(Please find the German version of the patchnotes here and the Russian version here )
Hi all,
we’re sorry for all of you who experienced problems while playing Blackguards 2 in the past and therefor we’re happy and proud to say that we’re releasing patch 2.0 for Blackguards 2 right now.
The patch fixes a lot of major bugs like the often reported freeze-issues at some points of the game as well as some incorrect behavior of the AI at certain points. We also worked on a huge list of minor bugs like graphic glitches and smaller issues like not working Steam achievements. There also have been some reports about balancing issues. We also worked on that. All this bug-fixes and improvements will now hopefully allow you to experience a lot smoother gameplay in Blackguards 2.
And last but not least and - because of we can’t say it out lot often enough – Thank you for your support and feedback! You guys are awesome!
Please find the detailed change-log below. If you should experience further problems while playing Blackguards 2 please contact us here or our technical support team via support@daedalic.de so we can work on fixing the issue.
Your Team Daedalic
Changelog Blackguards 2 Patch 2.0:
Major Bugs:
- Fixed issues with passing blow interrupting AI scripts on special occasions
- Fixed win conditions with petrified enemies in several end game battles
- Removed two possible timing issues with Sandghost "devour" attack
- Fixed soft freeze when Kulminatio level 3 hit its target
- Fixed possible soft freezes when AI's died during their turns
- Fixed an issue with speech being interrupted if app focus was lost
- Fixed an issue that made it possible to start the campaign with only mercenaries
- Fixed Korean book font
- Fixed Problem that potentially hindered the process of Zurbaran's story
Minor Bugs:
- Fixed graphic glitches when applying overlays to pot helmet
- Fixed animation glitches in training fights
- Fixed a couple of battle-log issues with special attacks of monsters
- Improved sound fix in cut-scenes
- Fixed some issues with NPC barks
- Removed unnecessary colliders in scenes to improve performance and stability
- Improved crane load dropping precision
- Added “game over” trigger if thief in Labyrinth 3 dies before pulling the lever
- Added “game over” trigger if Cassia dies in Labyrinth 3
- Fixed alternative win condition at Niobe's estate
- Fixed Blood Organ's Jumper conversion issues and conversion count for achievements
- Fixed one minor AI issue with Legionnaires sometimes not using levers correctly
- Fixed a bug in Insectoid Archer AI concerning attacks on destructible objects
- Improved scripted camera movements during in-battle dialogues
- Added missing blood organ to battle of Mengbilla
- Fixed LOS issues with the inner wall in Mengbilla
- Improved escape zone functionality so players don't have to wait inside escape zones until win is triggered
- Improved take cover routines in AI. Melee fighters in cover will now properly fight back from within cover
- Fixed a win condition issue in the Lorfas preparation battle
- Cleaned up hex-field in Goblin mine, disabled cells with obstacles
- Improved team-AI reactions on bridge outpost battle
- Fixed an issue with the gate in defend battles of the first Chimera creator
- Fixed some minor issues in Ghouls' berserk behavior
- Fixed dialogue timing in first expedition battle
Balancing:
- lowered Adamant's Astral Points, delayed Sandghost respawn in Adamant battle
- Corrected Stamina consumption for several special attacks of monsters
- Increased damage output of Cassia's trained spider
- Increased fire resistance of insectoids and legionnaires
- Increased damage of daggers
- Increased stamina cost of dual wield maneuver
- Added damage bonus to 2nd level and above of "Hawkeye Marksmanship" spell
- Added knockdown resistance to "Standfast Catlike" spell
- Increased total adventure points gained in easy mode
- Increased parry chance of enemies in hard mode
- Trainers in Heldenrain before Jungle-fight
- Changed difficulty-value for Mengbilla and Adamant-Fights