This update includes a number of rules fidelity fixes and minor technical improvements.
The most significant bugfix involves a restored integration with Steam on some Linux environments.
The bulk of this update (100 lines of the following patch notes) focuses on improvements and balance updates to the encounters of the upcoming Four-Leaf Clover expansion in response to feedback from a private playtest. The expansion is not yet available for a public playtest, though you can wishlist it already.
A Patreon playtest of the expansion will begin soon. A playtest that involves the wider community will also happen, though only after the last chapter is completed (currently, the expansion contains only 5 out of the 6 planned chapters) and after voice acting is in, so that will still take some time.
Full patch notes:
Features:
Added hidden keyboard shortcut H: Hold H to hide the currently spoken line interface element.
System:
Telemetry host changed. (If you allowed anonymous telemetry, it will now be sent to a different server. The server is hosted by Hostinger in the EU. The privacy policy doesn't change: The telemetry still doesn't contain any identifying information, and can't be linked to your Steam account.)
Rules fidelity:
Archetypes (Dragon Disciple): Fixed that Scales of the Dragon effected counted as armor prevening you from using Laughing Shadow magus's effect or most monk stances.
Archetypes (Sentinel): Fixed that Sacrifice Armor didn't work with kineticist armor impulses.
Classes (Champion): Fixed that the champion's reaction sometimes worked at distances longer than 15 feet diagonally.
Classes (Fighter, reversal!): The Point-Blank Shot feat now also applies to thrown weapons, not only ranged weapons. (While not strictly accurate per a literal interpretation of the rules, distinguishing between "melee thrown" and "ranged thrown" weapons is not very useful, it philosophically seems to make sense to have Point-Blank Shot work also with thrown weapons, and this expansion of the feat looks to be fun and not damaging to balance.)
Classes (Magus): Fixed that Starlit Span magus couldn't use Force Fang at range.
Classes (Monk): Fixed that Backswing for gorilla slam didn't work.
Classes (Oracle - Ancestors): Now grants an ancestry feat at level 11.
Classes (Oracle - Battle): Now grants better weapon proficiency at level 11 and better armor proficiency at level 13.
Classes (Oracle - Flame): Now grants master in Reflex and evasion at level 13.
Classes (Rogue): Fixed that Reactive Interference couldn't be used with Preparation.
Classes (Sorcerer, reversal!): Dangerous Sorcery no longer applies to spells that have a duration.
Encounters (S9E5): Fixed that Grandmother Demay's Bend Space ability affected creatures beyond 10 feet sometimes.
Impulses (Steam Knight): Fixed that the impulse affected some creatures beyond 10 feet.
Impulses (Timber Sentinel): Fixed that you could use Breath of Life and similar abilities to save a timber sentinel or a protector tree.
Items (thunderstone): Fixed that it affected also creatures at 15 feet diagonally.
Monsters (Frost Giant): Fixed that you could get affected by Chill Breath multiple times.
Rules (Trip): You can't use Trip underwater.
Rules (downgrading hits): Fixed that if a degree of success was downgraded due to, e.g. Mirror Image, Chromatic Image, or the fortification armor property rune, some effects would still trigger as if the result was the higher degree of success (e.g. Deflect Critical Hit or Opportune Backstab).
Rules (movement): Incorporeal creatures no longer count as difficult terrain when you're moving through them.
Rules (swimming): Swimming creatures can't fall prone in water.
Rules (underwater combat): You now can't fall prone underwater.
Spells (Deflect Critical Hit): Fixed that it triggered also against non-attack effects in some cases.
Spells (Phantom Prison): Fixed that Hunt Prey, even though it's a purely mental action on the part of the ranger, triggered Phantom Prison's secondary save.
Spells (Phantom Prison): Fixed that a victim of Phantom Prison always automatically succeeded on all secondary saves.
Spells (Sanguine Mist): Fixed that Large and larger creatures were being dealt damage multiple times.
Spells (Shadow Siphon): Fixed that a Shadow Siphon that counteracted Chain Lightning only applied to the initial target, and not to all subsequent targets as well.
User interface:
User interface: When you shove a foe, you will now pull back to your original position visually so that it's clearer where you can Stride with your follow-on Stride.
Visuals: Grappled creatures now show a chain on their tokens to make this more obvious.
Balancing:
Encounters (S4E5): Removed positive from the list of damage types that bypass the Final Dusk's damage resistance.
Tactics: Enemies will no longer spend actions maintaining grapples on minions, and will spend at most 1 action maintaining grapples each turn.
Tactics: Enemies will no longer waste actions on maintaining a grab before attempting to Swallow Whole.
