In this update3
Full notes
Full Attack of the Astrals update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Compatibility
Attack of the Astrals changes
Release Notes
You can check these notes in video form here!
Gameplay
Build your team: You can now select your entire team at the beginning of a run, or select an entirely random team. Once your team is decided, you select its leader, deciding which Champion begins the run with a Summon.
- Confuse adjustmentConfuse now deals 1 damage for each unit damaged by the next skill, instead of each unit targeted. In practice, the power level of Confuse has not changed much and you play around it the same way, but Summons that target “ALL” are no longer instant death when confused.
Unlock visibility: Unlocked content is now shown at the end of a run.
Bug fixes
Winning a battle with a Scroll no longer incorrectly prevents you from being rewarded a Scroll.
Resetting the turn now properly resets Summons and removes status conditions.
You can no longer reset the turn if no Champion has acted.
Visuals and Sound
- Astrals transform the battlefield!The appearance of Astrals now builds the map you fight on. During inter-battle transitions, Astrals destroy old obstacles, knock Champions to new starting positions, and drop new obstacles. Our goal with these faster, more exciting sequences is to sell the power of the Astrals and make their initial ambush feel more earned.
- New damage soundsAll Champions and Astrals have new sound effects when struck. Every hit of damage now has more impact.
Visual effects:
Confuse visuals have been revamped.
The Astral eruption VFX used by Golem, Titan, and Ogre now looks properly dangerous and polished.
Other enemy VFX polished.
Bug fixes
The Summon reward screen no longer flashes during its transition.
Future Updates
Known issue: Xbox controller input is not functioning as intended. This will be hotfixed.
The next update will have QoL improvements to the reset turn feature, including controller support.
We are experimenting with changing how Scrolls are rewarded to offer the player a choice, probably between two options. The current approach is very fast and keeps you in battle, but it’s inherently limiting to Scroll design. To be able to introduce wackier, more situational, or more chaotic Scrolls, we must give the player more control.
Source
Changelog.gg summarizes and formats this update. How we read updates.
