Rogue Fable III
Rogue Fable III 1.7
Version Date
Jan. 12, 2019
Patch Notes
January-11-2019 - Update 1.7
Bunch of bug fixes today. Still working on the Mac OS version. Ended up being more time consuming then I thought so will be working on it over the weekend to try to get the game playable for our friends in Mac land.
Planning on continuing working on enemies, levels, generators, traps etc next week and for the rest of January. Will be switching focus for the month of February back to player side content: new class, new race, new items and talents etc.
BUGS_AND_CRASHES:
- Summoning blades should default to spawning the blades on dangerous terrain if there is not enough safe terrain. (Blades were not spawning over stuff like lava, pits, etc.)
- Lunge now shows the correct path it will take when the ability is targeted.
- Fixed a 'hack' with enchantment and transference tables in which they were not consumed but item was still enchanted / transferred.
- Changed the F12 => F11 to open the console window (screen shot button on steam).
- Attacking with a weapon in the quick slot will no longer corrode the weapon in the primary slot.
- Changed the description of races to list races as values rather than %.
- Immobile enemies (fire pots) will remain visible even when out of vision.
MECHANICS_AND_BALANCE:
- Stealth bonus to crits was actually being counted twice. Once by adding damage to sneak attacks, and then again by adding damage to crits. This has been fixed so that the stealth bonus is a flat +5% to crit hits regardless of how those crits were executed.
- Poison staff will now tick damage on the turn it is cast. You would always get hit once for example if you poisoned a rat in melee range even though he immediately died.
- Charms are now usable when confused, much like wands.