Full notes
Full Tales of Kathay update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Main features
New Skill Tree system that replaces the previous milestone (linear) format. You can now choose what unlocks to prioritize, creating distinct builds along the way;
New abilities for you to unlock in all the weapon skill trees. Push all enemies away, deal strikes with extra crit chance, or lunge at your enemies;
New stats for block chance, counter-attack chance, bleed chance and stun chance;
Smoother start for new playthroughs, revealing the starting city and making blacksmiths more common;
New artwork from the incredible Marvin Blattert
@/komarca.art/
, being showcased in the main menu and the game’s visual identity;
Patch notes
Gameplay
Skills are now defined in unlock trees instead of the previous milestone (linear) format;
New stat: Block chance - allows you to block incoming attacks that would otherwise hit;
New stat: Counter chance - whenever you’re attacked, you can perform a simple attack back;
New ability: Lunge - Jump at your enemies, with a higher chance of dealing critical damage;
New ability: Fencer’s advance - Moves into an adjacent tile, and get extra block chance;
New ability: Crowd Push - Pushes enemies in an arch away from you;
New ability: Hook In - Pulls an enemy closer with the hook of your axe;
Changed Mutilate action to deal extra critical damage instead of Bleeding and Stunned;
Crafting recipes now require specific unlocks instead of a level;
Removed “One-handed-fighting” skills;
Renamed “Sword Fighting” skill to “Swords”;
Renamed “Axe Fighting” skill to “Axes”;
Renamed “Mace Fighting” skill to “Bludgeons”;
Renamed “Hand-to-hand Fighting” skill to “Brawling”;
Renamed “Combat maneuvering” skill to “Footwork”;
Grokker Chiefs can now spawn with a slightly better weapon;
UI
Added new logo and art on the main menu;
Added new help topic for skills;
Added new help topic for crafting;
You can now see the traders of a city when hovering over it in the map;
Balance
Increased the speed which you level up;
Reduced range of encounter generation from 7 world tiles to 6;
The starting city is always revealed;
Increased volume of blacksmiths across the world;
Modding
New “Loadout” resource that defines what equipment NPCs will wear;
Bugfixes
Fixed issue where the player could start with a full inventory if they inherited it from their parents;
Fixed issue where traders could have no inventory;
Quitting the game now waits for any save subroutine to avoid save mismatches;
Source
Changelog.gg summarizes and formats this update. How we read updates.
