Full notes
Full Blackguards 2 update
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What changed
- Fixes
- Gameplay
- UI and audio
- Performance
- Balance
Dear Aventuria Travellers, good news incoming for a save and trouble-free expedition to conquer the Shark Throne: we’ll preparing a patch for Wednesday 4th February 2015 which will fix a lot of major and minor bugs regarding Blackguards 2. You’ll find the roadmap what we’ll going to do attached. To those of you who experienced one or more of those bugs listed below: we’re deeply sorry for you having so much trouble with playing Blackguards 2. Patch 2.0 should make sure you can go on without any more problems but if you should experience more or other issues after the patch on Wednesday please contact us so we can take care of your issue. Just write a mail to support@daedalic.de or contact us via the forum here. And last but not least: a huge THANK YOU to all of you for support and feedback! You guys, rock! Best, Your Team Daedalic Roadmap for Blackguards 2 Patch 2.0 Major:
- MAJORfixed issues with passing blow interrupting AI scripts on special occasions
- MAJORfixed win conditions with petrified enemies in several end game battles
- MAJORremoved two possible timing issues with Sandghost "devour" attack
- MAJORfixed soft freeze when Kulminatio level 3 hit its target
- MAJORfixed possible soft freezes when AI's died during their turns
- MAJORfixed an issue with speech being interrupted if app focus was lost
- MAJORfixed an issue that made it possible to start the campaign with only mercenaries
- MAJORfixed Korean book font
- MAJORFixed Problem that potentially hindered the process of Zurbaran's story
Minor:
fixed graphic glitches when applying overlays to pot helmet
fixed animation glitches in training fights
fixed a couple of battle-log issues with special attacks of monsters
improved sound fix in cut-scenes
fixed some issues with NPC barks
removed unnecessary colliders in scenes to improve performance and stability
improved crane load dropping precision
added “game over” trigger if thief in Labyrinth 3 dies before pulling the lever
added “game over” trigger if Cassia dies in Labyrinth 3
fixed alternative win condition at Niobe's estate
fixed Blood Organ's Jumper conversion issues and conversion count for achievements
fixed one minor AI issue with Legionnaires sometimes not using levers correctly
fixed a bug in Insectoid Archer AI concerning attacks on destructible objects
improved scripted camera movements during in-battle dialogues
added missing blood organ to battle of Mengbilla
fixed LOS issues with the inner wall in Mengbilla
improved escape zone functionality so players don't have to wait inside escape zones until win is triggered
improved take cover routines in AI. Melee fighters in cover will now properly fight back from within cover
fixed a win condition issue in the Lorfas preparation battle
cleaned up hex-field in Goblin mine, disabled cells with obstacles
improved team-AI reactions on bridge outpost battle
fixed an issue with the gate in defend battles of the first Chimera creator
fixed some minor issues in Ghouls' berserk behavior
fixed dialogue timing in first expedition battle
Balancing:
- BALANCINGreduced critical hit chance of bounty hunters to zero
- BALANCINGlowered Adamant's Astral Points, delayed Sandghost respawn in Adamant battle
- BALANCINGcorrected Stamina consumption for several special attacks of monsters
- BALANCINGincreased damage output of Cassia's trained spider
- BALANCINGincreased fire resistance of insectoids and legionnaires
- BALANCINGincreased damage of daggers
- BALANCINGincreased stamina cost of dual wield maneuver
- BALANCINGadded damage bonus to 2nd
Source
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