Patch 1.0.8


Hello Knights.

For this build we have been busy forging a brand new "Tight Mode" - a parallel for the Story Mode which provides an modified gameplay set-up; reducing run times, affording more replayability, and generally providing a more streamlined experienced.

Also present in the much requested ability to sell weapons and equipment at Blacksmith's. Hopefully this will tidy up your inventories later in the game as well as providing a little bit of extra spending money.

We've also made a bunch of changes that bring some behaviours in the game more in-line with your experiences within Fights in Tight Spaces, some adjustments to enemy AI, and more clarity in the status system.

Full build notes are below, and - as always - please let us know in the comments, on the discussion boards or on the Games In Tight Spaces Discord what you think of it!

New Features

Tight Mode - a brand new alternative Story mode designed for a shorter playthroughs. Play through a shortened version of each Quest and - once you are ready - skip ahead to a final multi-fight stronghold. Tight Mode shares a save slot with your regular Story progress, so be sure to finish your current run before starting a new run in this mode.
Sell Equipment - as requested by many players, you can now sell unused equipment and consumables at Blacksmith to earn back 15% of their original value


Major Changes

The status system has been refined to work more in-line with player expectation.
Additional status icons on overhead panels to quickly identify characters with Weakened, Vulnerable, and Pinned
Statuses added by enemies during their Utility phase correctly continue through to the end of the turn rather than being removed prematurely
Status effects applied during the enemy action phase (either by enemies or by the player via counters, etc.) now continue through to the end of the next turn to ensure they have an impact in all phases of the game
Players now take damage from damage-over-time effects (i.e. poison and block) at the start of their own turn rather than the start of the enemy turn
Pinned is removed from enemies AFTER their movement phase
Improved text display for some status types
Aggravated behaviour changes: Enemies that have Aggravated applied now immediately turn to face as well as continuing to target their Aggro target. This makes Tank characters more viable in Party Play.
Randomly generated levels in Tight Mode, Daily Play, and Endless mode can use of a greater range of secondary objectives and rewards
Randomly generated levels also give a small gold reward on completion


Minor Changes

New help screens for Aggravated and Strongholds
Map screen now shows when a particular fight location contains a Protect or Survival objective


AI Changes

Enemies who teleport pick their movement target more sensibly
Enemies with Indirect attacks move more sensibly and consistently
Indirect attackers will maintain their target when they move


Balance Changes

Increased damage for Taunting Strike
Fix for spawning isue where some levels were getting additional spawns on turn 1 and no spawns later in the fight (which made "prevent spawn" objectives much harder)
Skeleton Mages now advance only once per turn
Enemies will no longer actively move from tiles adjacent to voids if they already have a valid target (bringing the behaviour in line with FITS)
Made Demon bosses slightly less of a difficulty spike, but made destruction of their related pillars more important!
Conversely the Spymaster is now a little tougher to beat
Flip now maintains combo with movement
Fix for Firebomb to be usable by attuned characters only (as designed)
Reduce cost and duration for Strike Fear card
