BALANCING
Weapons
Axe
[u][b]Shred (Skill 1):[/b][/u]- Added back Inaccurate (x1.5)
- Opportunism Multiplier: x1.25 -> x1.35
Two-handed Sword
Base DMG at level 0: 95-129 -> 101-138Sledgehammer
[u][b]Mega Stomp (Skill 3):[/b][/u]- Debuff: -33% DMG (2 Turns) -> -20% DMG (2 Turns)
Spear
Base DMG at level 0: 90-120 -> 99-126Magic Wand
[u][b]Magic Missiles (Skill 3):[/b][/u]- DMG x1 (72-101) -> DMG x0.85 (61-86)
One-handed Crossbow
[u][b]Slow Death (Skill 2):[/b][/u]- Poison Damage: 40 (3 Turns) -> 60 (3 Turns)
- DMG x2 (98-116) -> DMG x1.75 (86-102)
- Propagation bounces: 4 -> 3
Items
Warp Crystal:
- Teleportation : Added a limit per turn of 3.
Power Ring:
- Will now appear less often
PERKS
Poisonous
- Base Poison: 35 (3 turns) -> 40 (3 turns)
Lone Wolf
- Damage bonus (range 5): +8% -> +12%
- Damage bonus (range 10): +12% -> +18%
Blood Magic
- Resistance conversion rate: 30% -> 25%
Vivified
(Energized replacement when using Blood Magic)- Health to spend: 28 -> 42
Blood Shield
(Mana Shield replacement when using Blood Magic)- Health to spend: 8 -> 12
Critical Master
- Base Critical Power bonus: +25% -> +20%
- Additional Critical Power bonus: +5% -> +4%
Human Ballista
- Base Damage: 110-140 -> 90-125
Specialist
- Damage bonus: +30% -> +50%
Berserk
- Damage bonus: +3% -> +4%
Potent Toxins
- Poison Damage bonus: +75% -> +100%
Fortress Master
- Range: 10 -> 6
Don’t Panic
- Total Damage bonus: +30% -> +40%
- Accuracy bonus: +10% -> +15%
BUILDINGS
Ballista
- Maximum amount of Ballista (Normal and Mounted) : 40 -> 32
- Ballista cost: 40 Materials -> 65 Materials
- Cost of upgrading from Ballista to Mounted Ballista: 40 Materials -> 35 Materials
- Mounted Ballista cost: 80 Materials -> 100 Materials
Watchtower
- Cost: 60 Materials -> 40 Materials
Barricade
- Cost: 8 Materials -> 7 Materials
Wooden Wall
- Cost: 15 Materials -> 12 Materials
Wooden Gate
- Cost: 15 Materials -> 12 Materials
Reinforced Wooden Wall
- Cost: 25 Materials -> 20 Materials
Stone Wall
- Cost: 40 Materials -> 30 Materials
Stone Gate
- Cost: 40 Materials -> 30 Materials
Reinforced Stone Wall
- Cost: 50 Materials -> 40 Materials
Ruins
[b][u]1-tile ruin scavenge yields[/u][/b]- Gold focus : 12 Gold/13 Materials -> 14 Gold/13 Materials
- Materials focus: 4 Gold/38 Materials -> 4 Gold/40 Materials
- Gold focus: 28 Gold/28 Materials -> 32 Gold/28 Materials
- Materials focus: 9 Gold/84 Materials -> 9 Gold/90 Materials
- Gold focus: 48 Gold/46 Materials -> 54 Gold/46 Materials
- Materials focus: 16 Gold/138 Materials -> 16 Gold/160 Materials
- Gold focus: 72 Gold/67 Materials -> 80 Gold/67 Materials
- Materials focus: 24 Gold/200 Materials -> 24 Gold/240 Materials
Corpses
Corpses are now slightly less effective when it comes to rewards, but playing around them is more consistent.Corpse generation
- Corpse generation has been rebalanced %-wise to serve its original purpose better as a catch-up mechanic for tough nights (or risk-reward strategy for experienced players): emphasizing stacking enemies close to the haven for better results, while still being controlled on our part in terms of maximum quantities per night.
- Elite Carrion generation % is now based of the Elite’s dangerousness: the scarier an Elite is the easier it will be to get an Elite Carrion.
Scavenge yields
[u][b]Corpses scavenge yields:[/b][/u]- Gold focus: 18 Gold -> 16 Gold
- Materials focus: 32 Materials -> 30 Materials
- Resources focus: 20 Gold/36 Materials -> 18 Gold/32 Materials
- Resources focus: 1 worker for 40 Gold/72 Materials -> 2 workers for 72 Gold/128 Materials
- Items focus: 1 worker for 2 Items -> 2 workers for 3 Items
- 20 Gold/36 Materials/1 EPIC Item -> 22 Gold/38 Materials/1 EPIC Item
Maps & Bosses
Generally speaking, [b]Boss Nights now have less enemies[/b], and the Nights leading up to them have more enemies. This should reduce the gap in difficulty between Boss Nights and the rest of the run.Gildenberg
- Slightly increased enemy quantity of Night 6
- Slightly increased night length of Night 6
Lakeburg
- Slightly increased enemy quantity of Nights 7, 8, 9, 10 and 11
- Slightly increased night length of Nights 7, 8, 9, 10 and 11
- Greatly reduced enemy quantity of Night 12
- Reduced Health and Armor values on Boss and their minions
Glenwald
- Slightly increased enemy quantities of Nights 6, 7, 8 and 9
- Slightly reduced enemy quantity of Night 10
Elderlicht
- Slightly decreased enemy quantities of Nights 1 and 14
Omens
Omen of Supplies
- Material bonus: 80 -> 100
Omen of Celerity
- Move Point bonus: 2 -> 3
Omen of the Vulture
- Gain per Corpses: 4 Gold & 9 Materials -> 7 Gold & 13 Materials
Omen of the Siege
- Bonus damage for defenses: +25% -> +20%
Omen of the Trapper
- Reduced damage on Damage Trap’s secondary tiles
Omen of the Engineer
- Reduced damage on Ballista’s and Mounted Ballista’s secondary tile
- Reduced damage on Catapult’s secondary tiles
BUG FIXES
- Fixed the Defensive Training Perk granting way more XP than intended: it was always supposed to only grant the "Killer XP bonus" (additional 30% of the enemy's XP value) to the Hero as if they were the one killing it (since the base 100% of the XP is already accounted for in the Shared XP for defenses kills, just like any kill), but instead was granting them a whole additional 100%...
- Added a safety to prevent infinite night because of an enemy that couldn't spawn
- Fixed Blockers staying in the mist, stuck to a corpse or a barricade
- Fixed weird interaction between Human Ballista perk and Vampire perk
- Fixed the contagion alteration not spreading in specific cases
- Added a safety to prevent players to play the next production phase after beating the boss (instead of winning the run)
- Fixed heroes turning red when attacking a mirror elite enemy
- Set the maximum value for the UI scale slider setting to 120% instead of 100% when playing on smaller resolutions
- Fixed exiting construction menu when right clicking to cancel the preview of a building
