What changed
0 fixes3 additions1 change0 removals
- Balance
- Gameplay
- Performance
changedNote that the Recipes tab will show you any Recipes you've unlocked. The bosses of each of the Acts has a chance to drop a Recipe associated with that Act. However, feel free to try to discover the recipes on your own by tossing different ingredients and crafting. The game will remember your failed attempts, and you can't fail the same way twice.
addedFor now, there are 2 new Knight memories and 2 new Fire memories to craft. Each character will eventually have (at least) 2 craftable memories per Act. The same goes for each of the four elements.
addedDecember 6th, 2020 - Patch NotesAdded Crafting system to the game. -Players can no longer Continue Game after reaching the end of the build. This is to prevent exploits with the new Crafting system. -Fixed a bug where 'Discount' status effect wasn't being detected in the handler that determines if a memory can be used. -Fixed a bug where quitting game at Victory screen would cause a crash when trying to Continue Game. -Fixed a display bug where certain memories in hand would not refresh their text data on the same turn the data was changed. -Rarities have been added to each of the memories in the game. Rarities are tied to memory shop costs. -All memories now have a visual indicator for rarity (Common/White, Uncommon/Green, Rare/Blue, Epic/Purple, Legendary/Gold). -Switching Gears now costs 75 energy in shop (down from 200). -Remembrance now costs 75 energy in shop (down from 175). -Flickering now costs 90 energy in shop (down from 125). -Defensive Stance now costs 90 energy in shop (down from 125). -Added 2 new craftable memories for the Fire element (one is Knight-only). -Added 2 new craftable memories for the Knight class. -Added new Status Effect: Fire Shield -Consolidated all Thorns-type effects under a single handler. -Upgrading 'Ignition' now lowers mana cost to 1 (down from 2). -Upgrading 'Combustion' now raises damage as well as lowers mana cost (used to only lower mana cost). -'Flaming Sword' status effect no longer applies fire-type nor extra damage to shield-only attack memories. Tooltip info has been adjusted. -It's no longer possible to use memories that consume Block if the player has no Block. -Added controller recommendation at Start menu. -Added new 'Static' parameter to memories data that prevents player sprite from moving during certain memory-based animations. -Hearts that spawn when enemies take damage are now limited to 10 (down from actual damage amount). -Added the attack threshold to the new Status Effects screen for one of Act 1 Boss's status effects.
addedAnother Things to NoteIn this update, memories now have Rarity . Look at the top of each memory and you'll see a colored orb that indicates the rarity. As in other games, White = Common, Green = Uncommon,
Anamnesis changes
changedNote that the Recipes tab will show you any Recipes you've unlocked. The bosses of each of the Acts has a chance to drop a Recipe associated with that Act. However, feel free to try to discover the recipes on your own by tossing different ingredients and crafting. The game will remember your failed attempts, and you can't fail the same way twice.
addedFor now, there are 2 new Knight memories and 2 new Fire memories to craft. Each character will eventually have (at least) 2 craftable memories per Act. The same goes for each of the four elements.
addedAdded Crafting system to the game. -Players can no longer Continue Game after reaching the end of the build. This is to prevent exploits with the new Crafting system. -Fixed a bug where 'Discount' status effect wasn't being detected in the handler that determines if a memory can be used. -Fixed a bug where quitting game at Victory screen would cause a crash when trying to Continue Game. -Fixed a display bug where certain memories in hand would not refresh their text data on the same turn the data was changed. -Rarities have been added to each of the memories in the game. Rarities are tied to memory shop costs. -All memories now have a visual indicator for rarity (Common/White, Uncommon/Green, Rare/Blue, Epic/Purple, Legendary/Gold). -Switching Gears now costs 75 energy in shop (down from 200). -Remembrance now costs 75 energy in shop (down from 175). -Flickering now costs 90 energy in shop (down from 125). -Defensive Stance now costs 90 energy in shop (down from 125). -Added 2 new craftable memories for the Fire element (one is Knight-only). -Added 2 new craftable memories for the Knight class. -Added new Status Effect: Fire Shield -Consolidated all Thorns-type effects under a single handler. -Upgrading 'Ignition' now lowers mana cost to 1 (down from 2). -Upgrading 'Combustion' now raises damage as well as lowers mana cost (used to only lower mana cost). -'Flaming Sword' status effect no longer applies fire-type nor extra damage to shield-only attack memories. Tooltip info has been adjusted. -It's no longer possible to use memories that consume Block if the player has no Block. -Added controller recommendation at Start menu. -Added new 'Static' parameter to memories data that prevents player sprite from moving during certain memory-based animations. -Hearts that spawn when enemies take damage are now limited to 10 (down from actual damage amount). -Added the attack threshold to the new Status Effects screen for one of Act 1 Boss's status effects.
