Improvements and Fixes
- Added a weight limit option for automatic item pickup. The default setting is "Until becoming Heavily Encumbered."
- When returning from a dungeon or moving to the next floor, if any surviving expedition members would be left behind, their names are displayed and additional confirmation is required.
- Fixed an issue where combat status was not properly communicated to allied units when monsters detected them first.
- Improved enemy unit behavior to reduce overlapping when moving or positioning themselves to attack.
- Fixed an issue where acquiring a Training Inscription and saving while paused caused the corresponding skill tree and additional skill points to be lost.
- Fixed an issue where dungeon stay duration and penalty stages were reset when moving between normal dungeon floors.
- Applied a cap so that the total amount of barriers cannot exceed 200% of a unit's maximum health.
Skills / Inscriptions / Barriers
(NOTE : Some of these changes were made in response to reports that certain builds were unreasonably overpowered.)
- Fixed cooldown reduction so that it also applies to the global cooldown.
- Fixed the critical hit effects of the Burning and Bleeding Inscriptions so that they apply to skill damage as well as basic attacks.
- Fixed an issue where the Storm Inscription calculated additional damage based on Physical Attack even for magic damage. It now uses the appropriate attack stat for each damage type.
- Fixed duplicate target handling and the maximum number of targets hit by the Storm Inscription.
- Fixed the Storm Inscription so that its surrounding attack occurs around the original target's position even if the critical hit that triggered it kills the original target.
- Fixed an issue where Sword Counter counterattacked against ranged attacks. It now counterattacks only when defending against melee attacks.
- Fixed an issue where Healing Touch healed only once when used while holding position.
- Fixed an issue where Healing Touch could target the caster or buildings for healing.
- Improved skill target selection lists so that only targets meeting the targeting conditions are displayed.
- Fixed Water Dive so that newly generated Bubbling stacks also count toward Deep Sea stacks.
- Fixed Wave Cycle so that it reduces remaining skill cooldowns according to the specified reduction rate.
- Changed Wave Cycle's cooldown reduction effect to trigger at most once per second.
- Changed Wave Cycle so that its effect triggers when a barrier is successfully granted, even if the actual barrier value does not increase because it has reached the cap.
- Changed Become Fire's Magic Attack increase to be based on the number of Burning stacks applied by the skill, rather than the total Burning stacks at the time of casting.
- Changed Become Fire so that its Magic Attack increase effect is also removed when all Burning stacks on the unit are removed.
- Fixed an issue where, when multiple units summoned Strange Seeds, their healing amounts were overwritten by the stats of the last summoner. Healing is now calculated based on each seed's actual summoner.
- Fixed an issue where the same Strange Seed could be germinated multiple times. Target validity is now checked immediately before germination, including during automatic casting.
- Fixed the Execution Inscription so that it does not select units belonging to the player's faction as execution targets.
- Improved the application and removal of execution effects, as well as their handling when saving and loading.
- Improved the handling of progress states and internal timers for certain passive effects so that they are not reset when moving between the settlement and dungeons.
Expedition Member Recruitment / Growth
- Fixed an issue where recruitment candidates could receive duplicate Training Inscriptions for skill trees they already possessed.
- Changed the calculation of primary attribute growth for recruitment candidates at each level from the "Normal" offering standard to the "Abundant" offering standard.
- Increased the minimum growth values for primary attributes at higher talent grades. Maximum growth values remain unchanged.
- Added attribute icons to the recruitment screen.
Movement / Combat Behavior
- Fixed combat continuation checks so that nearby enemies that are not participating in combat are excluded.
- Fixed an issue where ranged enemies approached excessively close, like melee enemies.
- Fixed an issue where directly issuing the same command as a unit's current action during combat caused the input to be ignored.
- Improved combat target pursuit to take both path length and actual movement distance into account.
- Improved pursuit behavior so that units can stop pursuing a directly designated enemy if the movement path becomes excessively long and another attackable enemy is within their current range.
- Changed monsters spawned by dungeon core activation to initiate combat first.
- Adjusted the explosion timing of Spore Bugs to match that of Acid Bugs.
- Improved Ladybug behavior so that, when overlapping with another unit after charging, it moves to a nearby empty tile to resolve the overlap.
Crafting / Storage / Work
- Expanded the behavior of units vacating their work positions after completing tasks. Units now move to nearby empty tiles not only after using storage containers and crafting stations, but also after using beds, research stations, and play stations.
- Expanded the search range for empty tiles when units vacate their positions after work.
- Improved unit behavior so that units can leave their work positions when blocked by newly constructed walls during construction.
- Fixed an issue where tasks remained in a waiting state when the crafting option was changed from "Craft Until Target Quantity" to "Craft Continuously."
- Fixed an issue where buildings designated for repair were handled incorrectly when a repair station and a storage container overlapped.
- Fixed an issue where the automatic repair Allow/Disallow indicator appeared reversed after equipping or unequipping equipment.
- Improved item placement so that items dropped through direct commands use the same placement rules as crafting results.
- Fixed errors occurring during item searching and hauling behaviors.
- Fixed an issue where carpet construction could not be canceled in Cancel Mode.
- Fixed an issue where unnecessary blocked workspace notifications appeared for crops.
