Full notes
Full Sepulcrum update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
Sepulcrum changes
Balance changes and polishing, too many minor tweaks to mention.
Easy is now a little bit more difficult. Hell is now rather less impossible.
Multi coloured barcharts...
The initiative queue is now less random each turn, so less double turns (guy at end of queue sometimes gets to go first next turn)
If you have been ambushed, you no longer get set as a moving target. (ranged to hit malus)
Enemy leadership improved, bigger penalty to morale if one dies (same goes for your team)
Healing Touch gets a new icon
Lots of work on AI for ranged fire. If threatened they will now run away, but also try and get a good shooting position.
Enemy ranged fire made a bit better.
Jabberwork combat improved greatly (can't regenerate so much, screams less)
Demo updated too, and is now live! You can play the whole first act, but only on Easy mode.
Source
Changelog.gg summarizes and formats this update. How we read updates.
