Full notes
Full Cascade Tactics update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Performance
Astromancer
Steam post image Steam post image Steam post image Steam post image Tier 3 Long-Range Spellcaster.
Meteor: Deal damage to an area. Has large cast time, a long range, and deals a large amount of damage.
Solar Flare: Deal damage to an area in the shape of a wall relative to the caster. Cannot target diagonals. Also has high damage, large range, and long cast time.
Lock-On: Choose another spell. The spell will follow the target unit rather than his current location.
Magic Shell: Target will take no damage from the next spell he receives. (This ability has also been given to the Sorcerer Job)
Craft the Astromancer's Staff to unlock the Job (Very Late-Game).
Projectile Lines
When Targeting with a projectile ability, a line is drawn indicating who it will hit
The lines are also drawn when a player is choosing where to move and indicate how your movement affects projectiles that will soon fire.
You can also see these lines when using Teleport. Warpgate, and Earth Pillar
New Features
When selecting a Job, all abilities are listed and those that haven't been unlocked are grayed-out.
Hold Down Mouse Button (Or Confirm Button) to speed up animations
Magic Resistance upgrades are now available for: Ninja, Berserker, Sentinel, Sorcerer, and Champion
Show more text when choosing equipment
Nerfs/Changes
Kings Crown no longer sets cast Time for Infuse / Doublecast / Command to 0. It now halves the cast time (stacks with multiple Kings Crowns) and also applies to Triplecast and Command Enemy.
Geomancer Gem damage bonus reduced from 50% and 80% to 40% and 50%
Paladin Gem bonus reduced from 75% and 100% to 50% and 75%
Doublecast and Triplecast must now target different locations for each ability
Triplecast Charge Time increased from 300 to 400
Command Enemy Charge Time increased from 250 to 300
Bug Fixes
Fixed issue where Green/Orange numbers in turn order at the top did not match those of units on the battlefield
Fixed Crash that occured with Guard + Dark Bolt
Fixed Issue where Cure became unavailable for High Priest even if it was unlocked.
Fixed Damage Bonus Text for Direct Shot
Fixed 8x dice being able to equip in a normal dice slot
Fixed crash that could occur with Cure AOE
Fixed crash that could occur with Doublecast / Triplecast
Fixed infinite damage with Explosive/Penalize Magic combination
Fixed Curse Range Bonus
Fixed crash that could occur when changing jobs that require an item and the number of items you can equip would decrease upon job change
Developer Notes
Why am I introducing new jobs? Because its fun and I held off on it for year while redoing the story mode.
I'm looking to add more abilities to some of the classes even if those abilities are similar to ones that already exist. The game is at the point where two jobs can share a similar ability and still be different enough.
Source
Changelog.gg summarizes and formats this update. How we read updates.
