Full notes
Full Blast Judgment update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
Thanks to everyone who's playing the playtest, I've enjoyed reading your feedback! This update adds a number of new items and features, plus lots of small improvements.
Devotion Relics and Rituals
Added 6 relics, 3 rituals, and 3 prophecies in the Devotion domain. Improved some other Devotion relics.
They expand the themes of Devotion to include Gold, Healing, and Auras. These often combo with the Burn status and utilizing Gems or Barriers.
My goal for the Devotion playstyle is for it to reward sustained combat in a fortified zone - focusing on burn damage over time, quickly charging rituals, bolstered by auras, barriers, and healing. With these additions, that playstyle is coming together.
Scorched Earth
This is an offensive Aura that can cover the ground after fire attacks. It adds Burn status over time to units standing in it. It cannot hurt the caster or their allies.
Multiple Devotion rituals can create Scorched Earth, along with spellbook’s Eruption. Flame Monk enemies can create Scorched Earth.
General
Added threat indicators that show nearby offscreen enemies + attacking enemies from further range. Toggle in gameplay settings.
Removed friendly fire for player attacks against allies, this just made summons even less effective.
Player Movement
There were some notes on the jumps feeling floaty - so I’m trying out higher player gravity. The jump height has been adjusted to be just slightly higher.
Dashing now has an extended minimum sliding time (making the dash feel longer). I believe some players have been or prefer to briefly tap the dash button, but this could lead to a very short dash. There is an option in the gameplay settings to Allow Short Dash if you prefer (like me) to have the choice.
Sound
base game volume was too quiet / sliders couldn’t set it high enough for some people. They are now louder. Settings migration should lower your existing volume sliders.
Improved shotgun sounds (?)
Enemies
Damage from explosive attacks is now partially absorbed by enemy gear (their armor).
Lowered Poise for small and medium sized enemies, they are now quicker to stagger.
Some adjusted enemy waves/spawns.
many bugfixes and some typo fixes
Next up, I'm going to tune up the Strength domain and hopefully make you feel like melee weapons are a stronger option. My other priority is working on more interactive features and events within the levels, to further reward exploration and mix some fun decisions into that part of the game.
Gameshaped
Source
Changelog.gg summarizes and formats this update. How we read updates.
