Today's update focuses on reworking our two remaining heroes - Hellion and Leper. With this release, all of our heroes have been updated to the path system introduced in the 1.0 release of the game. We also added some new Dam options, for players looking to modify their expeditions. Finally, this update also includes a handful of updates to various heroes and enemies in an effort to address a number of odds and ends that have surfaced in the feedback from both Steadfast Steward’s Updates. [/p][p][/p][p]We'd like to thank all of those who participated in the public beta for this and all of our previous updates. Your feedback is greatly appreciated. [/p][p][/p][p]Read on for our full list of changes:[/p][p][/p][p]HEROES[/p][p]FLAGELLANT[/p][p]Wanderer[/p]
- [p]More! MORE! and More! MORE!+ cooldown increased from 1 to 2[/p][/*]
- [p]More! MORE!+ Taunt increased from 2 to 3[/p][/*]
- [p]Fixed an issue where Suffer's DOT removal effect could sometimes persist between fights[/p][/*]
- [p]Fixed an issue where target Hero idled during Suffer and Suffer+[/p][/*]
- [p]Fixed an issue where target Hero idled during Lash's Gift and Lash's Gift+[/p][/*]
- [p]Fixed an issue where Lash's Gift+ did not reflect that it could be used if the target only had Combo but no Negative tokens[/p][/*]
- [p]Fixed an issue where using Lash's Gift to steal a Hunger token could sometimes result in the forced movement not occurring on the Flagellant's next turn[/p][/*]
- [p]Acid Rain no longer gains increased Blight duration vs. Combo[/p][/*]
- [p]Acid Rain and Acid Rain+ now gain 30% Blight RES Piercing vs. Combo[/p][/*]
- [p]Punish no longer gains increased Blight duration vs. Combo[/p][/*]
- [p]Punish and Punish+ now gain 30% Blight RES Piercing vs. Combo[/p][list]
- [p]Dev Note: This restores equivalent Combo interactions to the Wanderer equivalent of these skills at their mastered and unmastered state, while still benefitting from Exanimate's innate +Blight for low health.[/p][/*]
- [p]Deathless and Deathless+ can now be used when the target is already at full health[/p][/*]
- [p]Lash's Gift has been reworked significantly[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ launch ranks are 1 2[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ are now tagged as a heal[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ are now tagged as a stress heal[/p][/*]
- [p]Lash’s Gift target ranks are self[/p][/*]
- [p]Lash’s Gift+ target ranks are self or any ally[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ require that the Flagellant have 5+ stress, regardless of target[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ heal the target by 5% per point of stress the Flagellant has[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ heal the Flagellant of 3 stress afterwards[/p][/*]
- [p]Lash’s Gift and Lash’s Gift+ have a 10% chance to grant the target 2 CRIT tokens, increased by +30% per Toxic token on the Flagellant[/p][list]
- [p]Dev Note: Lash's Gift performed a very similar function to the upgraded Suffer, so it has been reworked to provide an additional outlet for the Scourge's stress for those who do not wish to risk the negative relationship aspect of Toxic. It also provides a great deal of firepower for those who are willing to steep themselves in his Toxic state.[/p][/*]
- [p]Poison Dart now increases the Blight from 2 (3 Turns) to 2 (5 Turns) on a CRIT[/p][/*]
- [p]Poison Dart+ now increases the Blight from 4 (3 Turns) to 4 (5 Turns) on a CRIT[/p][list]
- [p]Dev Note: CRIT hits affecting the Blight on Poison Dart were a big part of the Combo incentive. The skill has been updated to reflect that and account for changes to how CRIT interacts with DOT durations.[/p][/*]
- [p]Thrown Dagger now applies Weak if the target has Blight when unmastered as well[/p][list]
- [p]Dev Note: The unmastered version of the skill was distinctly weaker than the Wanderer version for no benefit, so both versions now share the Venomdrop-specific styling of the skill and the mastery value remains in the increased DMG and CRIT.[/p][/*]
- [p]Dev Note: Adjustments have been made to Winded and a number of skills to improve the interactivity of the Hellion's unique token type, promoting more moment-to-moment decision making.[/p][/*]
- [p]Updated her Crossroads descriptors to use “+Low Health Buffs” instead of “+Bloodlust”[/p][/*]
- [p]Path Seal has been updated to reflect low health buffs[/p][/*]
- [p]Winded DMG penalty changed from -33% to a flat -2 DMG per token[/p][/*]
- [p]Winded SPD penalty reduced from -3 to -2 per token[/p][list]
- [p]Dev Note: Winded penalties were often so severe that even a single token could feel like it cratered the Hellion's capabilities. Switching to flat DMG causes the overall impact of the penalty to ramp up more smoothly over time without completely negating the Hellion's ability to deal damage (without the aid of Strength or Vulnerable tokens) at maximum Winded. It guts the min roll but you end up with a more interesting range of damage potential once tokens or her low health buffs get involved.[/p][/*]
- [p]Dev Note: Thresholds have been adjusted to better suit the Hellion's overall health pool, while the timing and management of the buffs has been adjusted to reduce the frequency with which they appear to be applied. Changes to the application and removal timing now allow the buffs to better interact with certain Extra Action elements as well.[/p][/*]
