Greetings fellow gods,
Today, we have 2 new events that offer an alternative path to resolving the Thief Operations event, along with some fixes to issues you've reported.
Here's the full changelog:
Added
- Added a new alternative path for the Thief Operations event - Fancy Villa.
- Added a new alternative path for the Thief Operations event - Wizard Tower.
- Added a new action to the Thievery skill.
Changed
- Same settlement NPCs and raid-related NPC groups no longer become enemies during raids or misfired abilities.
- When spawning new special locations, more weight is put on locations that are currently unavailable in the world.
- Friendly Mage no longer considers the player an ally, making the fire beetles angry.
Fixed
- Fixed crash related to immunity to damage type and Distance Damage amplifier.
- Fixed Thief Leader not spawning for Thief Operation event.
- Temporary abilities from items are enabled correctly for starting items.
- Companies that previously got stuck outside their settlements will correctly return to their garrison.
- Fixed an issue that caused arrows to reappear when re-entering the region.
- Open Wound amplifier now correctly states it only applies to physical and true damage types.
- Fixed the ability to migrate families to settlements that don't meet the requirements.
- Freezing Bomb now correctly applies one stack of the Freeze effect.
- Event-related NPCs no longer have dialogue with animals.
- Fixed some typos.
I won't say too much, but we're working on a new skill next. It's been a while since we've had something new in that area, and what we're planning should enhance a certain way of playing that I really enjoy in games. Have fun, Artur