Hello Thieves!
This update focus on abilities, with a new unique abilities for each of your companions! But there's also buffs to existing abilities that were a little undertuned. Unlockable abilities in the shop are not meant to replace the starting ones - and are often more specialized - but they still need to relevant!
Abilities
- One new loyalty ability for Besk, Iwie and Sunyang
- Pet rat: range melee -> 3. Pet rat is about making pickpocket more convenient, so a little more convenience was needed to justify its use.
- Chaos Strike: 1 -> 0 action cost, and is now "quick". Chaos strike has already a lot of restriction to its use (melee, and at high danger only), so it could use some love.
- Decoy: 5 -> 3 turn cooldown.
- Spirit Curse: 2 -> 3 uses.
- Deadly Nightmare Curse: 1 -> 2 uses.
- Fear Curse: 2 -> 3 uses.
- Chaos Glyph: 2 -> 3 uses.
- Fear Glyph: 2 -> 3 uses.
- Hook: 1 -> 0 action cost.
- Disguise: 1 -> 0 action cost, added a 5 turns cooldown. Since using disguise has now some real downside (being close to a guard will reveal it), the action cost was excessive. Instead the cooldown make it a commitment for a couple of turns.
- Caltrops: 1 -> 0 action cost.
- Madboom: 1 -> 0 action cost, and is now "quick".
Changes
- Easy difficulty setting now has reduced guards and simpler puzzle by default (like Story difficulty setting)
- Soul lantern: minor changes to the anti-Besk boulder.
- Spider Burrows: only one enemy is possessed instead of 3.
- Spider Burrows: modified the "suicidal" cutthroat's patrol path so that she doesn't jump into a trap.
Fixes
- Pushed enemies correctly trigger traps.
- Evil spirits can now target tiles with smoke.
- Trin could get blocked while using long range teleport.
- Cave: enemies don't forget their patrol after a rewind.
- Cave: music isn't stopped after a rewind.
- Guards' tower: Trin/Dumdum can't trigger the office cutscene.
Thank you for reading! You can follow the game on Twitter and join the Discord community!