Modding:
Modding: Added AdventurePath.CreateQuickstartCharacterSheets.
Modding: Added AttackOfOpportunityMechanics.AdditionalEffectOnTarget to allow "Not So Fast!" Guardian reaction and possibly other reactions.
Modding: Added Dawnsbury.Campaign.Path.AdventurePath.HeroCampaignTraits.
Modding: Added QEffect.Supereffect that contains the Grappled effect that caused the subordinate Grabbed or Restrained effects to exist.
Modding: TBattle.AskToChooseACreature now allows you to set the tooltip description per target.
Bugfixes:
Archetypes (Sorcerer): Fixed that the Advanced Bloodline feat didn't work when taken by a character with the Sorcerer archetype.
Cinematics: Characters will now move into more natural positions when moving to each other.
Feats (Sacred Defense): Fixed that the values for success and critical success were reversed.
Impulses (Timber Sentinel): Fixed that the tree didn't protect a creature that was damaged by an attack of opportunity as it was passing through the tree's space. (Also applies to the Protector Tree spell.)
Items (aeon stone of cheating death): Fixed that you could reuse the same stone any number of times during an encounter even though it already cracked.
Items (doubling rings): Fixed that doubling rings caused the warning about moving without equipping your weapons to not work.
Modding: Fixed a regression where auditory attacks and concentrate attacks provoked attacks of opportunity even if they were melee and weren't manipulate.
Monsters (Redcap): Fixed that Divine Revulsion didn't autocast.
Spells (Contingency): Fixed that the game would crash if you selected a companion spell that has variants such as circle of protection. Now, if a spell has variants, you will need to select them as you choose the companion spell.
Spells (Phantom Prison): Fixed that enemies didn't attempt to escape a Phantom Prison.
Steam: Reverted Steam integration API back to the version from before March 2026. The new version was causing Steam integration to no longer work for some users playing on Linux.
Story mode: Fixed that Tok'dar didn't show all ancestries other than human or orc as not recommended for lore reasons.
Story mode: Fixed that in some cases the game still referred to "Tok'dar" instead of the name you chose for the third hero.
Text: Fixed text in some stat blocks.
Character content (beyond the level cap):
New feats: Replenishment of War, Shared Replenishment, Impaling Thrust, Stay Down!, Sidestep, Instant Opening, Sustaining Seel
Four-Leaf Clover:
Art: Added or improved art for some NPCs and monsters.
Audio (S10E6, S11E4, S11E6, S13E2a): Music now switches between slow exploration and fast combat depending on if you are in initiative pressure.
Audio: Changed music for the Frozen North sections.
Balancing (S10E1): On Insane, removed Brimorak and Dretch, Vrock -> Elite Vrock, Hezrou -> Supreme Hezrou, Elite Babau -> Supreme Babau.
Balancing (S10E3): On Hard, added one Skeleton Archer and all skeleton warriors are now Elite.
Balancing (S10E3): On Insane, Skeleton Cleric -> Elite Skeleton Cleric. Ghost Pirate Captain -> Elite Ghost Pirate Captain. Removed one skeleton archer. All skeleton warriors now Supreme. All skeleton archers now Elite.
Balancing (S10E3, S10E7): The skeleton cleric now has 6th-level heroism instead of 4th-level invisibility.
Balancing (S10E4c): On Hard, Ani -> Elite Ani.
Balancing (S10E4c): On Insane, Ani -> Supreme Ani. All naiads -> Elite Naiad.
Balancing (S10E5): On Hard, Soul Eater -> Elite Soul Eater. Clockwork Sentries -> Elite Clockwork Sentries.
Balancing (S10E5): On Insane, added an extra soul eater. Soul eaters are now Supreme, and both clockwork sentries are also now Supreme.
Balancing (S10E6): On Insane, Irivyrn -> Elite Irivyrn. Hiergoylph Scorpion -> Elite Hieroglyph Scorpion. Removed one draugr archer. Draugr Warrior -> Supreme Draugr Warrior.
Balancing (S10E7): On Insane, 2x Elite Skeletal Monstrosity -> 2x Skeletal Monstrosity. Removed Greater Shadow.
Balancing (S10E8): On Hard, the demilich now also has a Chain Lightning eye gem.
Balancing (S10E8): On Insane, Demilich -> Elite Demilich, and it now also has Chain Lightning and Prismatic Spray eye gems, and also has Telekinetic Whirlwind passive ability.
Balancing (S11E1, S11E4): The freezing ice of the Frost Giant now immediately melts when the Frost Giant dies.
Balancing (S11E2): On Hard, removed one Air Elemental.
