Features
Battle- The battle system has been changed to "Actions", at the moment everything costs 1 Action, but therefore allows for double the movement distance
 - All weapons now have a specific damage type (cut, thrust, blunt)
 - Some monsters no have resistance (half damage), immunity (no damage) or vulnerability (double damage) on specific damage types
 - Monsters can also cause specific damage types
 - Implemented the melee maneuver "relentless attack"
 - Implemented the ranged maneuver "targeted shot"
 - Melee and ranged attacks now display a chance of success as a tooltip
 - Added some buttons to make control of the battles easier
 - Improved lighting in some battle arenas
 - Added new simple weapons: club and wooden spear
 - The battle arena camera can now be tilted in a wider range and can also be tilted now via right mouse button dragging
 - Saving and loading is now also possible while in battle
 - Items can now modify the damage caused by weapons (e.g. fine arrows or magic items)
 - The battle order display (top left corner) was improved and also allows highlighting the next characters when hovering over the respective portrait
 - Weapon wear and tear has been reactivated
 - Ranged weapons are also subject to wear and tear
 - Encumbrance is now also correctly used in ranged battle
 - Ranged weapons are now twohanded because of the new bolt and arrow slots
 - We can now set specific starting positions for heroes and monsters, e.g. to create battles in narrow passageways
 
- The witch can now enchant her witch kettle, similar to druids and magicians
 - there is an introductory text when entering the starting temple on game start
 - Help has been extended for current topics on battle actions, maneuvers and the like
 - The initial values for spells are more in line with the pen and paper rules
 - The avatar in the character screen is not cut off on top any more, should it be too big
 - The gameover text has been adapted
 - UI scaling can now be modified with the console (F9) command "uibasescane 100" (where 100 is the percentage of the base scaling). Moving this to the settings is on our todo
 - "Take all items" now uses the currently selected hero instead of the party leader as "first to try"
 - The spell categories have been reorganized and extended
 - All 8 possible companions have a unique avatar now
 - Some scripting commands have been added or extended
 - Save games can now be saved with only one letter filename length (before: 3)
 - The whetstone has been renamed to weapon care kit
 - Only useful spells can be selected as "free spells"
 - Captions of the keyword dialog window have been improved
 
- In a new game, the main road through the svellt valley and its main cities are already known
 - The ferryman now has a more suitable goodbye
 
-  Santa Claus rode across the svellt valley and placed some trees, one per town and city. Who can find them all? 

 - The market assortments have been reworked
 - The keyword dialog for the market in Kvirasim has been improved
 - The way up into the settlement in Kvirasim has been improved
 - The keyword dialog for the market in Gashok has been improved
 - Gashok was a little optimized
 - Removed some quest spoilers in Gashok
 - Tiefhusen has been completely reworked (e.g. curbs, ground texture) and optimized
 - Tiefhusen's water has been improved
 - Tiefhusen will now load a lot faster
 - The map of Finsterkoppen has been resized
 - The gate guards in Finsterkoppen now also react to Elfs, Druids and Witches on the way out
 
- In the Cellar vault there are now some "very cramped" battles
 - The socket riddle in the cellar vault has been made easier and more comfortable
 - A climbing riddle in the cellar vault received some more hints
 - The Ingerimm-Picture in the Finsterkoppenbinge is now better staged
 - A battl ein the Finsterkoppenbinge was improved so all monsters can actually reach the heroes
 - Some checks in the Finsterkoppenbinge have been adapted
 
Bugfixes
Battles- The characters don't move way too far any more
 - The arena mountain-01 was repaired (e.g. Harpy battle)
 - Characters are now "correctly killed" from effect damage
 - A problem with the line of sight calculation has been fixed
 - Beneficial spells do not "kill" the receiving heroes any more
 - Characters should be visually killed correctly when they are supposed to
 - A problem with heroes not attacking in autobattle was fixed
 - Autobattle shouldn't cause characters to try to occupy the same fields any more
 - Harpys don't have money on them any more
 
- When selling, Items past position 21 now appear correctly in the sell list
 - The intro music now correctly respects music volume
 - The hero portrait can be changed correctly again
 - The avatar in the character generator is correctly and always changeable now
 - A remark to Blade of Destiny has been removed
 - Temple cannot be left with empty party any more
 - The Wanderer-Set in the Character editor was fixed
 - Arrows and bolts are now correctly placed in their respective equipment slots
 - The Buy-dialog can now be left without buying anything
 - The minimap is now in the correct location regardless of resolution
 - All items can now be correctly thrown away
 - All items can now be correctly equipped via button
 - The gameover-scene now has the correct music
 - An overlapping error in the diary has been fixed
 - The damage display can now be correctly set
 - The take note-Button in the keyword dialogue window now has its correct size
 - The gameover screens isn't overlayed by travel routes any more
 
- The gameover screen will not display the "continue journey" dialogue any more
 - Junctions on the map change their colors correctly
 - Events on travels now respect the 35 inventory slots
 
- Jittery NPCs on the roads are fixed
 - A stray candle flame in Kvirasim was fixed
 - NPCs know their way around Kvirasim again
 - More graphical glitches in Kvirasim have been corrected
 - Entering the "cellar" of a building when leaving it in Kvirasim was fixed
 - The mountainside of Finsterkoppen lost its acoustic birds
 - Missing doors in Finsterkoppen retrofitted
 - A flying tower in Finsterkoppen has been brought back down to earth
 - Barrels in Finsterkoppen are now correctly recognized as obstacles by the NPCs
 - "Flights" above Finsterkoppen shouldn't happen any more
 - A rooftop in Finsterkoppen was closed off
 - Several flying objects in Finsterkoppen were brought back down to earth
 - Two carts in Finsterkoppen are now correctly blocking
 - Female dwarfs don't have the occasional bald head any more
 - Houses in Finsterkoppen are now actually obstacles
 - Lighting in Tiefhusen has been improved
 - A flying tower in Tiefhusen was brought back down to earth
 - The optimizations in Gashok should prevent further crashes
 - A dead end on a Gashok Quest was removed
 - Small graphical glitches in Taverns were fixed
 - Lighting of the Rahja temple has been reworked
 
- Events in Dungeons only trigger once on exit any more
 - The party marker in dungeons now always has the correct size
 - Wrong colors on the color box riddle in the Cellar vault were fixed
 - A secret door in the Cellar vault is now easier to find
 - An XP-Exploit at the socket riddle in the Cellar vault was fixed
 - Deactivated bolt traps in the Finsterkoppenbinge are now only reported once
 - Many jumpy elements in the Finsterkoppenbinge were fixed
 - Texture glitches in the Finsterkoppenbinge were fixed
 - Some inaccessable areas in the Finsterkoppenbinge were better fenced off
 - Some collision bugs in the Finsterkoppenbinge were fixed
 - Some graphical glitches in the Finsterkoppenbinge were fixed
 - A chest in the Finsterkoppenbinge was turned around
 - A dialog in the Finsterkoppenbinge was fixed
 
The whole team wishes you happy holidays and a happy new year! The next major Patch will be coming up around the 20th of January.