HomeGamesUpdatesPricingMethodology
Steam News4 May 20188y ago

Grimoire 1.2.0.80-R Update

This update features the "Spirit" bar (SPI) mechanics now working! When you encounter a particularly evil or horrifying creature, each party member has to Save VS that monster's appearance with their DEVOTION attribute,

Full notes

Full Grimoire : Heralds of the Winged Exemplar (V2) update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions0 changes0 removals
  • UI and audio
fixedThis update features the "Spirit" bar (SPI) mechanics now working! When you encounter a particularly evil or horrifying creature, each party member has to Save VS that monster's appearance with their DEVOTION attribute, which is really their courage in the presence of malevolence. If they successfully save at the start of the encounter and their SPIRIT bar is kept at maximum, they will not have to save during combat against that creature again. If they do not save they will begin to accumulate the FEAR condition and have to save each round once again for that monster. Their SPIRIT bar will continue dropping and their FEAR will increase, possibly incapacitating them. There are several ways that a character's spirit can be restored. One of the most likely ways is to sleep in an identified "Haven" cell (marked as a red flag in the map when pressing the Haven button). The character can also have "Bless" or "Cerebral Shield" or "Miracle" spell cast on them during combat. It is likely that this mechanic will undergo some adjustments by the time V2 is released but the underlying principles will remain unchanged. Some monsters may have their evil quotient adjusted in response to feedback. Otherwise, once the SPIRIT bar has dropped, until it is restored the party member grows more fearful in the presence of evil monsters in every combat afterwards until their SPIRIT bar is restored to full. Addendum : Each time you encounter an evil monster, you are a little less likely to be terrified of them. Each has a threshold after a certain number of encounters after which they will no longer trigger terror in party members.

Grimoire : Heralds of the Winged Exemplar (V2) changes

fixedThis update features the "Spirit" bar (SPI) mechanics now working! When you encounter a particularly evil or horrifying creature, each party member has to Save VS that monster's appearance with their DEVOTION attribute, which is really their courage in the presence of malevolence. If they successfully save at the start of the encounter and their SPIRIT bar is kept at maximum, they will not have to save during combat against that creature again. If they do not save they will begin to accumulate the FEAR condition and have to save each round once again for that monster. Their SPIRIT bar will continue dropping and their FEAR will increase, possibly incapacitating them. There are several ways that a character's spirit can be restored. One of the most likely ways is to sleep in an identified "Haven" cell (marked as a red flag in the map when pressing the Haven button). The character can also have "Bless" or "Cerebral Shield" or "Miracle" spell cast on them during combat. It is likely that this mechanic will undergo some adjustments by the time V2 is released but the underlying principles will remain unchanged. Some monsters may have their evil quotient adjusted in response to feedback. Otherwise, once the SPIRIT bar has dropped, until it is restored the party member grows more fearful in the presence of evil monsters in every combat afterwards until their SPIRIT bar is restored to full. Addendum : Each time you encounter an evil monster, you are a little less likely to be terrified of them. Each has a threshold after a certain number of encounters after which they will no longer trigger terror in party members.

This update features the "Spirit" bar (SPI) mechanics now working! When you encounter a particularly evil or horrifying creature, each party member has to Save VS that monster's appearance with their DEVOTION attribute, which is really their courage in the presence of malevolence. If they successfully save at the start of the encounter and their SPIRIT bar is kept at maximum, they will not have to save during combat against that creature again. If they do not save they will begin to accumulate the FEAR condition and have to save each round once again for that monster. Their SPIRIT bar will continue dropping and their FEAR will increase, possibly incapacitating them. There are several ways that a character's spirit can be restored. One of the most likely ways is to sleep in an identified "Haven" cell (marked as a red flag in the map when pressing the Haven button). The character can also have "Bless" or "Cerebral Shield" or "Miracle" spell cast on them during combat. It is likely that this mechanic will undergo some adjustments by the time V2 is released but the underlying principles will remain unchanged. Some monsters may have their evil quotient adjusted in response to feedback. Otherwise, once the SPIRIT bar has dropped, until it is restored the party member grows more fearful in the presence of evil monsters in every combat afterwards until their SPIRIT bar is restored to full. Addendum : Each time you encounter an evil monster, you are a little less likely to be terrified of them. Each has a threshold after a certain number of encounters after which they will no longer trigger terror in party members.

Source

Steam News / 4 May 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.