- [p]Dev Note: Adrenaline Rush has been adjusted to remove some restrictions on its use. As the Hellion's current Winded count influences several aspects of the beneficial effects, we felt it would be better to leave the timing of activation more fully in player hands. The self-healing capability has been toned down slightly to account for the potential increase in duration, freedom of use, and general balance. It does, however, still heal per target hit when using AoE skills.[/p][/*]
- [p]Dev Note: With the recent changes to Weak damage calculations, 2x Weak to 2 targets is a bit much for all the skill has going on so it has been reduced to 1. Adjustments have been made to improve some of the skill's overall utility and availability.[/p][/*]
- [p]Dev Note: Bloodlust has been revised to allow more flexible timing of use for benefits as well as more direct incorporation into the token system. The Execution option remains on mastery but has been strengthened.[/p][/*]
- [p]Dev Note: Breakthrough has been reconstructed as a wide range area of effect skill capable of dealing significant damage when supported by Strength or the Hellion's low health buffs. It can help remove defensive tokens from a number of targets at once and very quickly cap the Hellion's Winded in order to fuel refresher skills like Adrenaline Rush.[/p][/*]
- [p]Dev Note: Howling End has been adjusted to pack some of the armor piercing punch of early incarnations but in a way that requires a little more thought about how to interact with the Hellion's Winded kit instead of relying on Howling End as a round 1 delete key. As it both requires 3 Winded and does not remove them, skills or combat items that clear cooldown remain valuable for reactivating it.[/p][/*]
- [p]Dev Note: If It Bleeds has been adjusted to provide a better balance of overall value as well as some additional Combo interaction.[/p][/*]
Raucous Revelry and Raucous Revelry+ cooldown increased from 1 to 2[/p][/*][*][p]Raucous Revelry heal increased from 20% to 25%[/p][/*][*][p]Raucous Revelry+ heal increased from 25% to 33%[/p][/*][*][p]Raucous Revelry+ no longer grants +10% Deathblow RES (3 Turns)[/p][/*][*][p]Raucous Revelry+ now removes Horror from all allies in addition to the Hellion[/p][/*][*][p]Raucous Revelry+ now heals all allies for an unconditional 2 health[/p]
- [p]Dev Note: Raucous Revelry has primarily been adjusted to improve the value of mastery via expanded ally effects. Overall skill utility has been improved to make it more worth the Winded token it inflicts.[/p][/*]
- [p]Dev Note: Toe to Toe has been updated to account for the new Winded DMG penalty as well as the philosophical changes to how skills interact with Winded. In terms of cooldown, the changes keep Toe to Toe in line with other Taunt-generating skills. Additionally, this makes the skill available in situations where you aren't explicitly Taunt-tanking but want a mobility / lockdown skill.[/p][/*]
- [p]Dev Note: This only felt fair, given the Hellion lacks any means of moving herself back a rank with the changes to Howling End.[/p][/*]
- [p]Dev Note: The Ravager has been re-envisioned in a way that was inspired by her self-harm via Bleeding. While she loses the increased HP and native rank 1 DMG buff, she has regained the use of her Bleed skills along with a number of new tricks to make her hit hardest when she's hurting most. She has also acquired access to defense-cracking skills and some defenses of her own that are not normally part of the Hellion kit.[/p][/*]
- [p]Path seal has been updated to reflect new buffs and briefly describe Winded effects unique to this Path[/p][/*]
- [p]This Path no longer has +20% max HP[/p][/*]
- [p]This Path no longer gains +25% DMG in Rank 1[/p][/*]
- [p]This Path no longer has a 25% chance to self-inflict 3 Bleed on Turn Start[/p][/*]
- [p]This Path now uses a unique version of Winded that applies -2 DMG and -1 SPD[/p][/*]
- [p]Additionally, this Winded applies 1 Bleed (3 Turns) per Winded on Round Start. This Bleed can be resisted.[/p][list]
- [p]Dev Note: Ravager Winded folds the old Path self-Bleed into a more interactive system and reduces the SPD penalty per Winded as an offset. The self-damage plays into some of her other skills but it can also be resisted for those who'd rather build not to deal with it.[/p][/*]
- [p]Dev Note: The Ravager has acquired some ways to juggle her own survival while doing some of her best work at the lowest HP possible.[/p][/*]
- [p]Dev Note: Adrenaline Rush continues to be a way for the Hellion to safety net but this version is more about incremental protection rather than burst recovery, particularly since the Ravager doesn't always want to boost her health back up too high. It provides an additional passive layer of protection to facilitate fighting down to the very end.[/p][/*]
- [p]Dev Note: Barbaric YAWP! allows the Ravager to tear down some critical defenses and prime a strong follow-up from allies. It's also the only variant of the skill that deals direct DMG, making it unique amongst Hellion play styles.[/p][/*]
- [p]Dev Note: This skill only had reduced Bleed RES Piercing so it has been restored to the Wanderer version[/p][/*]
- [p]Dev Note: For the folks that like to flirt with danger, Bloodlust offers an easily calculable way to quickly trigger low-health or Death's Door benefits while applying some self-defenses. A quick drop to Death's Door followed by an easy kill to trigger her Path's passive 25% heal can put you ahead.[/p][/*]
