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UI:
Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
Steal Gold: Gold value was shown with very small text before. Fixed.
Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
Performance: Minor performance improvements.
Spearvault: Will now look better when casted from under-water.
Balance:
Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.
Bug Fixes:
Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
Maps: Fixing some drawing ordering issues for some maps.
Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
Descriptions: Fixing some typos and mistakes in some descriptions.
Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.
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