Quality of Life:
- Portal to the Village is more visible and has an icon on the minimap.
- Moonring's passives contain their minion's short description.
- Fixed disappearing items loot on higher resolutions.
- Wyrdness events shoudln't block you from progressing.
- Gamepad general tweaks and fixes.
- Blood Mage's ultimate values should be properly displayed.
Passive Skills:
- Temporarily removed Full House mastery (Apostate) from the game.
- Path of the Protector should properly change Barriers duration.
- Fixed some passive skills combinations which were breaking their behaviour.
- Slow Thinker and Rewarded Restraint now correctly show cards played.
- Defensive Dance now properly adds barrier after dealing a hit with maneuver card.
- Persistent Defense Barrier gain reduced from 15 to 10.
- Intimidation now correctly applies Vulnerable to other enemies.
- Doomsday now correctly grants ultimate charges.
- Waiting for an Opening provides Barrier only once.
Cards:
- Forward Planning now correctly reduces cost of cards.
- Awakening no longer promotes Ethereals.
- Duplicating Perfect Defense gives another 50% chance instead of adding to 100%.
- Greedy Strike is capped at the enemy HP.
- Finishing Touches no longer drains 6 Energy.
- Fire Shot effects order fixed.
Items:
- Wyrdstone Heart now properly heals when used from inventory.
- Stagfather's Charm Hugely Boosted.
Enemies and Allies:
- Soul Harvester now displays correct intent when attacking allies.
- Soul Harvester's Harvested Soul attacks their master on Hit received and loses 20% damage.
- Necromancer's Undead Spawn reduces their master Armor on Hit received.
- Woolsey now displays intent.
- Woolsey is no longer promotable by summoners.
Our current plan for the next few weeks is:
- From now on we're going to try to publish fixes to the game in smaller, more focused batches. As you'll see from patchnotes today, today's hotfix is touching upon many different issues you've reported. It took as this long precisely because of that: the more things are in a patch, the longer it takes to test it. In order to try (we hope this will work) to push fixes faster we're going to work on them in a more "focused" manner. So, for example, next big patch will probably contain only story-related fixes (and hopefully translations), and the next one after that will be related only to balancing... And so on.
- We've been investigating the causes of various crashes and optimization issues. We really hear your feedback and we're unhappy that the game sometimes doesn't work as well as it should. We have ideas on how to approach these issues and we're going to start to work on some major improvements in these areas. We don't know how long they're going to take (because they will require some proper research) but we hope that within the next few weeks the game should run better & smoother.
- At the same time we have some really cool ideas for the future of Conquest - we do want to introduce some events and work on additional content, but before we're ready to announce that we need to wrap up the issues that we've already started (like implementing localizations).
So thank you all once again for your support. We're humbled and grateful for all your reviews and comments - it's amazing to see that you care so much!