Full notes
Full 2 Fights in 2 Tight Spaces update
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What changed
- Gameplay
- Events
- Maps
- Fixes
Thanks for all your feedback and conversations across the various channels, we are still ploughing through it and we will be addressing some of the most commonly requested gameplay issues (including objective balancing!) very soon.
In the mean time, we've sorted a bunch of other issues across various facets of the game including a new feature that we've been trying to find time for since the first game released - namely post-death rollbacks - if you still have rollbacks when you lose the game, you can roll back to the start of your most recent turn and try again. It may be that it's too late for you anyway, but it does give you the potential for an "extra life" (or more) if you've made a mistake just before you pressed End Turn and you hadn't already used up your supply of time reversing! (this also works in co-op, for example if one of you has thrown a colleague under the bus with some ill-judged play).
We've also added a new in-game Bug Reporter, which will be particularly helpful to us in the event of Multiplayer Desyncs. If you find yourself in a situation where you can't proceed someone needs to slam the B key (doesn't matter which player, but preferably only one of you!), enter some details about what happened and it will collect logs from all attached players so try to make sure everyone hangs around while the report is submitted. It can - of course - be used for all bugs, but we're particularly interested in Multiplayer hangs at the moment. Note: There's no way currently to do this on controller only/Steam Deck, but we'll work something out for the next patch.
Features
Post-death rollbacks
In-game bug reporter
Improvements
Improved ragdolls (no more weirdly-stretchy necks)
Help screen images added
Map info panel now gives a much clearer indication of what rewards are available within a fight
Map info panel shows separate data for each fight within a multi-stage fight
Bug Fixes
Fix occasional issue where host and clients would disagree when a turn had completed
Fixed lack of animation/SFX on multiplayer card view when using mouse
Allowed relevant levels to have Void Kill and Protect Ambassador objectives, where they were previously missing
Enemies with armour now get their Block applied on the turn they arrive
Fixed issue with multiplayer-only cards appearing early on in Single Player Deck Draft
Fixed visual issue where market walls were showing the wrong head-slam animations
Source
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