addedIn this update, memories now have Rarity . Look at the top of each memory and you'll see a colored orb that indicates the rarity. As in other games, White = Common, Green = Uncommon,
The Crafting update is now live!
You will notice that enemy creatures can sometimes drop loot...
These are the materials you'll be able to use for Crafting. Note that you will only receive the materials in the following round of combat. This is because of how the game autosaves. So, when a save occurs, any pending materials are then transferred to your account and accessible from the crafting menu.
To access the Crafting menu, first you have to go to the Deck Editor:
Click the deck on the bottom-right corner of the game's Main Menu. Or press Right on controller / keyboard.
Select the Anvil icon below the character thumbnail at the top-left of the Deck Editor screen.
Note that the Recipes tab will show you any Recipes you've unlocked. The bosses of each of the Acts has a chance to drop a Recipe associated with that Act. However, feel free to try to discover the recipes on your own by tossing different ingredients and crafting. The game will remember your failed attempts, and you can't fail the same way twice.
For now, there are 2 new Knight memories and 2 new Fire memories to craft. Each character will eventually have (at least) 2 craftable memories per Act. The same goes for each of the four elements.
December 6th, 2020 - Patch Notes
-Added Crafting system to the game. -Players can no longer Continue Game after reaching the end of the build. This is to prevent exploits with the new Crafting system. -Fixed a bug where 'Discount' status effect wasn't being detected in the handler that determines if a memory can be used. -Fixed a bug where quitting game at Victory screen would cause a crash when trying to Continue Game. -Fixed a display bug where certain memories in hand would not refresh their text data on the same turn the data was changed. -Rarities have been added to each of the memories in the game. Rarities are tied to memory shop costs. -All memories now have a visual indicator for rarity (Common/White, Uncommon/Green, Rare/Blue, Epic/Purple, Legendary/Gold). -Switching Gears now costs 75 energy in shop (down from 200). -Remembrance now costs 75 energy in shop (down from 175). -Flickering now costs 90 energy in shop (down from 125). -Defensive Stance now costs 90 energy in shop (down from 125). -Added 2 new craftable memories for the Fire element (one is Knight-only). -Added 2 new craftable memories for the Knight class. -Added new Status Effect: Fire Shield -Consolidated all Thorns-type effects under a single handler. -Upgrading 'Ignition' now lowers mana cost to 1 (down from 2). -Upgrading 'Combustion' now raises damage as well as lowers mana cost (used to only lower mana cost). -'Flaming Sword' status effect no longer applies fire-type nor extra damage to shield-only attack memories. Tooltip info has been adjusted. -It's no longer possible to use memories that consume Block if the player has no Block. -Added controller recommendation at Start menu. -Added new 'Static' parameter to memories data that prevents player sprite from moving during certain memory-based animations. -Hearts that spawn when enemies take damage are now limited to 10 (down from actual damage amount). -Added the attack threshold to the new Status Effects screen for one of Act 1 Boss's status effects.
Another Things to Note
In this update, memories now have Rarity. Look at the top of each memory and you'll see a colored orb that indicates the rarity. As in other games, White = Common, Green = Uncommon,