- [p]Dev Note: The Ravager’s variation of Breakthrough allows them to strike at the back ranks for high damage. As the skill is only usable beneath 50% health, it is always benefitting from the +25% DMG low health buff that Ravager has as well.[/p][/*]
- [p]Dev Note: Ravager's version of Howling End is tailor made to make the most of her worst situation, gaining a total bonus of +75% DMG on Death's Door when paired with her low-health buff.[/p][/*]
- [p]Dev Note: This skill only had reduced Bleed RES Piercing so it has been restored to the Wanderer version[/p][/*]
- [p]Dev Note: Berserker has been remodeled to fold some of her prior CRIT up into a more interactive mechanic and further evolve her Bleed identity beyond "these couple of Bleed skills CRIT often." Her positioning is more fluid and flexible now.[/p][/*]
- [p]Path seal has been updated to reflect new buffs and briefly describe Winded effects unique to this Path[/p][/*]
- [p]This Path no longer has -20% max HP[/p][/*]
- [p]This Path no longer has +10% Deathblow RES[/p][/*]
- [p]This Path now uses a unique version of Winded that applies -2 DMG and -10% Bleed RES Piercing[/p][/*]
- [p]This Path's low-health buff when under 66% HP has been changed from ‘+25% DMG’ to ‘+10% CRIT’[/p][/*]
- [p]This Path's low-health buff when under 33% HP has been changed from ‘+25% DMG’ to ‘+1 Bleed Duration Dealt’[/p][/*]
- [p]This Path now ignores Winded for 1 turn whenever it lands a CRIT[/p][list]
- [p]Dev Note: We wanted the Winded effect to more distinctly revolve around the Path identity, so it negatively impacts Bleed chance. The SPD penalty has been removed since a slow DOT class tends to feel extra clunky. Similarly, the Berserker's low-health buff has been steered away from direct DMG and influences her Bleed instead. Her former CRIT bonus has been rolled up into the Path passives and scoring CRITs allows her to maintain momentum in combat.[/p][/*]
- [p]Dev Note: The Berserker’s version of Bleed Out exchanges some of the up-front DMG for better launch ranks, allowing for more flexible placement in parties as she moves around.[/p][/*]
- [p]Dev Note: The Berserker’s version of Breakthrough allows her to reposition while dealing Bleed across the front lines, with a single point of overlap between the target ranks of If It Bleeds and Bleed Out.[/p][/*]
- [p]Dev Note: The Berserker has received a wholly unique skill in the game, marrying standard direct DMG and a DOT bomb effect for a potentially devastating attack with incredible reach. While the skill benefits greatly from Bleed on a target, we opted not to make it a requirement for targeting given that Howling End has a lengthy cooldown and grants Winded. [/p][/*]
- [p]Dev Note: If It Bleeds no longer needed a version unique to this Path with other changes that were made.[/p][/*]
- [p]Dev Note: The Berserker now has the ability to Bleed rank 4 from rank 1, adjusting her position and theirs to provide better synergy with other Bleed skills in her kit. Or you can always lock her down with Toe-to-Toe and keep swinging Bleed at the back rank.[/p][/*]
- [p]Dev Note: The Carcass has been adjusted to retain her unique method of tanking and self-abuse while cleaning up some troublesome points where her goals and skills intersected poorly. She has acquired a few new tricks and changes to Winded means that a Carcass running in full defense mode isn't necessarily completely gutted for damage.[/p][/*]
- [p]This Path uses the same Winded token as Wanderer Hellion[/p][/*]
- [p]This Path no longer gains Winded on Turn Start[/p][list]
- [p]Dev Note: Part of the overall Hellion experience is weighing and determining when it's in your best interests to generate Winded and the previous version of this Path made that decision for players by forcing a constant Winded state. We've opted to return that decision to player hands.[/p][/*]
- [p]Dev Note: The Carcass's Block generation has been very slightly toned down and her low-health buff has been adjusted to provide something more unique to her role, dramatically increasing her resistances when her health gets dangerously low.[/p][/*]
Barbaric YAWP! And Barbaric YAWP!+ apply an additional Weak on CRIT[/p][/*][*][p]Barbaric YAWP!+ CRIT increased from 10% to 15%[/p][/*][*][p]Barbaric YAWP!+ Weak reduced from 2 to 1[/p]
- [p]Dev Note: Barbaric YAWP! has been adjusted for Carcass to maintain much of its previous tanking power but in a design space better balanced to account for common Taunt cooldowns from competing Heroes as well as changes to the Weak token’s potency.[/p][/*]
- [p]Dev Note: It's time somebody else gets to enjoy the Hellion's unique token type, whether they want to or not. The short duration of the tokens is reflective of just how damaging they are to a target's power. As a skill that divests the Hellion of her Winded, it also gets to ignore any of the Winded DMG penalties.[/p][/*]
- [p]Dev Note: Carcass Howling End is very similar to Wanderer, but adjusted to feel more appropriate to her play style. While the skill lacks a cooldown, it does remove all of the Carcass's Winded so you're trading defense generation for offense. The mastered version can shore her defenses up briefly while she works on recovering Winded for generation again.[/p][/*]