Balancing (S11E2): On Insane, removed one Air Elemental, ane one Air Elemental -> Weak Air Elemental.
Balancing (S11E2b): Added ancient boots of flying and ancient potion of phase-out to the Megadragon fight rewards.
Balancing (S11E3, S11E4): On Insane, Gnoll Sorcerers now have a few level 5 spells.
Balancing (S12E1): On Hard and Insane, Proselytizer: Grab -> Improved Grab.
Balancing (S12E1): On Medium, removed 2x Evangelist.
Balancing (S12E1): Proselytizer: Escape DC 41 -> 33.
Balancing (S12E1): Proselytizer: Hidden Shadow Chain DC 36 -> 33.
Balancing (S12E1): The Evangelist velstrac's chain no longer grapples.
Balancing (S12E1): The chains of the velstracs now immediately release what they're holding when the velstrac controlling the chain dies.
Balancing (S12E1): Vraul: Attack bonus 21 -> 22; melee damage 2d6+1 -> 3d6+2 piercing + 1d6 good.
Balancing (S12E3): On Hard, 2x Phase Drake -> 2x Elite Phase Drake
Balancing (S12E3): On Insane, 4x Phase Drake -> 4x Elite Phase Drake
Balancing (S12E3): On Medium, +1 Phase Drake, and no Phase Drake is weak anymore.
Balancing (S12E5): Celestial Geometry base HP: 245 -> 334.
Balancing (S12E5): Celestial Geometry now has hardness 9/12/15 (based on difficulty) which reduces to one third (3/4/5) if you answer its question correctly.
Balancing (S12E5): On Insane, Elite Celestial Geometry -> Supreme Celestial Geometry
Balancing (S12E6): On Medium, +1x Inferior Sadistic Erinys
Balancing (S13E1): On Medium, Weak Sadistic Erinys -> Sadistic Erinys
Balancing (S13E2a): Mag'norn now starts prone, has a different spell list, and its Masterful Quickened Casting ability is a bit more limited.
Balancing (S13E2a): On Insane, Contract Devil now have level 6 fireball.
Balancing (S13E2a): On Insane, Elite Nalfeshnee -> Supreme Nalfeshnee, 2x Elite Hamatula -> 2x Supreme Hamatula.
Balancing (S13E3): On Hard, +1 Weak Ferrugon.
Balancing (S13E3): On Insane, 2x Ferrugon -> 2x Elite Ferrugon.
Balancing (S13E3): On Medium, +2 Inferior Ferrugon.
Balancing (S13E3): The Ferrugon no longer uses Flesh to Stone on Medium difficulty.
Balancing (S13E4b): On Medium, +1 Hell Bulette. On Hard, 1x Supreme Hell Bulette -> 2x Elite Hell Bulette.
Balancing (S13E5): On Insane, removed Brutarion.
Balancing (S13E5): On Medium and Hard, added Gelugon.
Balancing (S13E6): On Hard, cultists are now Elite.
Balancing (S13E6): On Insane, cultists are now Supreme, and added +1x Elite Between.
Balancing (S13E6): On Medium, the Veiled Master is no longer Weak.
Balancing (S14E1): On Hard, +2x Elite Slaver Demon.
Balancing (S14E1): On Medium, +2x Slaver Demon.
Balancing (S14E2): On Hard and Insane, Elite Vrock Troop -> Supreme Vrock Troop.
Balancing (S14E2): On Hard and Insane, the vrocks are now more likely to use Dance of Ruin.
Balancing (S14E2): On Medium, Babau Troop -> Elite Babau Troop.
Balancing (S14E2): On Medium, Vrock Troop -> Elite Vrock Troop.
Balancing (S14E2, S14E3): Babau Troop: Reactive Slime DC 33 -> 35. Longspear Storm DC 33 -> 35.
Balancing (S14E3): Dinosaur Wizard now has cold, fire, and negative resistance 15.
Balancing (S14E4): On Hard, 2x Elite Nalfeshnee -> 2x Supreme Nalfeshnee.
Balancing (S14E4): On Insane, +1 Supreme Nalfeshnee.
Balancing (S14E4): On Medium, 2x Nalfeshnee -> 2x Elite Nalfeshnee.
Balancing (S14E5): Star Champion: AC 37 -> 34. Fortitude 27 -> 26. Will 24 - > 23. HP 260 -> 240. Longsword (3d8+14) -> Bastard Sword (3d12+14). Removed shield. Focus points 3 -> 2. Level 7 spells downleveled to level 5 spells.
Balancing (S14E5): Star Druid: AC 36 -> 31. Reflex 24 -> 20. Will 28 -> 26. HP 245 -> 176. Spell level of Slow reduced from 6 to 5, and the Slow spell is removed entirely on Medium and Easy difficulties.
