In this update3
Full notes
Full Spirited Thief update
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Repeated intro
Hello Thieves!
What changed
- Store
- Gameplay
- Balance
Spirited Thief changes
This update focus on abilities, with a new unique abilities for each of your companions! But there's also buffs to existing abilities that were a little undertuned. Unlockable abilities in the shop are not meant to replace the starting ones - and are often more specialized - but they still need to relevant!
Abilities
One new loyalty ability for Besk, Iwie and Sunyang
Pet rat: range melee -> 3. Pet rat is about making pickpocket more convenient, so a little more convenience was needed to justify its use.
Chaos Strike: 1 -> 0 action cost, and is now "quick". Chaos strike has already a lot of restriction to its use (melee, and at high danger only), so it could use some love.
Decoy: 5 -> 3 turn cooldown.
Spirit Curse: 2 -> 3 uses.
Deadly Nightmare Curse: 1 -> 2 uses.
Fear Curse: 2 -> 3 uses.
Chaos Glyph: 2 -> 3 uses.
Fear Glyph: 2 -> 3 uses.
Hook: 1 -> 0 action cost.
- Disguise1 -> 0 action cost, added a 5 turns cooldown. Since using disguise has now some real downside (being close to a guard will reveal it), the action cost was excessive. Instead the cooldown make it a commitment for a couple of turns.
Caltrops: 1 -> 0 action cost.
Madboom: 1 -> 0 action cost, and is now "quick".
Changes
Easy difficulty setting now has reduced guards and simpler puzzle by default (like Story difficulty setting)
Soul lantern: minor changes to the anti-Besk boulder.
Spider Burrows: only one enemy is possessed instead of 3.
Spider Burrows: modified the "suicidal" cutthroat's patrol path so that she doesn't jump into a trap.
Fixes
Pushed enemies correctly trigger traps.
Evil spirits can now target tiles with smoke.
Trin could get blocked while using long range teleport.
Cave: enemies don't forget their patrol after a rewind.
Cave: music isn't stopped after a rewind.
Guards' tower: Trin/Dumdum can't trigger the office cutscene.
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Source
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