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
- Server
- Balance
- Store
Alchemortis changes
Welcome, Alchemist!
Discover the dark world of Alchemortis - the open playtest has begun! Try it now!
Open playtest contains:
5 characters (4 to unlock!)
190+ items (40 new ones)
every run has 3 stages - each with a boss at the end!
8 difficulty levels (to ramp up the challenge!)
dozens of Artifacts
countless synergies and limitless ways to "break the game!"
Have fun exploring the game and remember that YOUR VOICE MATTERS - your feedback is the key to making the Alchemortis the best it can be. Share your thoughts on Steam Discussions or join the official Discord Server to drop your suggestions there!
And if you haven’t already - add Alchemortis to your grimoire and wishlist it now!
Oh, and one last thing. Feardemic has joined Alchemortis to aid the publishing rites.
Brew wisely!
Firebelley & Feardemic
PATCH NOTES
New Content
New Characters
Two new playable characters have been added to the game, each with their own unique artifacts and unlock conditions.
New Items
39 new items have been added to the game:
Tree of Amas
Ascetic
Ballista
Bear Trap
Bellows
Cathedral
Planta Carnivora
Chainmail
Corrupted Rose
Corrupted Staff
Crown Jewels
Dagger
Dove
Drunkard
Edict
Fairy Wings
Feast
Gnome
Reach of the Apostate
Holy Water
Ashmane's Horseshoe
Saint Sylva's Hourglass
Altar of Infusion
Inquisitor
Jewel of Eternity
Leviathan
Maiden
Pilean
Oil Barrel
Sword of Holy Oil
Occult Altar
Paladin
Salt
Skeleton Commander
Syph's Spectacles
Stag
Wasp
Witch Dust
Witch Hunter
New Artifacts
Soul Jar - Adds an innate damage ability to all items when a resurrection stone is spent.
Soul Lantern - Awards a Resurrection Stone for every 75 blood spent.
Magnifying Glass - Adds an extra ability slot to 1x1 items, but increases their turn cooldown.
Enchanting Amulet - Allows items to receive an additional enchant.
Immovable Monolith - Places a permanent, immovable item on a random free space on your combat board.
Bubbling Tar - Every time fire deals damage a certain number of times, it deals double damage.
Calipers of Creation - Allows items to be upgraded beyond the Tier V cap.
Systems & Features
Alchemy Changes
Alchemical Dust currency removed
Alchemy board expanded to 4x4 from 3x3.
It should be much easier to do more with alchemy by default as a result of this change.
Alchemy now has a chance to add corrupted abilities to items. These are negative abilities that cannot be removed or replaced by normal means.
Legendary items are immune to corruption. It is safe to continually re-alchemize your legendary items.
Changed how ability slot filling and randomization works.
Reagents are now significantly more common. They appear in booster packs, as combat rewards, in greater quantities from the reagent event. The shop encounter now also offers a guaranteed reagent item.
Secondary Item Tags
In addition to the default tags (minion, reagent, etc.), there are now secondary tags which enable special synergies between items. Currently, the secondary tags are Clergy, Undead, and Fungus. The secondary tag system will be expanded in the future, pending feedback.
Turn Cooldown → Seconds
All turn cooldowns are now measured in real time (seconds) rather than abstract turns. Items that previously had turn-based cooldowns, paralysis durations, and status intervals have all been updated accordingly.
The game speed modifier still makes cooldowns process faster. But at the default speed of 1x, the cooldowns happen in real time.
Difficulty Tiers
A full difficulty tier system has been added. Each tier applies additional run modifiers that make the game progressively more challenging. Tiers are unlocked after winning runs at the highest tier difficulties you have access to, and are selected from a new Difficulty Selection UI before starting a run.
Resurrection Rework
The resurrection system has been completely redesigned around a new currency: Resurrection Stones. Stones are earned by sacrificing items at a dedicated Resurrection Stone Event. Dying in combat gives you the opportunity to spend a resurrection stone to continue the combat at full health.
Fire Rework
Fire has been redesigned as an accelerating damage-over-time effect. Instead of burst damage, fire now:
Ticks at an increasing rate over time, growing faster the longer it burns
Deals more damage per tick as time goes on
Remains permanently until death
Poison Rework
Poison has also been redesigned. It was far too bursty. Poison now:
Ticks every 0.4 seconds
Deals damage according to the number of stacks. Every 15 stacks deals 1 additional damage per tick.
Stacks decay at a default rate of 1 stack per tick. Every 15 stacks causes this decay rate to increase by one.
Bleed Rework
Again, the bleed was far too bursty. Now, bleed applies a flat amount of damage whenever damage is dealt, and consumes a bleed stack. The amount of stacks consumed is based on the total stacks, and the damage increases with the consumed stacks.
Confuse Rework
Confusion was previously far too strong, causing enemies not only to deal 0 damage to you, but 100% of the damage they would have dealt to you was applied to their own boards instead. Now, confuse does not stop the damage from being dealt to you, and instead applies a flat amount of damage to the enemy whenever it is triggered. This confuse damage provides a nice DPS boost, and also gives you more opportunities to synergize with damage dealt.
