In this update15
Full notes
Full Alchemortis update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- Balance
- Store
- Performance
Alchemortis changes
Alchemortis is available for playtesting!
The fourth Alchemortis playtest is now live for everyone!
A lot has changed in this version of the game. I would love to hear your thoughts about the changes. Please be sure to join the Discord to leave your feedback:
I hope you enjoy, and thank you for your support!
Firebelley
Patch Notes
Map Gameplay Overhaul
The map has received a significant rework.
The map is no longer free roam. The map is now vertically oriented, with directed paths to keep the player moving forward. This change should create more meaningful navigation decisions.
The Inquisition strength mechanic and notoriety penalty have been removed.
Event frequencies and combat have been rebalanced to accommodate this new map structure.
Board Overhaul
Players now start with a 3x3 board, reduced from 4x4
The board cell unlock system has been removed
Board growth is now guaranteed after boss fights
Boss Souls
A new boss soul reward system has been added:
Defeating a boss now awards a boss soul, a new reagent item
One or more boss abilities are captured as an absorbed ability and applied via alchemy
Boss soul sizes are randomized, with different sizes granting different ability counts
Enemy Board Preview
Players can now preview the enemy board during combat. The preview includes:
What kinds of damage and statuses the enemy board will apply over 30 turns
The exact enemy board layout, which enables players to inspect enemy items prior to combat
Data like the health of the combat encounter and rewards
Alchemy Overhaul
Alchemy has been significantly reworked for clarity and consistency:
Turn cooldowns are no longer affected by input reagents and are no longer randomized
Players can now take all alchemy outputs, instead of choosing only one
All current abilities and enchants of items are preserved in the output; only 1-2 new abilities are added or randomized based on inputs
Enchants are preserved on outputs
Item tiers, crit chance, and critical multipliers are no longer randomized
Ability Changes
Items now have a limited number of ability slots based on their size:
Alchemy fills empty ability slots first. Abilities are only randomized if no empty slots remain
Larger items receive more ability slots, one additional slot per 3 item cells
Reagents that add guaranteed abilities have been reworked to fit this system
Items that naturally exceed their calculated slot count (e.g. Aberration) have their slot count overridden appropriately. This makes Aberration a 1x1 item with support for 6 abilities!
Additionally, the concept of "Innate" abilities has been introduced. Innate abilities are not modifiable or transferrable via alchemy.
Currency Overhaul
The currency system has been reworked for clarity:
Alchemical Residue has been renamed to Dust
Alchemy now costs a flat amount of Dust
Items now sell for Dust instead of Blood
Events purchased via the shop now cost Dust instead of Blood
Legendary Item Rework
Legendary items have been significantly reworked:
Legendary items are no longer immutable. They can be altered via alchemy, upgrades, etc. like normal items
Legendary items now receive additional ability slots
Legendary items are set to maximum tier automatically
Legendary abilities are now treated as innate
Meta-Progression Framework
A full meta-progression system has been implemented, though is not finalized.
Goal-based unlocks tied to various stats like victories, damage dealt, etc.
Characters, items, item bundles, and artifacts can all be unlocked in accordance with their unlock conditions
Statistics are tracked permanently across runs and trigger unlocks when thresholds are met. This also sets up the ability to introduce a statistics screen for those of you curious how many millions of damage you've dealt :)
In-game loot tables now only include items that have been unlocked (or which have no unlock conditions). Unlocking items happens after completing or abandoning a run. Unlocked items will not appear during an in-progress run, in order to preserve the consistency of map seeds.
Save System
A comprehensive save system has been implemented across the game. The system now persists all critical run state, including:
Ability internal state (e.g. Flagrum, Legendary Fire ability)
Artifact internal state (e.g. Unicorn Horn, Gauntlet)
Map state and map node changes made via Obelisk
Alchemy pot state, including board size increase from Death Orchid, and the seed for the next random output to prevent save-scumming alchemy results
The game is saved automatically and frequently at appropriate points. You may quit out of the game at any time and return to your saved run. Abandoning a run clears your saved run, allowing you to start a new run. If the save frequency feels off to you, please let me know!Additional save system features include save file migration support, a backup save file written before each save, and file saving in a background thread to prevent hitches and stutters. NOTE: Saves will not be carried over from the playtest to the full game. During development, all save files will be wiped until release. As such, there is not currently Steam cloud save support, though this will be implemented prior to the release of the full game.
