hand Grip has been changed to continuously increase Physical Attack while its equipment conditions are met. The condition is now: equip a main-hand weapon that is not a two-handed weapon, while leaving the off-hand slot empty.
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Reduced the Blue Stone Golem's Physical and Magic Resistance from 0 → -50 each.
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Reduced the Physical Attack of Bows: Wood 23 → 18, Bloodwood 42 → 34, Bone 30 → 24, Carapace 36 → 29, Akron 57 → 46, Copper 45 → 36.
Skill / Effect
Changes
Destructive Split
Stun 1s → 2s, Cooldown 12s → 15s
Slay
Stamina Cost 5 → 4
Stun Charge
Stun 1s → 2s, Cooldown 15s → 18s
Rapid Fire
Damage coefficient per hit 80% → 60%. The tooltip previously displayed 60%, but due to a data error, the skill was actually dealing 80%. Stamina Cost 3 → 4
Arrow Rain
Cooldown 20s → 24s
Sniping Shot
Base Damage coefficient 180% → 160%, additional Damage coefficient per distance 30% → 20%
Summon Bubbling
Allied Shield coefficient on death 150% → 130%, Cooldown 20s → 24s
Embracing Wave
Shield coefficient 300% → 260%
Water Dive
Cooldown 20s → 24s
Clinging Vines
Root and Stagger duration 3s → 6s, Cooldown 8s → 14s
Snatching Prey
Root 3s → 6s
Guardian’s Taunt
Taunt 4s → 6s
Spear Basic Attack
Damage coefficient 75% → 90%
Piercing Thrust
Damage coefficient 150% → 180%
Twin Thrust
Damage coefficient per hit 50% → 70%
Opening Strike
Damage coefficient 220% → 250%
Quick Retreat
Haste duration 5s → 8s
Charge Attack
Additional Damage coefficient per tile charged 30% → 40%
Pommel Strike
Stun 2s → 1s
Fire Missile
Attack Damage coefficient 100% → 130%, Burning applied 2 → 3
Crimson Recoil
Shield gained on kill increased from 15% → 30% of missing HP
Sharp Shooter
Critical Chance gained per completed kill objective stage 7% → 3%
Initiative
Attack Speed increase at the start of combat 25% → 35%
Brace Stance
Attack Speed gained per hit 2% → 4%, maximum increase 30% → 60%
Dizziness
Stun duration triggered by stacks 1s → 2s
Environment / Presentation
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Improved how buildings affected by rain are tracked and processed.
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Torch Stands are no longer affected by rain damage.
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Adjusted the positions of boundary and surprise effects for units occupying multiple tiles.
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Adjusted the display height of regular and Abyss Chain Knight Sentinels.
Soulstone Repurchasing Condition
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The corresponding monster must have been defeated at least once during the current campaign.
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The corresponding Soulstone must not exist in either the settlement or dungeon, and there must be no living Expedition Member with the corresponding Soul Trait.
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If you left a previous dungeon without picking up the Soulstone, or if the member carrying the Soul died, the Soulstone can still be purchased as long as the requirements are met.
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Both dungeon merchants sell the same 7 types of Soulstones, with one of each eligible type available for purchase.
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If a repurchased Soulstone is lost again, it can be purchased again once the requirements are met.
Trading
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When confirming a trade, the game now rechecks item quantities, both sides' Gold, the receiving unit, available space, weight, and other relevant conditions.
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When purchasing items by clicking in a dungeon, items are now assigned to an Expedition Member within trading range.
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Fixed an error that could occur when there was no eligible member available to receive an item.
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Trade success and failure sound effects now play correctly even after the Trade window has been closed.
Save Recovery
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Fixed an issue where the Critical Chance bonus from the Gold Mine Inscription was not applied correctly at maximum stacks.
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Gold rewards from the Gold Mine Inscription can no longer exceed their maximum limit.
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The accumulated progress and maximum-stack bonus of the Gold Mine Inscription are now restored correctly after saving and loading.
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Gold Mine Inscription bonuses are now included in detailed stat breakdowns.
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Guild Merchants that were incorrectly lost from save data are now restored after checking their appearance conditions. Merchants with a recorded death will not be restored.
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Guild Merchant appearance events can now only occur in the settlement.
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When loading a save with mismatched Decision, related Quest, or Reward states, invalid states are now cleaned up.
Movement / Work
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When multiple units are ordered to move into a floorless area in a dungeon, their destinations are now adjusted to nearby reachable positions.
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Hauling, storage, construction preparation, and repair jobs now check both spaces occupied by units and reserved movement positions.
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Units now check whether the hauling destination is reachable before picking up an item.
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Improved handling so that jobs waiting for access and jobs with unreachable work positions are distinguished from one another.
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Fixed repeated behavior where a unit would immediately pick up an item again after putting it down because its destination was blocked by another unit.
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Unreachable repair work positions will no longer be selected.
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Pathfinding wait requests for enemies in combat are now processed in order of highest Movement Speed first.
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Pathfinding between disconnected areas now fails more quickly.
Guide / UI
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Game Guide state is now preserved when moving between the settlement, dungeons, and dungeon floors within the same play session. It is reset after reloading a save.
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Mana Saturation now appears in the Environmental Effects list while active.
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Fixed an issue where tooltips on the Difficulty Settings screen could reset incorrectly.
**Text **
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Added a dedicated icon for Mana Saturation.
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Added descriptions and linked tooltips explaining the effects of each Mana Saturation stage.
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Updated Xenon's dialogue and quests, as well as several event lines and color tags.
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Revised and cleaned up various descriptions and translations for items, Traits, buildings, interactions, and the Game Guide.
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Updated the Shift + Click crafting quantity instructions and corrected several trade failure translations.
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Updated the description for hard combat difficulty.
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Updated guidance text related to Auto Skills, surgery requirements, and other systems.
Etc
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Fixed an issue where progression could become blocked during the transition to the credits after clearing Region 2 due to audio restoration failing.
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Screen transitions will no longer wait indefinitely for an audio fade to finish.
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Corrected the orientation of the Hunter's Workbench image.
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Fixed tile visuals in several dungeon rooms.
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Changed the corridor layout on the Region 2 Safe Floor to a straight configuration.
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Auto Use settings already saved or manually changed by the player are preserved.
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Fixed an issue where registering a skill again would overwrite its existing Auto Use setting and turn it ON.
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Units now use tables belonging to a Dining Room when selecting a place to eat.
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Fixed an issue where the “Unit Has Nothing to Do” notification could appear while a unit was merely waiting briefly.
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Fixed an issue where repeatedly issuing movement commands while moving would restart the movement animation from the beginning.
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When multiple units are selected, clicking a unit behind a building now prioritizes selecting that unit.
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When using a Return Scroll, dead Expedition Members currently being carried will now return with the party.
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Improved the Return Scroll process so that dungeon cleared/depleted states are not omitted.
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