Booster Pack Rework
The booster event has been redesigned with a tiered selection structure:
First booster: Shows 5 items, take 1.
Second booster: Shows 4 items, take 2.
Third booster: Shows 3 items, take 3.
Booster randomness is also improved. Certain items were far more common than expected due to a detail of the technical implementation. Boosters are uniformly random now, which means items will be generated at appropriate and expected rates.
End of Run Screen
There is now a full end of run screen that summarizes your run with detailed statistics. This is complete with new music, art, and sound effects to make victories more exciting and defeats more not-so-exciting.
You can also copy your run overview to the clipboard to share with others! Join the Discord to brag about how much poison you applied!
Balance Changes
Enemy Difficulty - Combat difficulty curves were tweaked. The game is generally more difficult now, which is intentional. You are not likely to get very far into a run if you simply place unalchemized items onto your board.
Enemy Board Generation - Enemy board generation was tweaked to improve enemy item synergies. Enemy boards have also been made smaller overall, making it easier to read what synergies an enemy board has.
Event tiers removed - Item upgrades, enchants, and health upgrades no longer have tiered variants.
Board growth is now guaranteed after boss fights and in the middle of each region. There are 5 board growth opportunities, and these are all now guaranteed. Board growth was previously tied to RNG, and for such a big power increase, you would often fail or succeed simply based on the number of opportunities you had to increase your board size. Now that it's predictable and guaranteed, you should have a much more even experience.
Coals of Eternity reworked in accordance with new fire changes.
Fleam reworked to work with the new bleed status.
Primeval Hand now deals 1 damage to self and increases status stack application amount by 1, replacing its previous behavior.
Unicorn Horn reworked.
Vampire Fangs updated for the seconds-based cooldown system.
Obelisk grow board event nerfed.
Skeleton Dragon turn cooldown increased.
Zombie turn cooldown and crit multiplier reduced.
Basilisk Eye paralysis duration buffed.
Beast Claw buffed.
Alkahest no longer strips legendary status of items. Instead, it now strips all abilities from all items used in alchemy.
Sun Dial buffed turn cooldown increase.
Unlock conditions updated across the board. Many are now harder to achieve, and new conditions have been added.
Quality of Life
Passive abilities now show a passive tag indicating they are passive. Abilities can also be passively projected, meaning a projected ability will always be present on the target item.
Reagent abilities now have a special alchemy tag, which makes it more clear that these abilities only take effect in alchemy.
Legendary abilities now have a legendary tag.
Continue Run - A dialog is now shown on the main menu if a run is saved, allowing you to continue or abandon your in-progress run.
Skip button added to the artifact selection event.
VSync option added to settings.
Quick sell - Hold Ctrl + Shift + Click to instantly sell an item.
Quick move to alchemy board - Hold Shift + Click to instantly move an item to the alchemy board.
Alchemy board now dims and moves to the background after alchemy completes, keeping the focus on your outputs.
Drag-and-drop improved - Items partially outside the board will now snap to the nearest sensible position instead of failing to place.
Progress values are now shown for unlocks (e.g., "12 / 25 shop purchases").
Secondary item tags are now visible in item tooltips and booster descriptions.
Blood icon is now displayed anywhere blood is referenced in the UI.
Wishlist button added to the main menu.
Wishlist and Discord links are now surfaced in the Steam overlay instead of opening a default browser window.
Art & Audio
Alchemy animations and particles polished and improved throughout.
Legendary items VFX and SFX updated with new effects.
Various juice improvements across the board - hover animations, combat effects, and more.
New main menu logo art.
New SFX added for corrupted items, resurrection, and more. Other minor adjustments were made to SFX.
- Updated Musicseveral music tracks have been tweaked.
Fire combat effect improved with new visuals.
Health globes have an updated visual style, bringing smoother flow, thicker glass, and better shading.
- Art PassUpdated several out-of-date or lacking art throughout the game. From now until release, I'll be making a conscious effort to bring all visual elements in line with the quality of the best elements of the game.
Telescope renamed to Spyglass and updated with new art.
Bug Fixes
Fixed an issue where the Windmill was occasionally appearing alone in a 2×2 board configuration.
Fixed rare situations where tooltips could show stale data.
Fixed an issue where Iron Maiden's ability was not being projected and was not scaling.
Fixed Necromancer lantern particles being in global space, and streaking across the screen when transitioning to character select.
Fixed an issue where alchemy board size increase from Death Orchid was not saving in the save file.
Fixed Elf-in-a-Jar cooldown reduction not saving properly.
Fixed abilities targeting both boards with random ordering were applying limits per-board instead of across the whole set.
Fixed the alchemy pot being hoverable while dragging an item.
Fixed Mimic's free ability slots disappearing after absorbing abilities.
Source
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