- [p]Dev Note: This version of Iron Swan allows the Carcass to reposition a little while disrupting the enemy backline and breaking Guard, leaving them exposed. The Speed token allows the Carcass to temporarily overcome her Winded SPD penalties for a repositioned follow-up.[/p][/*]
- [p]Dev Note: Previously, Toe to Toe worked against the Carcass by applying Taunt while removing the Winded she uses to generate Block. This version better matches the Carcass play style, maximizing the amount of Taunt gained when she's also generating the most Block. She no longer Immobilizes herself, allowing dance comps or other skills like Iron Swan to assist in repositioning for Breakthrough when she wants to offload her Winded onto a deserving target. It also offers a faster method of generating Winded in fights with large, singular targets such as bosses.[/p][/*]
- [p]Dev Note: Wicked Hack used to remove Block but it never felt like a particularly cohesive element of the Carcass experience, so it has been removed. That kind of defense-cracking is the new Ravager's domain.[/p][/*]
- [p]Bloodied Branch: Completely Reworked. Now has +2 Bleed Dealt when self HP is 33% or less, +25% DMG when self Bleeding, and Turn Start: Bleed 1 (3 Turns) when Rank is 4.[/p][/*]
- [p]Empty Stein: Replaced Barbaric YAWP!: Gain Strength with Barbaric YAWP!: Apply -20% Debuff RES (3 Turns). Replaced +25% DMG when self Bleeding with Raucous Revelry: Gain Strength (95%) or Daze (5%) and When Stress Healed: +1% CRIT (1 Battle). Removed Gain On Bleed Resist: Gain Weak (25%).[/p][/*]
- [p]Rotten Tomato: Completely Reworked. Now has +2 DMG when target has Combo, Target: Add 1 Weak when target Rank is 4, and Gain when Crit: Knockback 1.[/p][/*]
- [p]War Paint: Completely Reworked. Now has Combat Start: Strength x2 when Rank is 1 / 2 and Combat Start: Taunt x2 when Rank is 3 / 4.[/p][/*]
- [p]Grapeshot Blast now grants 1 Strength if it CRITs a target[/p][/*]
- [p]Grapeshot Blast+ now grants 1 Strength per target CRIT[/p][list]
- [p]Dev Note: A couple of small adjustments to strengthen Wanderer identity and provide another skill option to which you can feed your CRIT tokens for added effect.[/p][/*]
- [p]Dev Note: At its base, this results in Open Vein dealing the same amount of Bleed vs. Combo as it previously did. However, the bonus now applies to any additional sources of Bleed or Bleed modifiers that are applied to the skill, allowing it to remain more competitive against similar skills such as the Survivor's Searing Strike.[/p][/*]
- [p]Double Tap+ and Second Shot+ DMG reduced from 3-5 to 3-4[/p][/*]
- [p]Pistol Shot DMG increased from 4-8 to 5-8[/p][list]
- [p]Dev Note: Some minor adjustments have been made to keep Double Tap and Pistol Shot from stepping on one another's toes quite so much. While Double Tap loses a single point of DMG off the top per shot, it still retains the added utility, gets to peel twice as many tokens from a target, and benefits twice per trinket/quirk DMG buff. Shaving the top DMG gives more of an edge back to Pistol Shot for singular, token-fueled strikes.[/p][/*]
- [p]Open Vein CRIT increased from 5% to 10%[/p][/*]
- [p]Open Vein+ CRIT increased from 10% to 15%[/p][list]
- [p]Dev Note: Just a small buff since the Wanderer version also received an improvement.[/p][/*]
- [p]Dev Note: The Wanderer Leper has been updated to improve his older utility elements and better weigh some of the values in his naturally wide DMG ranges, particularly in regards to skills that risk self-Blind. Some minor adjustments have also been made to base RES values.[/p][/*]
- [p]Chance of starting combat with 0-2 Blind with no RES roll has been changed to a guaranteed 1 Blind that rolls RES as normal[/p][/*]
- [p]Wanderer seal now reflects the Combat Start: Blind information as well as notes that his self-Blinds are resistable[/p][/*]
- [p]Base Move RES increased from 20% to 30%[/p][/*]
- [p]Base Stun RES increased from 30% to 40%[/p][/*]
- [p]Bash DMG increased from 2-4 to 3-7[/p][/*]
- [p]Bash+ DMG increased from 3-5 to 5-9[/p][/*]
- [p]Bash+ Immobilize applied to self increased from 1 to 2[/p][/*]
- [p]Bash+ Immobilize applied to target increased from 1 to 2[/p][list]
- [p]Dev Note: DMG and utility have been improved. It still retains less average DMG than self-Blind skills since it doesn't have the same risk.[/p][/*]
- [p]Dev Note: Break's DMG and utility have been improved to better reflect its nature as a potentially self-Blind skill as well as better match similar Token-negating abilities found on other Heroes.[/p][/*]
- [p]Dev Note: Minimum DMG has been increased to provide a better overall average for your mastery point and better reflect the risk of self-Blind.[/p][/*]
- [p]Dev Note: Average DMG values have been adjusted to keep Hew competitive with more recent AoE skill additions.[/p][/*]
- [p]Dev Note: Intimidate has been adjusted to better match cooldowns on similar Taunts / Debuffs used by other Heroes. DMG has been improved to better match the overall nature of the Leper.[/p][/*]
- [p]Dev Note: DMG values have been adjusted to better match the overall nature of the Leper.[/p][/*]
- [p]Dev Note: Reflection has been reworked to provide broader utility and further differentiate itself from Solemnity as a support skill.[/p][/*]
- [p]Dev Note: Revenge has been reworked to enhance the risk/reward aspect, allowing the Leper to lean harder into outputting damage at a high defensive cost over a sustained period.[/p][/*]
After 2 turns, Ruin+ grants Ruin Has Come+, causing the next successful hit to deal +20% DMG per Ruination token and consuming them[/p]
