Patch 1.1.4: Inspect sheet, UX and terrain

Eternally · published · build 26374345

The enemy plates on the right are gone. In their place is an inspect sheet you open when you want to read a creature. You can also set how fast combat plays out. Several terrains have new or stronger effects, and every campaign level after the first has new terrain.

Inspect sheet

  • The enemy plates are gone. The outline still shows what you selected.
  • Health bars over each creature now show health as numbers, such as 16/16. The small ally portraits next to an enemy's health bar are gone, so the open-sheet key is never hidden.
  • Select a creature and press E, or D-pad right on a pad, to open its sheet on the right. With nothing selected it opens your own. The selected creature's health bar shows the key.
  • The top shows the portrait, tier (Tier, Elite or Boss), health, actions, movement, attributes, defence dice and abilities. Below come Traits and affixes (affinity with its new icon, and elite affixes such as Strong or Speedy), then Harmful, Helpful, Equipment and Links (summoner, owner of a familiar, who controls it).
  • Click a row, or press Space or A, to open its full text in place. Underlined keywords open their own card, up to three deep. Right-click, Esc or B steps back. Each condition says where it came from, and the sheet tells you whether you are in the creature's reach next turn.
  • On a pad the D-pad walks the sheet: up and down between rows, right to open a row, left to close it. Arrow keys do the same on a keyboard. Click another creature in the world to switch to its sheet.
  • Your inventory and relics stay on screen while the sheet is open. The cell info card now sits under the minimap.
  • Every affinity has its own icon, drawn in the same style as the terrain icons.
  • The tutorial walks you through it: open the sheet with E, expand a line, then close it.

Combat pace

  • New in Settings: Combat Pace (Slow, Normal, Fast). It changes how long dice spin, the pauses between attacks and the wait before a monster acts. Normal is the speed you know. Online, the host's setting applies to everyone. Empower prompt timers do not change.
  • The empower prompt shows who is involved. When you attack it shows your targets, when you defend it shows the attacker: up to three portraits, then "..." if there are more. Those creatures get the selection outline while the prompt is open.
  • The enemy turn order bar fades while the creature taking its turn stands under it.

Camera and minimap

  • New in Settings: Locked Camera Distance, from 0 to 100%. A player on Discord asked to see more of the cells around their eternal with the camera locked. 0% is the locked view you know; higher values pull the camera further back, mostly as you zoom out.
  • New in Settings: Rotate Minimap with Camera, on by default. A player on the Steam forum asked for a north-up map: turn it off and the map stays north-up while a marker shows where the camera faces.
  • The minimap has a plain gold ring in place of the old frame.

Terrain

  • Path still carries up to 3 unused movement into your next turn, and now adds +1 bonus movement when anything carries over. The cell card and the turn start message show it.
  • Forest gives cover: anyone standing in Forest rolls an extra defence die against attacks from 2 or more cells away. Melee attacks get no cover.
  • Sand counts as home ground for Rock creatures too, so Ara gains a defence die and +1 movement on Sand.
  • Elvyre's Seat is now called Hallowed Ground. Standing on it gives +1 defence die, and its cell card now says so.
  • Judgement Hill gives +1 Damage die instead of +1 Attack die, in the campaign and in Judgement Hill matches.
  • Hallowed Ground cells glow blue and Judgement Hill cells glow red.
  • Monsters now value Hallowed Ground, Judgement Hill and Forest cover when picking where to stand.
  • Barrows and Lava have new icons to match the other terrains.

Campaign maps

  • Level 2: a new forest passage gives you a second way into the twin portal area. Plant Monsters and Ice Plants now guard parts of the map.
  • Level 3: Judgement Hill and Hallowed Ground cells and some new Forest. Two Zombie groups are now Plant Monsters, and an elite Plant Monster group joins them.
  • Level 6 has Hallowed Ground and Judgement Hill cells too, and a few more turn up on Levels 4, 7 and 8.
  • Levels 4, 6 and 7 have more varied terrain, with much more Sand on Level 4 and a stretch of Path on Level 7.
  • The green meadows on Level 5 are Plains now, so standing on them heals 1 HP per turn (monsters too).

Eternals and escorts

  • Frazzah's Blade Ward feeds Cryostasis: while it is up, he gains Cryostasis equal to the damage his defence stops instead of losing it. He loses 3 (6 above 50 stacks) each time an enemy damages an allied eternal within 5 cells.
  • Sentinel now steps in for eternals and for the people you escort, not for summons, ice clones or ice walls.
  • Morrathil's Hivemind: allies now split the healing evenly instead of each getting all of it. With 4 allies, each one heals about 5 instead of 20.
  • Hive Vigor's bonus healing now adds to the healing allies share, not to the damage enemies take.
  • Overheal lets Blight raise any ally up to 20% above their maximum health, instead of a flat 10.
  • Flash freeze: when a Drenched creature gains its first Chilled stack, it gains a second one and Drenched is removed. Ice and Chaos creatures are unaffected.
  • Once freed on Level 4, Addie heads for the exit when the way is clear and stays near your eternal while enemies are in sight. She avoids cells enemies can reach next turn when a safe one exists, and moves toward your eternal when none does.
  • The refugees on Level 5 run for the extraction portal and keep out of enemy reach where they can.
  • Refugees now have the Chaos affinity, so lava, mind control and conditions such as Burned, Poisoned and Slowed no longer affect them. Direct attacks still hurt.

Fixes

  • Clicking an item or chest on a cell where one of your eternals stands now uses it instead of switching to that eternal. If you never want a click to switch eternals, turn off Settings: Click to Focus Eternal.
  • With the camera locked, moving the pad cursor to a cell off screen or under the action bar now slides the view to it.
  • The camera no longer ends up inside the large rock walls on Level 4 and on the PvP map.
  • On a pad, scrolling the ability list no longer shows the tooltip of a different ability.
  • The cell info card updates when lava or snow spreads onto the cell you are looking at.
  • On a pad, the cell info card no longer sticks to the last cell when the cursor passes under a panel.
  • Binding another action to Left Ctrl now frees it from the cell info hold, so the two no longer fire together.
  • Online, an eternal moved by a position swap now gets the terrain tip for the cell it lands on.
  • Affinity descriptions use icons for movement and health, like the terrain texts.
  • Marshal's Decree's description now reads as what it is: +1 action at the start of your turn.
  • An ice clone destroyed right after Glacial Mirage swaps it in no longer holds the game up for 30 seconds.
  • Fixed an error that repeated every frame after an ice clone copied Frazzah while his level-up effect was showing.