In this update15
Full notes
Full Crimson Tactics: The Rise of The White Banner update
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What changed
- UI and audio
- Gameplay
- Fixes
- Balance
- Performance
Crimson Tactics: The Rise of The White Banner changes
Game Version: v2.1.0.0
General Updates
- Rewards Screen Skip ButtonAdded a Skip Button to the Rewards Screen, allowing players to bypass the rewards animation and proceed more quickly.
Bugfixes
Duelist
- Weapon VantageFixed a bug where the Weapon Vantage passive was not applying the correct STR or DEX bonus in certain weapon matchup scenarios.
- Precision StrikeFixed a bug that allowed Precision Strike to be blocked, despite the ability being designed to guarantee unblockable hits.
- AmbushFixed a bug where Ambush only checked 4 cardinal directions for nearby allies instead of a full 360-degree pattern. Damage calculations now correctly account for allies in all surrounding tiles, and isolated targets receive the intended 2x damage bonus.
- Weapon TriangleFixed a bug where the Weapon Triangle passive checked the wrong hand slots, causing incorrect bonus damage application in the sword-axe-lance damage cycle.
Berserker
- Lash Out Accuracy and DamageFixed two bugs affecting Lash Out. Accuracy degradation across the three strikes was never applied, and damage compounded across strikes instead of being calculated from the base value independently. Each strike now correctly rolls its own accuracy (100% / 80% / 60%) and calculates damage from the base value.
- Taunting Mock Status EffectFixed a bug where Taunting Mock applied Breached instead of Staggered to ranged attackers.
- Taunting Mock Magical TriggersFixed a bug where Taunting Mock did not trigger against magical ranged attacks. It now counters both physical and magical ranged damage.
Necromancer
- Raise Intense and Cross Cast AIFixed a bug that prevented AI from targeting suspended summons with Raise Intense and Cross Cast. AI Necromancers can now use all three cast variants of Raise on valid targets.
- Wraith AI ProfileFixed a bug where Wraith summons were assigned the wrong AI profile, causing them to never use any Wraith Arts abilities in combat. Wraiths now use the correct Attacker AI profile.
Undead
- Hibernate Per-Turn HealFixed a bug where Hibernate only healed once on cast instead of healing 25% of max HP each turn while asleep. The ability now matches its intended behavior, healing the unit every turn for the duration of the sleep.
- Hibernate AIFixed a bug where the AI would cast Hibernate at full HP. The AI now only uses it when the unit's HP is below 50%.
- Corpse Eater HealFixed a bug where Corpse Eater killed the target but did not heal the caster. It now correctly heals the caster for 50% of the target's max HP.
Priest
- Cleanse and ReanimationFixed a bug where Cleanse could remove the Reanimation status from undead units, making it a cheaper alternative to Exorcise for that purpose. Cleanse no longer removes Reanimation.
- Exorcise AI TargetingFixed a bug that prevented AI from evaluating active (non-suspended) undead units as valid targets for Exorcise Cross Cast. AI Priests can now properly target undead units with all cast variants.
Rogue
- Target Wounds Damage CapFixed a bug where Target Wounds' damage multiplier could reach 3x. The cap has been corrected to 2x as originally intended.
- Pilfer AI FailFixed an AI bug that caused Pilfer to almost always fail.
Ninja
Substitution Jutsu on Mounts: Substitution Jutsu can no longer be used while mounted, matching its intended design.
- Substitution Jutsu TeleportFixed a bug where the target unit's tile reference was not updated after the position swap, causing the target to remain registered on their old tile.
- Reversal Jutsu Blinded ConversionFixed a bug where Reversal Jutsu converted Blinded into Fortified (a VIT buff) instead of Focused (an AGL buff). Blinded is an AGL debuff and now correctly converts to its corresponding AGL buff.
Swordmaster
- Swordmaster AI ProfileFixed a bug where the Swordmaster class was assigned the Attacker AI profile while all Sword Dance ability trees were built for the Vanguard profile. Swordmasters now use the correct Vanguard AI and can use their Sword Dance abilities in combat.