- [p]Dev Note: Ruin has been revised to better reflect its original intention of converting DMG taken into a powerful attack in a way that's clearer about its duration and timing. Ruin Has Come / Ruination tokens will remain until a successful hit is scored, so any stored power remains until used or the battle ends.[/p][/*]
- [p]Dev Note: This prevents activating Solemnity when it will have no effect, primarily to make it slightly more clear that he's not below the health threshold in some situations.[/p][/*]
- [p]Dev Note: Withstand has been revised to provide powerful tanking at a reduction to offense over a sustained period in a way unique to the Leper when compared to other Heroes.[/p][/*]
- [p]Dev Note: The Tempest has been revised to better reflect the Path's glass cannon risk/reward nature while expanding the viable skill options to more than Chop, even if Chop continues to remain a threat to the existence of anything in the front ranks.[/p][/*]
- [p]Tempest Path seal now reflects the Combat Start: Blind information as well as notes that his self-Blinds are resistible[/p][/*]
- [p]Path Seal flavor description has been rewritten[/p][/*]
- [p]This Path no longer has +33% Debuff RES[/p][/*]
- [p]This Path no longer has +100% Disease RES[/p][/*]
- [p]This Path no longer has -25% Max HP[/p][/*]
- [p]This Path no longer has -3 SPD[/p][list]
- [p]Dev Note: Negative tokens are a valuable part of the Tempest's mechanics now so there's little reason to keep improved Debuff RES or Disease RES. Similarly, his need to work with negative tokens and the self-damage from his heavy hitters negates the need for a base reduction in HP.[/p][/*]
- [p]Dev Note: The 3 self-Blind skills -- Chop, Hew, and Break -- have all been updated to serve as core damage options for the Tempest. Their potentially higher DMG than Wanderer is offset by the increased risk of self-damage and a higher chance of self-Blind, though even that can feed back into their damage with the right support.[/p][/*]
- [p]Dev Note: Tempest's version of Revenge is designed to allow an alternate form of negative token cleansing than Reflection while helping to push those Chop hits to their limit. His original penalty to SPD has been folded into this version of Revenge, which lacks the increased SPD available on Wanderer.[/p][/*]
- [p]Dev Note: The Tempest's version of Ruin is intended to facilitate the changes in Tempest gameplay, allowing players to quickly pull negatives from an ally in order to fuel a bigger hit or centralize them on the Tempest for a quick Reflection cleanse. Pair with Revenge's CRIT token for the best of both worlds.[/p][/*]
- [p]Dev Note: The Poet has retained its tank role but elements of it have been folded into Path-specific skills and it has been giving some regen options, rather than massive bulk healing, to better differentiate how it tanks compared to Wanderer.[/p][/*]
- [p]Poet Path seal now reflects the Combat Start: Blind information as well as notes that his self-Blinds are resistible[/p][/*]
- [p]This Path no longer has +50% Stun RES[/p][/*]
- [p]This Path no longer has +50% Move RES[/p][/*]
- [p]Bash is no longer a Path skill[/p][/*]
- [p]Chop is no longer a Path skill[/p][/*]
- [p]Hew is no longer a Path skill[/p][/*]
- [p]Purge is no longer a Path skill[/p][list]
- [p]Dev Note: These skills were all receiving penalized DMG from the Poet Path and no benefits, so they have been removed.[/p][/*]
- [p]Dev Note: We wanted to give the Poet an interesting take on Break that still accomplished the elimination of defenses on a target but in a way that better fit this Path.[/p][/*]
- [p]Dev Note: Sometimes a poem turns out to be an epic, so we wanted to give the Poet a way to dish out the damage when it really counted. The mastered version prevents the Strength tokens from being canceled by any Weak tokens between his turns.[/p][/*]
- [p]Dev Note: Solemnity as it previously existed was clearly Solemnity++ so it has been adjusted to better suit the Poet's regenerative nature.[/p][/*]
- [p]Dev Note: Withstand has been adjusted to fold in some of the Poet's previous innate RES bonuses, in addition to the small buff both of those values received at the base Wanderer level. Unlike other versions of Withstand, it can passively generate Taunt.[/p][/*]
- [p]Dev Note: It's no secret that the Monarch Path hasn't fulfilled its purpose since we introduced the ability to swap Paths mid-run, nor has it ever gelled with the nature of Kingdoms mode, so it has been re-envisioned in a way that functions with both of those things while still true to the original version's themes of "power at campaign's end" and being a slightly more supportive version of the normally self-oriented Leper.[/p][/*]
- [p]Monarch Path seal now reflects the Combat Start: Blind information as well as notes that his self-Blinds are resistible[/p][/*]
- [p]This Path no longer has -30% HP[/p][/*]
- [p]This Path no longer grants +50% Max HP in combat vs. Cosmic creatures[/p][/*]
- [p]This Path no longer grants +2 SPD in combat vs. Cosmic creatures[/p][/*]
- [p]When the Monarch kills any target, he gains +1% Monarch's Oath permanently[/p][/*]
- [p]When the Monarch kills any boss, he gains +3% Monarch’s Oath permanently[/p][/*]
- [p]When the Monarch kills any lair boss, he gains +6% Monarch's Oath permanently[/p][/*]
- [p]Monarch's Oath stacks to +66%[/p][/*]
