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Steam News4 August 202610d ago

Slightly less minor update! (Typos+feature requests+more!)

This update addresses (hopefully) the remaining typos within the game, a few other bugs, and adds a few new requested features as well as updating the gamepad icons and a few keyboard icons.

Full notes

Full Monsters of Mican update

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

What changed

1 fix5 additions3 changes0 removals
  • UI and audio
  • Balance
  • Events
  • Gameplay
addedThis update addresses (hopefully) the remaining typos within the game, a few other bugs, and adds a few new requested features as well as updating the gamepad icons and a few keyboard icons.
changedTypos:
changedI have scoured as much of the game's text as I can manage to fit in a text editor with spell check and made dozens of corrections. There's always the chance the gather text tool missed some (or spellcheck missed some) but I did go through something like 15 million text characters and I'm only one man.
fixedFixed Shield of the Defender not being classed as either heavy or light armor - Fixed an issue where you might wind up getting duplicate thief cards - Fixed an issue where sometimes clues/quest notes would be added again after using the corresponding object more than once - Fixed a rare issue where boss triggers could fire after the boss was defeated and softlock the game - Fixed an issue with the mine floor crack tiles showing up (if you have high awareness) when reloading or coming back to the level after triggering them. This may still happen on existing save files, but any new files should see this fixed. - Fixed an issue with some interactions not awarding the reward to the entire party when they were supposed to - Fixed an issue where the fire sigil keeper was not properly on a navigation mesh and was therefore stuck and couldn't move to attack (whoopsie) - Fixed an issue in Unfortunate Consequences where one of the walls could be triggered before proceeding through the doorway, blocking your path - Fixed an issue with levers sometimes responding "false" if the object being moved/triggered was already gone - Fixed a few UI bugs, including spacing between items and the word "of", and scaling the weapons properly on the overview screen
addedAdded a difficulty dependent "alert nearby enemies" function. This allows enemies who are attacked to alert nearby visible enemies in their group, even if the player can't see them. Meaning, you can't cheese a group of enemies around a wall corner anymore, unless you want to play in easy or cakewalk mode (in which this function is disabled). Hard mode increases the alert radius.
addedExpanded the space bar function. A number of menus now have the space bar indicator next to a button, telling you that you can hit space to trigger that button. Most importantly, the interaction window has assigned space to the first option so that you don't need to drag your mouse all the way over there to select single option choices anymore. Also added to the chest window, and changed/expanded its function in a few other windows.

Monsters of Mican changes

addedThis update addresses (hopefully) the remaining typos within the game, a few other bugs, and adds a few new requested features as well as updating the gamepad icons and a few keyboard icons.
changedTypos:
changedI have scoured as much of the game's text as I can manage to fit in a text editor with spell check and made dozens of corrections. There's always the chance the gather text tool missed some (or spellcheck missed some) but I did go through something like 15 million text characters and I'm only one man.
fixedFixed Shield of the Defender not being classed as either heavy or light armor - Fixed an issue where you might wind up getting duplicate thief cards - Fixed an issue where sometimes clues/quest notes would be added again after using the corresponding object more than once - Fixed a rare issue where boss triggers could fire after the boss was defeated and softlock the game - Fixed an issue with the mine floor crack tiles showing up (if you have high awareness) when reloading or coming back to the level after triggering them. This may still happen on existing save files, but any new files should see this fixed. - Fixed an issue with some interactions not awarding the reward to the entire party when they were supposed to - Fixed an issue where the fire sigil keeper was not properly on a navigation mesh and was therefore stuck and couldn't move to attack (whoopsie) - Fixed an issue in Unfortunate Consequences where one of the walls could be triggered before proceeding through the doorway, blocking your path - Fixed an issue with levers sometimes responding "false" if the object being moved/triggered was already gone - Fixed a few UI bugs, including spacing between items and the word "of", and scaling the weapons properly on the overview screen
addedAdded a difficulty dependent "alert nearby enemies" function. This allows enemies who are attacked to alert nearby visible enemies in their group, even if the player can't see them. Meaning, you can't cheese a group of enemies around a wall corner anymore, unless you want to play in easy or cakewalk mode (in which this function is disabled). Hard mode increases the alert radius.

This update addresses (hopefully) the remaining typos within the game, a few other bugs, and adds a few new requested features as well as updating the gamepad icons and a few keyboard icons.

Typos:

I have scoured as much of the game's text as I can manage to fit in a text editor with spell check and made dozens of corrections. There's always the chance the gather text tool missed some (or spellcheck missed some) but I did go through something like 15 million text characters and I'm only one man.

Bugs:

  • Fixed Shield of the Defender not being classed as either heavy or light armor - Fixed an issue where you might wind up getting duplicate thief cards - Fixed an issue where sometimes clues/quest notes would be added again after using the corresponding object more than once - Fixed a rare issue where boss triggers could fire after the boss was defeated and softlock the game - Fixed an issue with the mine floor crack tiles showing up (if you have high awareness) when reloading or coming back to the level after triggering them. This may still happen on existing save files, but any new files should see this fixed. - Fixed an issue with some interactions not awarding the reward to the entire party when they were supposed to - Fixed an issue where the fire sigil keeper was not properly on a navigation mesh and was therefore stuck and couldn't move to attack (whoopsie) - Fixed an issue in Unfortunate Consequences where one of the walls could be triggered before proceeding through the doorway, blocking your path - Fixed an issue with levers sometimes responding "false" if the object being moved/triggered was already gone - Fixed a few UI bugs, including spacing between items and the word "of", and scaling the weapons properly on the overview screen

Additions:

  • Added a difficulty dependent "alert nearby enemies" function. This allows enemies who are attacked to alert nearby visible enemies in their group, even if the player can't see them. Meaning, you can't cheese a group of enemies around a wall corner anymore, unless you want to play in easy or cakewalk mode (in which this function is disabled). Hard mode increases the alert radius.

  • Expanded the space bar function. A number of menus now have the space bar indicator next to a button, telling you that you can hit space to trigger that button. Most importantly, the interaction window has assigned space to the first option so that you don't need to drag your mouse all the way over there to select single option choices anymore. Also added to the chest window, and changed/expanded its function in a few other windows.

  • New gamepad icons. I made new gamepad icons that I like much better than those from the asset pack most prior ones were from. Plus, these I made myself so yay

  • Slight font change- the periods in the default font have been changed to be a bit rounder. That is all.

  • The Quickload key can now work while the game is paused, and there's a quickload button added to the game over screen.

I think that's all for now! If you have any other bugs to report or suggestions please let me know, and as always thank you so much for playing! And if you like the game please consider leaving a review if you haven't already

Source

Steam News / 4 August 2026

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