You may notice that these patch notes are more detailed than usual. We have included a number of ‘Developer Notes’ beside many of the entries here, to better express the intent behind the changes. By outlining our goals we hope that this will help measure if our intent is matching our implementation.[/p][p] [/p][p]This update features the Runaway's Wanderer path, updates to the Occultist's Ritualist and Wanderer path, adjustments to Memories, as well as adding game speed options.[/p][p][/p][p]You can start playing now! Remember to leave your thoughts on our most recent update in the Steadfast Steward’s section of our Discord, send your feedback to feedback@redhookgames.com"" target="_blank">feedback@redhookgames.com[/p][p] or discuss it in this Steam discussion thread.[/p][p][/p]
HEROES
RUNAWAY
[p]Wanderer[/p][p]Dev Note: The Runaway's kit has been adjusted to provide her with some previously lacking options for Stealth synergy, RES piercing, and general improvements to utility skills. Few skills (Backdraft, Hearthlight) received any extensive revisions. Most received refinements in power or identity, particularly in regards to her activities in the front ranks.[/p]- [p]Backdraft and Backdraft+ cooldown increased from 1 to 2[/p][/*]
- [p]Backdraft and Backdraft+ now benefit from all standard damage-affecting tokens, trinkets, and other sources[/p][/*]
- [p]Backdraft now has a CRIT value of 5%[/p][/*]
- [p]Backdraft DMG calculation increased from 50% of Burn to 75%[/p][/*]
- [p]Backdraft now removes all Burn from the source monster when unmastered[/p][/*]
- [p]Backdraft+ now has a CRIT value of 10%[/p][/*]
- [p]Backdraft+ DMG calculation reduced from 100% to 75%[/p][list]
- [p]Dev Notes: The Runaway's DOT bomb regains its previously unique nature among the skill type, allowing it to interact with all of the standard tokens (for better or for worse) in addition to the DOT-based calculation for damage. Some values have been adjusted to keep it moderately in line in light of recent increases in Burn availability and the unmastered version does retain some normalized DOT bomb behavior (removal of the DOT source).[/p][/*]
- [p]Cauterize and Cauterize+ launch ranks changed from 2 3 4 to 1 2 3[/p][/*]
- [p]Cauterize and Cauterize+ no longer require that the target have Bleed[/p][/*]
- [p]Cauterize now only provides the 25% heal if the target has Bleed; otherwise it heals for 1 point[/p][/*]
- [p]Cauterize+ now only provides the 33% heal if the target has Bleed; otherwise it heals for 5%[/p][list]
- [p]Dev Note: Being unable to use Cauterize in rank 1 didn't feel great for a character that can easily dance to the front. We adjusted the condition restriction to allow for desperate Death's Door saves (and to give some legitimacy to all those Heroes getting angry that they aren't on the receiving end of the hot poker).[/p][/*]
- [p]Controlled Burn and Controlled Burn+ are now considered Ranged skills[/p][/*]
- [p]Controlled Burn initial (non-token) Burn value reduced from 3 to 2[/p][/*]
- [p]Controlled Burn+ initial (non-token) Burn value reduced from 4 to 3[/p][/*]
- [p]Controlled Burn+ now ignores Guard[/p][/*]
- [p]Controlled Burn and Controlled Burn+ (token) Burn values are now compatible with buff/debuff effects on monsters that influence DOT values, such as Physician's Cause of Death[/p][list]
- [p]Dev Note: Burn values have been reduced to match the values on the token of the same name, given how much DOT potential the skill has as a whole. While other external factors can now increase the continuous Burn, this only applies to buffs/debuffs on the monster, as the continued effect lives on the token and not the Runaway. As an experiment, Controlled Burn is allowed to ignore Guard tokens in order to place its rank-locked token but, being a non-damaging skill, it will not remove those tokens. It's not a clearing skill.[/p][/*]
- [p]Dragonfly+ now has +20% Burn RES Piercing when Stealthed[/p][/*]
- [p]Firefly and Firefly+ now apply their Combo Burn effect to the monster in front rather than a random neighbor[/p][/*]
- [p]Firefly+ now has +20% Burn RES Piercing when Stealthed[/p][list]
- [p]Dev Note: We wanted to make the direction of the fire spread more controlled and this gives both Firefly and Ransack the ability to spread fire to rank 1, which they otherwise cannot reliably affect. Additionally, they can now synergize with Stealth for piercing resistance.[/p][/*]
