18 August 2015 patch

The following patches were deployed on 18 August 2015.

## Build Update #10171 (PC and Mac, Hotfix)

* Sanitarium crash bug fixed and treatment cost scaling (with hero resolve level) restored.

## Build Update #10154 (PC and Mac)

### Gameplay

* Corpses
	+ corpses cannot be missed
	+ corpses are not made if killing blow was a crit
	+ corpses should inherit remaining DOTs if they were killed by a normal hit instead
	+ lowered small corpse HP slightly

### Heroes

#### Houndmaster

* fix to scaling bugs where wasn't getting proper proc rates as he leveled up (whistle, debuffs)
* increased base damage
* Hound's Rush: increased accuracy, increased mark bonus, added minor bleed, moved PROT debuff into Whistle
* Harry: increased accuracy, increased dmg
* Whistle: made it a standard mark; added PROT debuff and increased thie debuff relative to prev Hound's Rush PROT debuff)
* Blackjack: increased dmg, added Strong Stun

#### Bounty Hunter

* Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too
* Uppercut: added strong stun

#### Arbalest

* Blindfire: improved dmg
* Flare: made partywide and added Light

#### Grave Robber

* increased base dmg
* Thrown Dagger: added a Bleed Resist debuff to increase team synergies
* Flashing Daggers: increased dmg a bit

#### Various

* Plague Doctor / Grave Robber: Increased accuracy of PD and GR blighting attacks to help mitigate PROC risk
* Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast
* Houndmaster and Man-at-Arms cannot guard self

### Monsters

* PROT: adjusted some starting values and reduced progression scaling on higher level monsters
* tuned down L3 and L5 monsters some
* L1 monsters - lowered crits
* Designated some monster attacks as Can't Crit, to eliminate some edge cases and odd situations (like Howl crits)
* maggots: dropped PROT although was sincerely tempted just to call them "Armored Maggots" and be done
* tweak down PROT of Skel Captain and Skel Defender
* Tuned down Skel Captain multistun a bit
* unclean giant: hits more like a Mack f-in truck
* Giant has a new brain to favor his tree branch
* Cultist Witch has a new brain to favor stress cast
* Swine Drummer has a new brain to favor stress drumming
* ghouls and skel captains: slightly reduced overall threat
* swine wretch dodges more
* swine slasher dodges less
* cauldrons can't be missed HUZZAH
* Higher level cannon bosses sometimes summon more Fusemen (HUZZAH AGAIN)

### Economy

* Economy pass: scaled up mid and late game costs (hero upgrades, hero treatment, building upgrades) as part of economy balance pass
* Hero upgrade costs: lowered initial costs but scaled up later upgrade costs significantly
* Building upgrade costs: increased costs of mid and later upgrades significantly
* Increased extra treasure resulting from dark conditions (low torch/dark runs) to try to make the risk worthwhile
* Hero treatment costs increase with hero Resolve Level. After all, Veteran heroes take more work to fix, drink more, need more soul-searching, and have weirder fetishes!

### Misc

* Added the option to turn off Tutorial messages (see OPTIONS screen)
* RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges
* Quest Generation: all new logic to generate quests that better match your roster. This should reduce the situations where you have a full roster of 5s but only get L1 quests, or vice-versa.
* TIME PASSING IN TOWN: time will no longer pass in town if you started a quest and immediately retreated. You must make some progress (in one of several measured ways) for time to pass. If time doesn't pass, heroes won't \*complete treatment, quests won't re-roll, stage coach won't refill, etc. This \*shouldn't\* overly penalize unlucky runs because some of the measure of progress will account for this. The feature is mainly designed to prevent \*loading a dungeon and quitting back out just to roll town.
* Also, If time does not pass during the raid, the retreating heroes won't get quirks or diseases. However, they will still suffer retreat stress.
* Death's Door: reduced stress penalties for repeated Death's Doors during the same combat. Let's face it--after you've stared down Death several times in the same battle, the fear diminishes...
* Bleeds and Blights (heroes and monsters): ensured all have a 5 step progression in terms of proc chance so there aren't dead spots at upgrades 2 and 4
* EFFECTS: removed duration overrides for some effects where it was not intended, separated out mark side effects in to their own effects
* Medicinal Herbs no longer cure bleed/blight (this was a bug)

### Bug Fixes

* cleaned up extra "" printing in the hero files
* string fixes / missing strings (e,g, disease treatment)
* Fixing bark transitions.
* Handling if nobody is available to bark during town stress presentation.
* Bug fix in the heirarchical\_file. Fixes problem with options not being saved properly.
* fixed another bug with updating the name in the activity log's hero level up entry.
* making sure that awarded trinkets from the previous raid aren't included in the pool of trinkets that can be misplaced by a hero in an activity.
* Fixed negative quirk cost exploit when assigning a hero to a sanitarium slot.
* Fixed bug in effects which prevented the Skull Adrenaline effect from being applied until camp.
* Moved the initial swap to be after the swap interval has been set. Potential steam overlay fix.
* Fixed up loot box when there are too many items.
* fixed bug where quirks weren't awarded if the quest wasn't completed instead of using conditions for a week being complete.
* Fixing up bug where you could equip two trinkets of the same type.
* Monsters shouldn't try to target friendly corpses.
* Reformated saving of goals.
* Updating starting save to new raid version.