Dear Aventuria Travellers,
good news incoming for a save and trouble-free expedition to conquer the Shark Throne: we’ll preparing a patch for Wednesday 4th February 2015 which will fix a lot of major and minor bugs regarding Blackguards 2. You’ll find the roadmap what we’ll going to do attached.
To those of you who experienced one or more of those bugs listed below: we’re deeply sorry for you having so much trouble with playing Blackguards 2. Patch 2.0 should make sure you can go on without any more problems but if you should experience more or other issues after the patch on Wednesday please contact us so we can take care of your issue. Just write a mail to support@daedalic.de or contact us via the forum here.
And last but not least: a huge THANK YOU to all of you for support and feedback! You guys, rock!
Best,
Your Team Daedalic
Roadmap for Blackguards 2 Patch 2.0
Major:
- MAJOR: fixed issues with passing blow interrupting AI scripts on special occasions
- MAJOR: fixed win conditions with petrified enemies in several end game battles
- MAJOR: removed two possible timing issues with Sandghost "devour" attack
- MAJOR: fixed soft freeze when Kulminatio level 3 hit its target
- MAJOR: fixed possible soft freezes when AI's died during their turns
- MAJOR: fixed an issue with speech being interrupted if app focus was lost
- MAJOR: fixed an issue that made it possible to start the campaign with only mercenaries
- MAJOR: fixed Korean book font
- MAJOR: Fixed Problem that potentially hindered the process of Zurbaran's story
Minor:
- 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:
- BALANCING: reduced critical hit chance of bounty hunters to zero
- BALANCING: lowered Adamant's Astral Points, delayed Sandghost respawn in Adamant battle
- BALANCING: corrected Stamina consumption for several special attacks of monsters
- BALANCING: increased damage output of Cassia's trained spider
- BALANCING: increased fire resistance of insectoids and legionnaires
- BALANCING: increased damage of daggers
- BALANCING: increased stamina cost of dual wield maneuver
- BALANCING: added damage bonus to 2nd level and above of "Hawkeye Marksmanship" spell
- BALANCING: added knockdown resistance to "Standfast Catlike" spell
- BALANCING: increased total adventure points gained in easy mode
- BALANCING: increased parry chance of enemies in hard mode
- BALANCING: Activated trainers in Heldenrain before Jungle-fight
- BALANCING: Changed difficulty-value for Mengbilla and Adamant-Fights