- [p]Firestarter buff increased from 2 Burn to 3 Burn[/p][/*]
- [p]Firestarter+ now also grants the Runaway +1 Burn Duration for 3 Turns[/p][/*]
- [p]Firestarter+ Use Limit increased from 2 to 3[/p][list]
- [p]Dev Note: We wanted to provide a little more incentive to spend a turn buffing an ally and this was inspired by a mix of the Survivor version of the same skill. This also helps make up for the fact that she can never target herself with Firestarter.[/p][/*]
- [p]Dev Note: Hearthlight has long been a divisive skill due to the specificity of its use case. While it shines in some areas, such as Coven battles in Kingdoms, it falls a lot flatter in others. With these changes, we've aimed to retain its core capability (widespread Stealth clearing) while applying some benefits that are more broadly applicable to the skills of the Runaway and other Heroes with Burn. Splitting the Burn RES effects into a buff and debuff means you get a chance to score double value but also guarantee at least half. Lastly, non-damaging skills that ignore defensive tokens such as Dodge are not meant to remove those tokens unless they are clearing skills (e.g. the Highwayman's Tracking Shot) so we've corrected the error in this skill. To compensate, we've made a change to guarantee that all Stealth is still removed from the enemy team.[/p][/*]
- [p]Ransack and Ransack+ now apply their Combo Burn effect to the monster in front rather than a random neighbor[/p][/*]
- [p]Ransack+ now has +20% Bun RES Piercing when Stealthed[/p][list]
- [p]Dev Note: Same notes as Firefly[/p][/*]
- [p]Searing Strike and Searing Strike+ have had their implementation of bonus Burn vs. Combo adjusted[/p][/*]
- [p]Searing Strike DMG increased from 3-6 to 3-7[/p][/*]
- [p]Searing Strike now gains an explicit +2 Burn vs. Combo[/p][/*]
- [p]Searing Strike+ DMG increased from 4-7 to 4-9[/p][/*]
- [p]Searing Strike+ now gains an explicit +3 Burn vs. Combo[/p][/*]
- [p]Searing Strike+ Burn reduced from 3 to 2[/p][list]
- [p]Dev Note: Searing Strike has a cleaner tool tip and now the bonus can apply to others effects riding on this skill from trinkets or similar sources. We wanted to try increasing her direct damage potential on this skill so that she had some front line offense that didn't feel as reliant on Burn, though we kept a wider DMG range in place since the skill does still carry significant DOT potential. We feel this also helps further differentiate Searing Strike's purpose from Firefly's.[/p][/*]
- [p]Smokescreen+ cooldown increased from 1 to 2[/p][/*]
- [p]Smokescreen+ CRIT increased from 10% to 15%[/p][list]
- [p]Dev Note: This has largely been considered too powerful for its short cooldown so we thought we'd try an experiment where only the mastered cooldown is increased, given all of the added power this skill gains on mastery. The unmastered skill remains untouched and is slightly more spam-capable, albeit less efficient in its token application over a longer period of time.[/p][/*]
Occultist
- [p]Updated Occultist trinkets to better match the recent changes[/p][/*]
- [p]Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth[/p][/*]
- [p]Abyssal Artillery no longer has a chance to apply Combo when unmastered[/p][/*]
- [p]Abyssal Artillery and Abyssal Artillery+ now spend 2 Unchecked Power to apply Blind[/p][list]
- [p]Dev Note: There was a lot of division on the Speed token On CRIT but, ultimately, we felt that more people were against it than for it. That being the case, we decided to move to a version that allowed a powerful debuff token at a cost (Unchecked Power) that would also benefit from the Unchecked Power's passive Debuff RES Piercing. While this makes it similar to Blinding Gas, we believe the DMG component, piercing, and cost help to differentiate it. Further, Combo was removed from the base version to differentiate it from Wanderer's unmastered Abyssal Artillery.[/p][/*]
- [p]Dev Note: The piercing on this skill took away from the Ritualist's core capacity of being able to pierce RES via the Unchecked Power tokens. We're likely returning all Unchecked Power skills to the original design of having the same cost when unmastered but at reduced power and this is the first one to reflect that. Increases to duration have been made to make this more accessible and the type of tokens available on mastery have improved.[/p][/*]
