Update log
Full Crystal Conquest update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey all! We've improved the performance for standalone gameplay - the game now plays at 72fps! We've also fixed the inability to connect to matches, the weird status effects & VFX bugs and spells not spawning or overcharging. While we were at it, we updated the Hydromancer's basic spell to Scald (now you splash hot water), increased the threat dealt to non-players from the Geomancer's shield and even gave the AI players some cool new spells: Stone Bind (which roots you in place) and Vacuum Burst (which silences your spell casting).
Extracted changes
- Performance
- Balance
- Fixes
- Gameplay
- UI and audio
- Maps
Most importantly, We added Buffs as rewards for defeating monsters in the monster camps. The buffs are pretty cool - mana regen, health regen, faster cooldowns and even buffs for your whole team like extra damage! Sean, our lead developer, made a video showing the new Monster camp buffs & other tips & tricks to make your game play more fun. Thank you all for playing the game and sharing your feedback, continue doing so - we read your posts & use them to improve the game!
List of changes:
Players could not successfully queue for another match after completing a match - this is actually the root cause of the issue those nice lads from Europe reported. It's fixed now.
Monster camps were not always respawning correctly during multiplayer matches, leading to invisible but still dangerous monsters/golems. This is why some people were dying randomly. They would walk into an area, be hit by invisible golems
Status effects and their VFX would sometimes not get dismissed during multiplayer matches.
Secondary spell effects like the Fireball explosion would not spawn for some players during multiplayer matches
Fixed some cases where charging a spell with two hands would not work.
Feature changes:
Big performance boost on standalone Quest devices
Added monster camp buffs. Each camp will have one buff holder which can be killed to grant a buff. I'll give buff examples separately.
Changed the Hydromancer's basic spell (Splash) to the Scald spell which can generate steam clouds when overcharged
Added setting to disable most UI for video recording purposes.
Visibility range increased on standalone Quest builds. This is related to the feedback you gave about fog. We could only add 10% more visibility to keep our performance gain.
Attacks with the Geomancer's shield now generate much more Threat for non-player enemies.
Buffs
Small camp with weak melee monsters: 20% speed boost for 2mins
Small with weak ranged monsters: 200% health Regen for 2mins
Medium crystal camp with medium ranged monsters: 50% mama Regen for 2mins
Large portal camp with mix of melee and ranged monsters: 25% cool down reduction for 2mins. If you beat both camps on opposite sides, you unlock a teleport that lets you travel quick across the map
Medium camp with medium monsters: 20% casting speed for 2mins
Elite + Boss camp with ranged monsters. First spawn will give 20% mana for 2mins. Second spawn will give 25% mana & 10% spell power for 2mins. Third spawn (where the boss spawns) will give 30% mana + 30% spell power + 75% mana Regen for 3mins for your team
Elite + Boss camp 2 with melee monsters. First spawn will give 20% health for 2mins. Second spawn will give 25% health & 10% damage reduction for 2mins. Final (boss) spawn will give 30% health + 25% damage reduction + 300% health Regen + 30% healing for 3mins (buffs entire team).
Source