- [p]Monarch's Oath is applied to several of the Path skills[/p][/*]
- [p]Move is now a Path skill[/p][/*]
- [p]Move increased from Forward 1, Back 0 to Forward 2, Back 2[/p][list]
- [p]Dev Note: Positioning matters to the Monarch and the Leper will never become a dance class.[/p][/*]
- [p]Dev Note: The Monarch has shifted more in favor of positive token interaction and manipulation rather than negative, so Intimidate has been restored to the Wanderer version accordingly.[/p][/*]
- [p]Dev Note: More flexible ranks allow Purge to pair better with Reflection. In order to help keep the skill distinct from Break, which ignores Block, and separate it from non-damaging theft skills such as Highway Robbery, DMG on Purge has been kept lower and it does not ignore Block. Monarch’s Oath mechanics give it extremely high steal potential in late game, particularly when mastered.[/p][/*]
- [p]Dev Note: The Monarch has been given a version of Reflection that better suits his ability to support other Heroes, allowing him to share his benefits with those around him.[/p][/*]
- [p]Monarch’s Oath applies as a DMG bonus to all non-Chop skills[/p][/*]
- [p]The Leper takes 1 stress per target hit while this token is active[/p][/*]
- [p]Dev Note: Execution makes an appearance in the Leper's kit at long last, conditionally. Ruin offers a way to finish targets off more easily, building up more Monarch's Oath, while also expanding the DMG buff to other skills (and sometimes allies) to keep them competitive.[/p][/*]
- [p]A Simple Flower: Now provides both Heal 10% and Block+ when resisting a Stun, Daze, or Move. Now has Turn End: Ally Behind: Add 1 Positive Token.[/p][/*]
- [p]Inevitable End: Completely reworked. Now has Turn Start: Forward 1, Turn End: +5% DMG (1 Battle) when last in turn order, and On Move: -1 SPD (1 Battle).[/p][/*]
- [p]Uncommon Seashell: Replaced Apply On Hit: Intimidate Skills: Combo Token with Apply to Attacker When Crit: Stun. Replaced -10% DMG Received per Negative Token with When Healed: Gain Block (50%) or Block+ (25%).[/p][/*]
- [p]Malediction+ text updated to reflect that any Debuff being resisted as part of the skill will result in the Unchecked Power refund.[/p][list]
- [p]Dev Note: Yes, this means that trinkets inflicting resisted debuffs when casting Malediction will refund the Unchecked Power. Enjoy.[/p][/*]
- [p]Malediction and Malediction+ enemy heal changed from 4 static health to 2 regen (2 Turns)[/p][/*]
- [p]Malediction Hero heal chance increased from 33% to 75%[/p][/*]
- [p]Malediction+ Hero heal chance increased from 66% to 100%[/p][list]
- [p]Dev Note: Regen spreads the equivalent former heal out over two turns, giving a greater allowance for following up to kill the target before it benefits from the heal and fixing some edge case behaviors with Death's Door. Hero chance has been increased to make it more viable at both tiers.[/p][/*]
- [p]Incision and Incision+ now have +30% Bleed RES Piercing vs. Combo[/p][/*]
- [p]Emboldening Vapours and Emboldening Vapours+ are now single target[/p][/*]
- [p]Emboldening Vapours now converts all of a random negative token type instead of only 1[/p][/*]
- [p]Emboldening Vapours+ now converts all of 2 random negative token types[/p][/*]
- [p]Emboldening Vapours+ no longer has a chance to convert Weak into CRIT[/p][list]
- [p]Dev Note: This change allows much more targeted application and prevents cases where the positive token generated is simply canceled out by another negative token type. [/p][/*]
- [p]Searing Strike and Searing Strike+ Apply On CRIT text updated for clarity and to match the style of wording used in Grave Robber's Poison Dart for the same effect[/p][/*]
- [p]Fixed a tool tip text coloration issue with Searing Strike and Searing Strike+[/p][/*]
- [p]Fixed an issue where using Mace Bash or Judgement at 2 Conviction against a target that has Riposte would result in the additional Conviction generated by Riposte's hit being incorrectly consumed by Mace Bash or Judgement[/p][list]
- [p]Dev Note: This only applies when using 2 Conviction. At 3 Conviction, any Conviction generated by the Riposte hit will simply collide with the currently maxed stack of tokens and fail to apply regardless.[/p][/*]
THE DAM [/p][p]We have added a few more options to the Dam. Players can now play extended versions of Confession 1 and 2 (in order to unlock the extended version, you must first beat the Confession). We have also added the option for Death to appear in battle when the Flagellant is not in your party. In order to unlock this, you need to have beaten Death and Act 5.[/p][p][/p][p]MONSTERS[/p][p]Coven[/p]
- [p]Custode: Momentum launch ranks changed from 4 to 1 2 3 4[/p][/*]
- [p]Custode: Momentum DMG adjusted from 5-8 to 6-9[/p][/*]
- [p]Custode: Momentum regen reduced from 4 to 3[/p][/*]
- [p]Custode: Smackdown now has a cooldown of 1[/p][/*]
- [p]Custode: skill selection behaviors have been adjusted[/p][list]
- [p]Dev Note: Some adjustments have been made to the Custode to better allow her to utilize her stress and healing effects outside of starting in rank 4. Regen has been reduced to account for the increased availability of Momentum.[/p][/*]
- [p]Fixed an issue with Cultist Altar not correctly granting Worship in certain Confessions when using "Altar of X" skills[/p][/*]
- [p]Fixed an issue with Cultist Altar having an increased chance to grant Block in higher tier Confessions instead of a chance to grant Block+[/p][/*]