- [p]Dev Note: Bringing Ritualist's Sacrificial Stab into alignment with Wanderer's. It retains the reduced Unchecked Power generation as Ritualist has other skills for generating it but a non-token SPD buff will help get those debuffs out faster each round.[/p][/*]
- [p]Dev Note: We felt that Vulnerability Hex needed a little something more when mastered but still needed to stand apart from the Wanderer version, so this version has an additional method of feeding Unchecked Power to the Occultist at the expense of the previous Block removal. The unmastered version does currently rate as "Wanderer's but slightly better" but there's little that can be taken away from the unmastered version on Ritualist without making it an unsatisfying button to push or robbing it of the Ritualist identity.[/p][/*]
- [p]Dev Note: We wanted to speed up access to the specialized nature of how this Curse can generate Unchecked Power for the Occultist. The limited duration means that timing it for maximum effect will be strict, however. In order to make it easier for the skill to land when mastered and further differentiate it from its base version, the mastered CRIT rate has been increased.[/p][/*]
Plague Doctor
- [p]Surgeon Battlefield Medicine+ tool tip no longer incorrectly lists the healing bonus for Bleed twice; it has been corrected to Burn[/p][/*]
- [p]Physician Noxious Blast no longer has Debuff RES Piercing vs. Combo when unmastered[/p][/*]
- [p]Physician Noxious Blast+ Weak reduced from 2 to 1[/p][/*]
MEMORIES
- [p]Heroes no longer get re-rolled if they have a memory slot available, even if it's empty[/p][/*]
- [p]Added the ability to reroll memories[/p][list]
- [p]Dev Note: In order to facilitate testing we’ve added this feature. Right now the amount and price are made to be easy for testing. The feature is also currently enabled always, which can cause weird behavior on an un-upgraded track. When and if we keep this for retail deployment the cost, amount offered, and access conditions will be changed to reflect the intended end-game/prestige system. [/p][/*]
- [p]A Second Chance: Replaced +5% Deathblow RES with On Entering Death's Door: Heal 10% (Once per Region)[/p][/*]
- [p]A Summer's Day: Replaced +15% Traveling Heal with +10% Resolute Chance[/p][/*]
- [p]A Token of Friendship: Replaced +10% Positive Banter with +10% Healing Given from Skills[/p][/*]
- [p]A Long Day's Work: Replaced Combat Start: -1 Stress (40%) with +10% Debuff RES piercing[/p][/*]
- [p]Fresh Bread: +5% Max HP buff now lasts until the end of the Expedition[/p][/*]
- [p]A Lucky Break: Replaced Combat Start: Dodge token (20%) with Gain When Dodging: -1 Stress (25%)[/p][/*]
- [p]Father's Praise: Replaced Combat Start: Block token (20%) with +1 Regen Dealt[/p][/*]
- [p]Dev Note: After discussions with the community we've learned there's preference to retain many of the passive buffs such as increased resistances, damage, speed, etc. There's also been a desire to keep buffs and effects on the simpler side since there are many other triggered effects from items and skills. These changes focused on improving the low performing Memories and replacing them with more useful, simple buffs and/or effects. Favorite Toy is on our radar as a highly potent Memory. We're typically in favor of buffs or nerfs, so we want to see how things shake out with these changes, but we're keeping an eye on Favorite Toy.[/p][/*]
ORDAINMENT
- [p]Ordainment Act 5 buff now has Apply to Attacker When CRIT: Blight 3 (3 Turns)[/p][/*]
- [p]Reverted Ordainment DMG buff from flat to %[/p][list]
- [p]Dev Note: We are looking into adjusting how Weak tokens are calculated[/p][/*]
GAMEPLAY
- [p]Librarian Reduced Burn RES from IMM to 100%[/p][/*]
- [p]Shambler trinkets updated[/p][/*]
- [p]Collector: Life Steal now has a 1 turn cooldown[/p][/*]
- [p]Fixed Death occasionally spawning in Catacomb repair fights[/p][/*]
- [p]Focused Fault: Replaced +100% DMG per Seen token with +8 DMG per Seen token[/p][list]
- [p]Dev Note: This should scale better with Weak tokens[/p][/*]
- [p]Added a Combat Speed option[/p][list]
- [p]Dev Note: We've rolled out an option that will allow you to increase combat speed to 1.5x of default. This also increases the game audio to match and remain in sync. The game will revert game speed to 1x for all in-combat cinematics (ie. Boss intros, deaths, resolve checks, etc), and then resume back to 1.5x.[/p][/*]
- [p]Dev Note: We've rolled out an option that will allow you to increase driving speed to 1.5x of default[/p][/*]