Balancing (S14E5): Star Fighter: AC 37 -> 33. Will 23 -> 22. HP 300 -> 230. Removed spellcasting (including shield).
Balancing (S14E5): Star-in-Training: AC 37 -> 33. Fortitude 25 -> 23. Reflex 21 -> 20. HP 230 - > 210. Sturdy shield hardness 13 -> 10. Removed Attack of Opportunity.
Balancing (S14E5): The Dark Mother: HP 380 -> 410.
Encounters (M5): Lenka and Lori now have alternate art for after their transformation during the resurrection scene.
Encounters (S10E3): Fixed that enemies would target Twin Heart and Linden in preference to targeting the Dawnsbury Four.
Encounters (S10E4c): Ani now assists her exam with an illusory creature spell.
Encounters (S10E4c): If you answer all four questions correctly, you will now receive a permanent Nymph's Inspiration boon.
Encounters (S10E5): Fixed error in obstacle placement on map.
Encounters (S10E6): If you teleport out of the lava room, you're no longer immobilized.
Encounters (S11E3): A gnoll that's been reduced to 0 HP no longer meaninglessly declares that she will attempt to flee.
Encounters (S11E3): If you kill both sorcerers, you now get the white sister's staff of greater healing.
Encounters (S11E3, S11E4): Gnoll Sorcerer base HP: 101 -> 144.
Encounters (S11E4): Gnoll sorcerers that have escaped from S11E3 no longer recharge their spell slots between S11E3 and S11E4.
Encounters (S11E4): If you any surviving gnoll sorcerers, you now get the white sister's staff of greater healing.
Encounters (S11E4): The dialogue with the gnoll sorcerers no longer insinuates that allowing the gnoll sorcerers to flee is the only ethical choice.
Encounters (S11E4): The encounter won't end until after you've explored all rooms, including the library.
Encounters (S11E4c): Izzy now appears in her swimsuit.
Encounters (S11E5): The Frost Worm unborrow signalling is now more prominent and evokes ice.
Encounters (S11E6): Added reactivity to enhance Anna's aeonite resonance if Ezracoestus chose to empower his bloodline in S10E0.
Encounters (S12E4): Fixed that the fire wyrm's Intense Heat ability affected some creatures beyond 10 feet.
Encounters (S12E5): Celestial Geometry now has additional questions to ask.
Encounters (S12E5): Celestial Geometry now makes it clearer if its questions were answered correctly.
Encounters (S13E2a): Fixed that Scarlet could disappear from the map if you skipped cutscene after releasing a lost soul.
Encounters (S13E2a): Rewrote the access to Mag'norn's encounter.
Encounters (S13E2b): Improved map art.
Encounters (S13E3): Fixed that the Orb of Forbiddance message didn't accurately reflect the number and level of enemies.
Encounters (S13E4b): The Hell Bulette unborrow signalling is now more prominent and evokes fire.
Encounters (S13E6): Fixed that the Veiled Master didn't have its abilities (Str, Dex, ...) set.
Encounters (S13E6): If you kill all algollthu forces before planeshifting out, you will now receive a boon to summon a devil later in the adventure.
Encounters (S13E6): The Veiled Master no longer targets Izzy in preference to adventurers.
Encounters (S14E5): If you target The Dark Mother with area or multi-target effects such as fireball or weird, you will now have the option to exclude her from such an effect. She will stop being a target and she will not be provoked into combat.
Encounters (S14E5): The Dark Mother no longer gets involved if she takes only incidental damage (e.g. splash damage from Axe critical specialization effect). She will still get involved if she's targeted by an area-of-effect damage spell such as fireball.
Marketing: The post-victory screen of Good Little Children Never Grow Up now points you to the Steam Store page of The Four-Leaf Clover.
Side-scenes (Heartbond II): Moved to the Temple of the Dawnbringer in Dawnsbury from the Parliament Hall.
Side-scenes (Raising a Child): Added reactivity as to whether Talia and Liandra survived the events of Good Little Children Never Grow Up.
Side-scenes (Wishing Well): Enabled in Story mode.
Story mode: Added a warning and recommendation if you don't have Portal of a Dragon's Memories by level 12.
Story mode: Added requirement that you start building Portal of a Dragon's Memories by level 14.
Story mode: Fixed that sometimes characters reacted to lines that haven't been spoken because those actors had died already.
Story mode: References to hero names in encounter descriptions, conversation options, cutscene battle log notes, and side-scene names and descriptions now reflect the player-chosen names.
Text: Adjusted dialogue in many scenes.