- [p]Cardinal is no longer classified as a “boss” in Kingdoms[/p][/*]
- [p]Cherub now spawns with an additional Dodge+ token in Kingdoms[/p][/*]
- [p]Deacon is no longer classified as a “boss” in Kingdoms[/p][/*]
- [p]Herald: Clarion Call now reflects that it removes 2 positive tokens in the Academic View[/p][/*]
- [p]Immolatist: Funeral Pyre chance of Strength increased from 25% to 33%[/p][/*]
- [p]Her Ladyship: Funeral Pyre chance of Strength increased from 25% to 33%[/p][/*]
- [p]Fixed an issue with a couple of mashes that only had 3 ranks worth of monsters instead of 4[/p][/*]
- [p]Bishop: Purge the Unworthy now reflects that it removes all positive tokens in Academic View[/p][/*]
- [p]Bishop: Purge the Unworthy now reflects that it prevents Dodge gain for 2 rounds in Academic View[/p][/*]
- [p]Foot Soldier: Atrophic Cut now reflects that it prevents Block gain for 2 rounds in Academic View[/p][/*]
- [p]Bullseye Barrett: Fixed an Academic View issue that made it appear as though Chosen Target had inaccurate launch and target ranks[/p][/*]
- [p]Lord: Fleshy Backhand DMG increased from 6-9 to 8-11[/p][/*]
- [p]Lord: Fleshy Backhand now better reflects its launch ranks in the Academic View[/p][/*]
- [p]Lord: Tongue Lashing Strength increased from 1 to 2[/p][/*]
- [p]Lord: Tongue Lashing now moves the target forward or backward based on the monster's preferred ranks[/p][/*]
- [p]Lord: Tongue Lashing now has a cooldown of 1[/p][/*]
SPOILERS[/p][p]Confession of Cowardice Boss[/p]
- [p][spoiler]Leper's Spectre will now always move forward 1 when attacking[/spoiler][/p][/*]
- [p]Morbid Joke: Now has Self: +5% Resolute Chance per Positive Relationship and Self: +1 DMG per Negative Relationship.[/p][/*]
- [p]Experimental Remedy: Heal 100% is now always guaranteed. The chance for cure disease and removing negative quirk is 50/50.[/p][/*]
- [p]Pain Box: Chance for +1 Blight Dealt increased from 33% to 100%. Chance for +1 Blight Duration Dealt reduced from 33% to 25%. Chance for +33% Blight RES Piercing reduced from 33% to 15%.[/p][/*]
- [p]Blade Oil: Now has Riposte Skills: +2 DMG[/p][/*]
- [p]Replaced “Heal” text with a heal icon (the former regen icon) for tooltips[/p][/*]
- [p]Added a new Regen icon for tooltips and token tray[/p][/*]
- [p]We now allow inventory to be opened during siege selection[/p][/*]
- [p]Added “weak” tag to Fisherfolk Cabin Boy, Cultist Cherub, and Pillager Mongrel for narration purposes[/p][/*]
- [p]Fixed a number of issues with skill mouseovers noting Strength tokens that were not present in the skill[/p][/*]
- [p]Fixed an issue with Path seal skill ordering no longer being alphabetized[/p][/*]
- [p]Fixed an issue with positive and negative token removal effects not always being random in regards to what tokens are removed[/p][/*]
- [p]Increased priority of Daze and Stun removal effects to facilitate improved interactions with some other negative token removal effects and trinkets such as Junia's Head[/p][/*]
- [p]Fix for Breacher quirk occasionally failing to move a Hero to rank 1 when the Ambush battle modifier occurs[/p][/*]
- [p]Updated Cultist trinket descriptions to clarify equip conditions.[/p][/*]
- [p]Fixed instances where we would apply battle stall penalties when the whole hero team is militia fighters[/p][/*]
- [p]Applicable combat buffs from Trophies, Pets, Flames, and Almanacs will now appear on the character sheet.[/p][/*]
- [p]Increased health threshold for Hellion's final Kingdom upgrade from 25% or less to 33% or less[/p][/*]
- [p]Enabled highlights in previews for tokens that could be stolen or converted[/p][/*]
- [p]Updated Kingdoms logic to prevent spawning kill contracts on inactive and/or boss regions[/p][/*]
- [p]Confessions runs that skip straight from the first inn to the mountain will now count for achievement progress[/p][/*]
- [p]If you have an anti-block debuff, you will no longer lose vulnerability tokens when trying to gain block. (And the same for any similar cases)[/p][/*]
- [p]Disabled user control of Kingdom map, left click on hero portraits, and the pass day button when there is a siege to be resolved[/p][list]
- [p]Dev Note: We found many reports on PC due to players thinking they were softlocked on the Kingdom map when in reality they had sieges to resolve, but we allowed them to move off the sieges with m/kb where with gamepad we will focus attention to the Sieges. [/p][/*]
- [p]Updated Unity version in accordance with Unity Security Breach recommendations[/p][/*]
- [p]Fixed an issue resulting in negative loot due to transferring items between different slots with differing stack size limits[/p][/*]
- [p]Fixed a softlock in battle stall if your whole party is dead[/p][/*]
- [p]Fixed an issue with Cultist Evangelist spawning with too much Block in Kingdoms[/p][/*]
- [p]Fixed an issue with Cultist Altar applying too much regen in Kingdoms[/p][/*]
- [p]Fixed an issue with the target of Wanderer AGAIN! idling during skill use[/p][/*]
- [p]Fixed an issue when the turn order isn't changed after killing enemies via combat item follow up[/p][/*]
- [p]Fixed game locking when attempting to enter combat at Oblivion Ingress encounters in Kingdoms[/p][/*]
- [p]Fixed an issue when switching between Controller and Keyboard + Mouse resulting in input lost on active Siege[/p][/*]
- [p]Fixed a Travelogue entry iss where multiple deliverables wouldn't be logically combined[/p][/*]