Dragon Knight
- Thunder Dragon's Rage Status EffectFixed a bug where Thunder Dragon's Rage applied Stunned instead of Breached. It now correctly applies Breached as intended.
Necromancy Arc
- Necromancy Arc Cut-Off and WarningFixed an issue where the Necromancy Arc cut-off was not triggering correctly after the player reaches the Bravia location. A warning prompt has been added before the cut-off occurs, giving players advance notice before the arc becomes unavailable.
General
- Swordmaster Weapon SpawnFixed a bug where the Swordmaster class could spawn with the wrong weapon.
- Disarmed DeathFixed a bug where the Disarmed status effect prevented a unit from dying when it should have.
- Tome CrashFixed a rare bug where the game could crash when a Tome was used.
- Aryls Class ChangeFixed an issue where Aryls was unable to change his class after switching to Knight Commander.
- AI Unarmed BehaviorFixed an issue where an AI unit would not use Throw Rock or Punch when its weapon was stolen.
- Archive EntryFixed an issue where an incorrect entry was unlocked in the Archive based on the Gold & Steel Arc decision.
Game Balance
Ranger
Ranger Stats: Rebalanced Ranger base stats and growth rates to bring the class in line with other early game classes. Ranger was significantly overrepresented in class usage analytics.
- Head ShotNerfed Head Shot's damage factor from 1x to 0.85x, reduced the critical hit bonus from 30% to 25%, and increased the TP cost from 75 to 100 TP.
- Foot ShotNerfed Foot Shot's root application. The chance to apply Rooted has been reduced from 50% to 40%, and it now applies 1 stack instead of 2.
Rogue
- PilferBuffed Rogue's Pilfer ability. Thief Accuracy Modifier values have been adjusted across all item categories to improve steal success rates.
Duelist
- Duelist TP Cost ReductionsReduced TP costs across multiple Duelist abilities to improve resource efficiency. Precision Strike reduced from 100 to 75 TP, Ambush reduced from 200 to 125 TP, and Dual Strike reduced from 200 to 125 TP.
Knight
- Hardline DefenseRebalanced Hardline Defense. Reduced self-inflicted status effect stacks from 3 to 2 and reduced the TP cost from 150 to 100 TP, making the ability less punishing and more accessible.
Shield Bash: Buffed Shield Bash by reducing its TP cost from 150 to 125 TP.
Field Sanctuary: Buffed Field Sanctuary by reducing its TP cost from 250 to 200 TP.
Berserker
- Double Edged Self-DamageReduced Double Edged’s self-damage factor from 1x to 0.5x base damage, preventing the ability from being lethal to the user at higher levels.
- Lash OutReduced TP cost from 250 to 200 TP and slightly reduced damage.
Undead
- Corrosive Spit CostReduced Corrosive Spit's MP cost from 200 to 150 MP.
Ninja
- Ninjutsu TP Cost ReductionsReduced TP costs across multiple Ninjutsu abilities. Substitution Jutsu reduced from 150 to 100 TP, Reversal Jutsu reduced from 100 to 50 TP, Kitsune Jutsu reduced from 100 to 75 TP, and Seduction Jutsu reduced from 150 to 125 TP.
Swordmaster
- Sword Dance TP Cost ReductionsReduced TP costs across multiple Sword Dance abilities. Flame Dance reduced from 100 to 75 TP, Frost Dance reduced from 100 to 75 TP, and Demon Dance reduced from 200 to 125 TP.
General
- Attack AccuracyIncreased accuracy of attacks across the board, with melee units receiving an additional accuracy bonus.
Magic Accuracy Formula: Implemented a separate accuracy formula for magic attacks, decoupling mages from DEX.
- Unit DurabilityIncreased the durability of units.
- Wait Time RebalanceAdjusted Wait Time (WT) values to favor melee units.
Source
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