18 August 2015 patch

The following patches were deployed on 18 August 2015.

Build Update #10171 (PC and Mac, Hotfix)

 * Sanitarium crash bug fixed and treatment cost scaling (with hero resolve level) restored.

Gameplay

 * Corpses
 * corpses cannot be missed
 * corpses are not made if killing blow was a crit
 * corpses should inherit remaining DOTs if they were killed by a normal hit instead
 * lowered small corpse HP slightly

Houndmaster

 * fix to scaling bugs where wasn't getting proper proc rates as he leveled up (whistle, debuffs)
 * increased base damage
 * Hound's Rush: increased accuracy, increased mark bonus, added minor bleed, moved PROT debuff into Whistle
 * Harry: increased accuracy, increased dmg
 * Whistle: made it a standard mark; added PROT debuff and increased thie debuff relative to prev Hound's Rush PROT debuff)
 * Blackjack: increased dmg, added Strong Stun

Bounty Hunter

 * Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too
 * Uppercut: added strong stun

Arbalest

 * Blindfire: improved dmg
 * Flare: made partywide and added Light

Grave Robber

 * increased base dmg
 * Thrown Dagger: added a Bleed Resist debuff to increase team synergies
 * Flashing Daggers: increased dmg a bit

Various

 * Plague Doctor / Grave Robber: Increased accuracy of PD and GR blighting attacks to help mitigate PROC risk
 * Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast
 * Houndmaster and Man-at-Arms cannot guard self

Monsters

 * PROT: adjusted some starting values and reduced progression scaling on higher level monsters
 * tuned down L3 and L5 monsters some
 * L1 monsters - lowered crits
 * Designated some monster attacks as Can't Crit, to eliminate some edge cases and odd situations (like Howl crits)
 * maggots: dropped PROT although was sincerely tempted just to call them "Armored Maggots" and be done
 * tweak down PROT of Skel Captain and Skel Defender
 * Tuned down Skel Captain multistun a bit
 * unclean giant: hits more like a Mack f-in truck
 * Giant has a new brain to favor his tree branch
 * Cultist Witch has a new brain to favor stress cast
 * Swine Drummer has a new brain to favor stress drumming
 * ghouls and skel captains: slightly reduced overall threat
 * swine wretch dodges more
 * swine slasher dodges less
 * cauldrons can't be missed HUZZAH
 * Higher level cannon bosses sometimes summon more Fusemen (HUZZAH AGAIN)

Economy

 * Economy pass: scaled up mid and late game costs (hero upgrades, hero treatment, building upgrades) as part of economy balance pass
 * Hero upgrade costs: lowered initial costs but scaled up later upgrade costs significantly
 * Building upgrade costs: increased costs of mid and later upgrades significantly
 * Increased extra treasure resulting from dark conditions (low torch/dark runs) to try to make the risk worthwhile
 * Hero treatment costs increase with hero Resolve Level. After all, Veteran heroes take more work to fix, drink more, need more soul-searching, and have weirder fetishes!

Misc

 * Added the option to turn off Tutorial messages (see OPTIONS screen)
 * RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges
 * Quest Generation: all new logic to generate quests that better match your roster. This should reduce the situations where you have a full roster of 5s but only get L1 quests, or vice-versa.
 * TIME PASSING IN TOWN: time will no longer pass in town if you started a quest and immediately retreated. You must make some progress (in one of several measured ways) for time to pass. If time doesn't pass, heroes won't *complete treatment, quests won't re-roll, stage coach won't refill, etc. This *shouldn't* overly penalize unlucky runs because some of the measure of progress will account for this. The feature is mainly designed to prevent *loading a dungeon and quitting back out just to roll town.
 * Also, If time does not pass during the raid, the retreating heroes won't get quirks or diseases. However, they will still suffer retreat stress.
 * Death's Door: reduced stress penalties for repeated Death's Doors during the same combat. Let's face it--after you've stared down Death several times in the same battle, the fear diminishes...
 * Bleeds and Blights (heroes and monsters): ensured all have a 5 step progression in terms of proc chance so there aren't dead spots at upgrades 2 and 4
 * EFFECTS: removed duration overrides for some effects where it was not intended, separated out mark side effects in to their own effects
 * Medicinal Herbs no longer cure bleed/blight (this was a bug)

Bug Fixes

 * cleaned up extra "" printing in the hero files
 * string fixes / missing strings (e,g, disease treatment)
 * Fixing bark transitions.
 * Handling if nobody is available to bark during town stress presentation.
 * Bug fix in the heirarchical_file. Fixes problem with options not being saved properly.
 * fixed another bug with updating the name in the activity log's hero level up entry.
 * making sure that awarded trinkets from the previous raid aren't included in the pool of trinkets that can be misplaced by a hero in an activity.
 * Fixed negative quirk cost exploit when assigning a hero to a sanitarium slot.
 * Fixed bug in effects which prevented the Skull Adrenaline effect from being applied until camp.
 * Moved the initial swap to be after the swap interval has been set. Potential steam overlay fix.
 * Fixed up loot box when there are too many items.
 * fixed bug where quirks weren't awarded if the quest wasn't completed instead of using conditions for a week being complete.
 * Fixing up bug where you could equip two trinkets of the same type.
 * Monsters shouldn't try to target friendly corpses.
 * Reformated saving of goals.
 * Updating starting save to new raid version.