Food / Sleep / Surgery
- Fixed an issue where related notifications were not displayed when all food consumption was prohibited and no edible food was available.
- Updated the remaining spoilage time tooltip for food to reflect the preservation effect of food storage containers.
- Fixed sleep states so that they are removed when moving to a dungeon.
- Improved surgery tasks to manage patients individually, improving patient identification and positioning.
- Fixed an issue where a unit carrying another unit failed to properly put down the carried unit upon death.
Dungeon / Stay Penalties
- Separated dungeon stay duration from floor-specific monster patrol timers so that stay penalty calculations continue after moving between normal floors.
- Improved saving and loading so that dungeon stay start times and penalty stages are restored.
- For older saves without a recorded stay start time, stay duration is calculated from the time the save is loaded.
- Fixed dungeon stay penalties so that existing stay effects are cleared when the penalty increases, preventing debuffs from different stages from remaining active simultaneously.
Controls / Display Settings
- Added QWERTY, German Standard QWERTZ, French Traditional AZERTY, and Standard JIS keyboard layout display options to the keybinding settings. The displayed key labels now match the selected layout while the actual keybinding positions remain unchanged.
- Added a compatibility option to replace the tooltip pinning key with B for Japanese input environments where tooltip pinning with Caps Lock may not work consistently.
- Users can check which keys will be changed and identify duplicate bindings before applying input compatibility settings.
- Added an initial environment notice when the corresponding keyboard or input environment is detected on Windows.
- Added an option to confine the mouse cursor to the game screen in Borderless Windowed Mode.
- Improved the display of relevant options according to the screen mode and adjusted parts of the options window layout.
Saving / Loading / Map Transitions
- When autosaving is disabled, automatic save files are now limited to a single slot instead of accumulating across multiple slots.
- Improved loading of existing saves so that compatible unit profile appearances, including portraits, hair, and skin colors, are updated to match the latest data.
- Added a new hairstyle for Perion and fixed it so that it is also reflected in existing saves and title screen previews.
- Improved handling of errors during map transitions after the credits that could prevent control locks from being released.
Visual Effects / UI
- Added Gloth's call animation and charge visual effects.
- Added glow and hit effects when Bulkshot hits a target.
- Fixed an issue where Twin Thrust's visual effects were displayed multiple times.
- Refined greatsword hit sounds and improved playback when multiple hit sounds overlap within a short period.
- Enhanced the swing sounds for spear attacks, defense, and basic attacks.
- Fixed an issue where the Copper Greatsword's appearance was not displayed.
- Fixed an issue where status effect stack counts of four digits or more overlapped with adjacent UI elements.
- Fixed title background previews to exclude buildings that should not be displayed.
- Improved image resizing for update announcements.
- Added hairstyles for Humans and Elves and modified some character images.
- Fixed a wall display issue that could occur when the layout of a copper resource room in Region 2 overlapped with a corridor.
Text / Translations
- Fixed an issue where some UI text might not be properly reset when changing languages.
- Improved the display of missing Chinese and Japanese characters and expanded the supported character ranges of Korean, Chinese, and Japanese fonts.
- Corrected Spanish, French, Russian, Japanese, and Brazilian Portuguese translations, as well as some English descriptions.
- Refined descriptions related to GreenShade and the text for various items, buildings, and trophies.
- Updated the descriptions of Become Fire and Wave Cycle to match their changed behavior.
Fonts / Start Screen Optimization
- Reorganized glyph placement in Korean, Chinese, and Japanese fonts to reduce the number of font texture pages and the data size.
- Reduced unused texture space while maintaining existing character support and glyph appearances.
- Removed the intermediate Decorative font style, leaving two display styles: EasyRead and VeryDecorative.
- Reorganized shared font bundles to prevent fonts from being duplicated across multiple resources.
- Improved the loading methods for start screen UI and loading screen resources.
- Added tools for font repacking and resource synchronization, as well as checks for missing characters and start screen loading.
Combat and Dungeon Fixes
- Fixed an issue where tadpoles could get stuck while approaching corpses or using "Swallow."
- Fixed an issue where the Goblin's "Resurrection" skill failed to properly target dead units.
- Fixed an issue where the selected dungeon's environmental effects incorrectly affected resource yields and additional item drops in the settlement.
Music and Sound Fixes
- Fixed an issue where elite battle music would not play properly when elite enemies were lured into corridors or other rooms.
- Fixed an issue where battle music would stop after an enemy was killed or combat was disengaged, even while another elite battle was still ongoing.
- Fixed an issue where duplicate requests to play the same battle music caused it to restart.
- Fixed an issue where dungeon elite battle music would play on the settlement screen.
- Fixed an issue where elite battle music could override boss, core, or credits music.
- Fixed missing skill sound effects for Gloth Cubs.
UI and Visual Improvements
- Fixed an issue where tooltips would flicker in the weight limit settings for Auto-Pickup.
- Improved the clickable areas and checkmarks in the pickup options menu.
- Adjusted the name font and display area in unit shortcuts.
- Fixed an issue where some Human and Elf units displayed incorrect hairstyles while sleeping.
- Fixed an issue where missing torch light references caused some units' appearances to disappear.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.