Item Rendering Refactor
Items have been refactored to greatly improve performance:
Instantiating 100 items in one frame went from over 100ms to 8ms. This allows displays like the Unlocks Screen to render all items within the time of 1 frame.
Clickable Color Scheme Update
All interactive elements have been updated to use a consistent and brighter color scheme:
New, more vibrant Alchemy pot art, including a new liquid shader
All event art, start menu buttons, recenter camera button, auto resolve button, drawer buttons, resurrection buttons, skip button
New Items
Giant Mushroom
Giant Mushroom Spore
Strange Man (something stirs beneath his flesh)
Sweet Roll
Stonehew
Phalanx
Priest
Stone of the Ancients
Sword in the Stone
Anvil
Cursed Figurehead
Crystal Ball
Snake-Head Whip
Mimic
Idol
Witch Hut
Elf in a Jar
Fist of Anger
Small Boss Soul
Medium Boss Soul
Large Boss Soul
New Reagents
Gemstone: Adds 1 empty ability slot to an item
Mystery Tonic: Adds a random ability from any item in the game to the alchemy output
Alkahest (reworked): Now strips all abilities from items
Honey (reworked): Protects the abilities of adjacent items, preventing any changes from being applied
New Enchants
Enchants to apply each of the 5 item tags have been added.
New Artifacts
- Tactics ManualTurn cooldown reduced for allied minions, all other allied items have increased turn cooldown
Adamantine Hammer: Items are upgraded by an additional tier whenever upgrading
Hands of the Fallen: If the player board contains only weapons, grants those items crit chance, critical multiplier, and echo
Chipped Whetstone: Increases weapon turn cooldown by one and increases weapon critical chance by 10%
Cauldron Scrub Brush: Alchemy costs 1 less Dust
Subjugator's Ring: 50% chance to award an enemy item after combat victory
New unlock conditions have been added for the following artifacts:
Adamantine Hammer
Noble Pedigree
Sapling
Subjugator's Ring
Thorns
Cloak
Innate Abilities Added to Large Items
Several large items have received innate abilities to make them more appealing choices:
Giant Squid
Iron Maiden
Mosquito Swarm
Skeleton Dragon
Tapeworm
Archangel Melzehel
Mayor Albrecht
Tutorial
The tutorial has been reworked to be more interactive. Players are now presented tutorial guides contextually based on what's happening in-game. Tutorial progress is saved, and players will not see the same tutorial popup twice.
UI & Unlock Screens
There is a new unlocks menu to track all unlocks.
Combat VFX
New visual effects have been added during combat, to more clearly indicate what items are doing.
Status Icons
All description and status icons have been updated, and several new icons have been added to further differentiate the different buffs, debuffs, and statuses.
Language & Clarity Pass
All references to "cards" have been replaced with "items." Items are now what you place on your board.
Preserve has been renamed to Armor
"Converts all Preserve to Fire" is now "Converts all armor that this item applies into Fire"
Holy, necrotic, and critical chance descriptions improved
Instances of "double", "triple", "2x", "3x" damage in descriptions have been replaced with the calculated numbers instead
Innate abilities now display a tag noting they cannot be transferred via alchemy
Gameplay Adjustments
Poison now applies every 5 turns instead of every turn
Armor nerfed by adding a turn lifetime of 20
Items rewarded from combat now scale in tier based on the combat difficulty
Item ability numbers reduced across the board to decrease combat burstiness
Fire Arrow ability now works with any item
Snail Cat nerfed
Alembic buffed
Dragon Scales conversion ratio nerfed
Necrosis threshold increased
Staff of Vel'a reworked
UI & Controls
Tooltip toggle button removed. A held keybind (ALT) now disables tooltips while held
Sell and stash text in inventory made more readable
Scrollbar, default panel container, and buttons updated (buttons are now red/orange by default, brighter when selected)
Mouse buttons have been swapped: LMB is now used for quick move and purchasing, RMB is now used for inspection
Item tags have been added to tooltips
Icons added for each item tag
Reroll text is now always visible in the artifact screen
Artifacts are now always visible and no longer hidden at any point
A button has been added to the main menu to access the unlocks screen
Items now quick-move back to their original positions when used in events such as enchant and upgrade
One Additional Surprise
There is a surprise waiting for you in this build which I have not noted in these patch notes nor shown on stream. Feel free to share your discovery in the Discord server (but please use the spoiler tag!).
Source
Changelog.gg summarizes and formats this update. How we read updates.