- [p]Fixed some path descriptions that extended past screen border in path change panel[/p][/*]
- [p]Fixed a softlock when abandoning an expedition before choosing a boss[/p][/*]
- [p]Fixed a case where the lungs fight could get stuck if you saved the game with the lungs dead and the core still alive, and then loaded the game later. (The lungs are listed as proxies for the core, meaning that when the core dies, the lungs also die. However, the corpses were not listed as proxies. It turns out that when the actor converts to a corpse, it keeps the proxy data, but that data doesn't get saved. When you load a save, it gets the proxy data from the corpse asset so I marked the corpses as proxies for the core.)[/p][/*]
- [p]Fixed an issue on the path comparison panel sometimes shows cooldown text on cooldown-less skill[/p][/*]
- [p]When a damage range for a skill has a minimum value of 0 (eg this can happen if the hero is Winded), we no longer show the preview differently if the random number generator picks 0 damage. Also, if the random number generator picks 0 damage AND the skill is a Crit, the damage will be adjusted to the maximum value instead of staying at 0. [/p][/*]
- [p]Path panel's affected skill order changes when confirming a path change[/p][/*]
- [p]We now Load player collection, tutorials and narration jsons when switching profiles regardless of the previous profile state. This fixes the issue where modded profiles would not save tutorial/academic view and other game history properly.[/p][/*]
- [p]Fixed duplicate region duration on character sheet buff description for Rhizanthella[/p][/*]
- [p]Fixed missing green circles on certain skills which targets ally on the skill info tooltips[/p][/*]
- [p]Remove/Hide Memories Section of Character Sheet in Kingdoms Mode[/p][/*]
- [p]Updated UI logic for heal preview and effects with a chance to heal, now effects that are a chance to heal will no longer display as part of the skill preview[/p][/*]
- [p]Fixed narration not playing when arriving at faction combat routes in the Sprawl, Sluice, Tangle, Shroud, and Foetor[/p][/*]
- [p]Fixed an issue with the Initiative order skipping ahead and then back after skill use[/p][/*]
- [p]Fixed incorrect Warlord encounter chance in later regions and Escalation 3[/p][/*]
- [p]Gamepad - Sort Inventory when switching its sections[/p][/*]
- [p]Gamepad - User can navigate on the Heroes at the Kingdom Hero Bar during active Siege[/p][/*]
- [p]Gamepad - Allow controller item splitting to be split into a single slot[/p][/*]
- [p]Fixed Bundle of Contracts incorrect buff duration found on the Hero Sheet Conditions tab[/p][/*]
- [p]Fixed Kingdom Full Inventory tutorial that incorrectly stated that items cannot be sold anywhere[/p][/*]
- [p]Fixed duplicate region duration on character sheet buff description for Rhizanthella[/p][/*]
- [p]Radiance and Radiance+ no longer require that skills be ranged to benefit from the Burn RES piercing buff[/p][/*]
- [p]Radiance duration of Burn RES piercing buff reduced from 4 turns to 3 turns[/p][/*]
- [p]Radiance now grants +2 SPD for 3 turns[/p][/*]
- [p]Radiance now grants +2 DMG vs. targets with Burn for 3 turns[/p][/*]
- [p]Radiance+ cooldown reduced from 4 to 3[/p][/*]
- [p]Radiance+ regen increased from 3 to 4[/p][/*]
- [p]Radiance+ regen duration increased from 3 turns to 4 turns[/p][/*]
- [p]Radiance+ now grants +4 SPD for 4 turns[/p][/*]
- [p]Radiance+ retains the 20% Burn RES piercing for 4 turns[/p][/*]
- [p]Radiance+ no longer grants +30% DMG vs. targets with Burn for 4 turns[/p][/*]
- [p]Radiance+ now grants +2 DMG vs. targets with Burn for 4 turns[/p][list]
- [p]Dev Note: Radiance has been revised to provide much of the value at base, with incremental gains and better turn economy through improved duration for mastery. Improved SPD allows the Crusader to set the DOTs up sooner and the +DMG buff has been changed to a static increase to better support low DMG, multi-hit skills such as Reap and Zealous Accusation while still retaining much of the benefit the previous value would have had for heavy hitters such as Smite.[/p][/*]
- [p]Smite+ CRIT increased from 5% to 10% to match other versions of the skill[/p][/*]
- [p]Rallying Cry+ cooldown increased from 2 to 3[/p][/*]
- [p]Rallying Cry+ Immobilize increased from 1 to 2[/p][/*]
[/p][p]DUELIST[/p][p]Wanderer[/p]
- [p]AGAIN!+ no longer removes her current stance[/p][/*]
- [p]Fixed an issue with the target of AGAIN! idling during skill use[/p][/*]
- [p]Fixed an issue with Ruthless Instruction+ Ignore Blind buff having weird stacking behavior. It now correctly removes and refreshes the buff instead.[/p][/*]
- [p]Disengage DMG increased from 2-4 to 3-5[/p][/*]
- [p]Disengage+ DMG increased from 3-5 to 4-6[/p][list]
- [p]Dev Note: This matches its damage to other variations of the same skill.[/p][/*]
ABOMINATION[/p][p]Wanderer[/p]
- [p]Beast's Bile and Beast's Bile+ now deal increased Blight amount and duration on CRIT[/p][/*]
- [p]Ichor and Ichor+ now deal increased Blight amount and duration on CRIT[/p][list]
- [p]Dev Note: Adjustments being made to account for CRITs on a skill that has no DMG-benefit, given changes to how CRIT interacts with DOTs.[/p][/*]
- [p]Beast's Bile and Beast's Bile+ now increase the amount and duration of Blight dealt by +1 on CRIT[/p][list]
- [p]Dev Note: Adjustments being made to account for CRITs on a skill that has no DMG-benefit, given changes to how CRIT interacts with DOTs.[/p][/*]

