Patch 1.0.5
Greetings Knights, another update for you, and this one contains one of the most requested improvements: namely that ALL push attacks will count towards push-out objectives, even when the target has been killed as part of the attack.
We've also made party play more powerful. Previously there were restrictions on the number of support attacks that could be triggered by a single attack, and this has now been unshackled, so each supporting party member is able to make a Support Attack if they can. This means that Split Kicks, Twin Arrows, Sweeps, Rends, etc. all become massive force multipliers if your squad is lined up correctly.
Alongside these headline changes, there's a bunch of smaller fixes and improvements; and over the next couple of weeks we'll be making some changes to some of the Archetypes that have been underperforming; and talking of performance, thanks to our friends at Unity, the next patch will bring some major framerate optimisations for players on certain hardware.
Gameplay Changes
Push objectives are now credited to the player, even if the attack kills the target
Support Attacks now fire more consistently and multiple support attacks can fire from a single initial attack (i.e. Sweep)
Consumable cards can no longer be Removed/Discarded by other abilities
Steel self no longer stacks multiplier
Dodge Counter no longer removes other dodge stacks
Additional status icons (Auto-Attack, Turn-to-Face, and Advance) added to overhead panel
Fixes
Fix for Poison Strike doesn't apply Poison to all targets
Missing Warlock ability vfx added
Fix for occasional soft lock when cards were removed at the same time as a Combo reduction status was in play
Fix for softlock when Demons arrive at the end of Survival mission in Endless Mode
Fix for occasional soft lock when multiple characters die during Hurricane push
Fix for occasional soft lock when an enemy dies within range of another enemy's sweep
Music tracks correctly assigned within The Eleven Quest