In this update9
Full notes
Full Demonlore update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Events
- UI and audio
- Fixes
Demonlore changes
Riftbound will be on sale during the Steam Halloween Sale Event! It will just be missing the first 2 days of sale due to Steam's 30 day between sale policy.
Hello Adventurer!
Here is a the next patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback!
This patch applies to the Demonlore update that is currently on the public test branch (check the forums for how to access it).
From the Developers
We are excited to introduce two new characters with unique starter kits. It's been a lot of fun finding ways to add new mechanics and have characters provide a unique experience. This finally gives you a way to use your first set of keys as well!
We have also implemented significant miniboss changes, there will be more balance changes to come, but the updated system gives us more flexibility in how we balance, and allows any boss to show up at any stage and have the power adjust as necessary. Please give us any feedback you can on your experience with MiniBoss difficulty.
Check out the patch notes below for the full details, including new consumables and veterancy changes.
This patch has overhauled the miniboss system in a number of ways:
MiniBoss enemies now gain immunity to crowd control for a short time after using a crowd control spell on them (push, stun etc). We wanted to let players use crowd control on minibosses, but needed a way to balance it out.
MiniBoss enemies now have ranks depending on what stage they appear in. You will see this as a prefix to their name (Harbinger, Tormentor, Dreadlord etc). You encounter higher tiers in higher stages and they have more health and deal more damage.
New Character - Terrina
Terrina is an earth themed “tank” character that starts with Stoneling + Metal elemental (no starter elemental choice). This character also starts with a new unique upgrade that plays around the tank theme, and starts with two tactics (plus can hold up to 4 tactics). We consider this one of the more complex characters to play, and it will require good use of the tactics spells to shift your units around the battlefield. This character can be unlocked for 600 Gems + 1 Wrath Key (this cost is permanently consumed).
New Character - Incendria
Incendria is a fire themed “phoenix” character that starts with Fireling (no starter elemental choice). This character also starts with a new unique upgrade, “Greater Flames of Rebirth”, and a Unique “Combust” tactic. We have added an entirely new mechanic for this character, allowing you to use the combust tactic to gain Fire Shards, these fire shards are consumed when you cast fire spells and can increase their damage significantly. This character can be unlocked for 900 gems and 1 Ruin Key (this cost is permanently consumed).
What's Next?
There is more to come after this patch as we focus on the tasks listed for Phase 2 of the roadmap. This includes some new MiniBosses and other content, as well continued balance adjustments based on your feedback.
❤️ Thanks!
A huge thanks to everyone that has been providing feedback. We are really happy with how the new Demonlore update has been received and are excited to proceed through the roadmap with you!
The best way you can support us is by leaving a review on Steam, as this gets more attention to our game on Steam, and will give us the flexibility to expand the game even more into the future.
Patch v1.2.7
If you have a run in progress you can complete the run without any issues.
The character selection now includes a complexity rating for each character.
The run keys from each path (Wrath, Ruin, Blight) are now shown in the perks page. You can hold one of each type of key, and they can be spent to unlock characters. They will also be used in relation to Stage-5 once that is added, and potentially in future content.
Character 3 "Terrina" is now available.
Character 4 "Incendria" is now available.
Thundarius starter kit changed from PowerCaster +4, to PowerCaster+2/PreciseCaster+2
Moonlight Market now charges of items changed from +2 to +1 for most items. Healing potion changed from +3 to +2 charges, and consumable prices increased by 40%.
New consumable “Fae’s Popup Garden” can appear in the Moonlight Market.
New consumable “Fin’s Magic Box” can appear in the Moonlight Market.
MoonBeam Spell (and rare variant). The beam now stays on the tile you cast it for 3 seconds before moving, and will then move towards enemy targets if they are nearby (instead of always moving randomly). This will allow the spell to be more effective and predictable.
Tactic: Sidestep will now always step to a lane with an enemy if possible, to make its usage more predictable.
MiniBoss enemies (infernals) now gain immunity to CC for 20 seconds after you use a CC spell on them (push, stun etc).
MiniBoss enemies (Infernals) now have new ranks depending on which map stage they appear in. This rank is shown before their name. Stage 1/2/3/4/5 are (none)/Harbinger/Tormentor/Archfiend/Dreadlord. This allows us to have MiniBosses appear during any stage with an increase in power when encountered in a higher stage. Currently each rank gives the MiniBoss a bonus 10% health and 20% damage (we will make further adjustments as needed). Note that these ranks are on top of the difficulty modifiers, so it possible to encounter Elite and Champion versions of each rank.
MiniBoss Baalzor – Special attack and secondary attack distance increased by 1 tile. In addition to this, the special attack will target +1/+1/+2 tiles on Unforgiving/Ruthless/Merciless
- In SUMMON mode, upgrades that only trigger from evolving a unit will no longer appearBurning Evolution, Economic Evolution, Rapid Evolution, Re-Evolution, Stunning Evolution, Tranquil Evolution. Some upgrades give bonuses to elemental cost and evolve speed and are still available since the effect without the evolution bonus is still significantly useful.
Veterancy Basic Damage bonus changed from 10% to 8%. We wanted a slight differentiation compared to the heroic upgrades. There will still be 10% damage upgrades, but they have some trade-off.
Veterancy Pierce bonuses now reduce damage by 25% per pierce hit. This moves it inline with how piercing attacks work from enemies. This change also effects Ice Elemental which previously reduced damage by 10% per hit.
Coin Gain reduced from 130/140/150% to 130/120/110% for Path I/II/II runs, but starting coins increased from 80/100/120 to 120/120/120. The intention of this modifier was to make the earlier battles faster, not the other way around.
Battle coin reward changed from 20/30/40/50/80/60 to 30/35/40/45/50/60 for Standard/Dangerous/Deadly/Nightmare/Infernal/Boss battles. The aim of this change is to normalise the coin distribution between godlike difficulty modes (since higher difficulty modes give you more difficult battles).
Bonus coin reward changed from 50/70/90/110/110/60 to 60/65/70/75/80/80 for Standard/Dangerous/Deadly/Nightmare/Infernal/Boss battles. We noticed very high gold amounts even after the first stage due to the way we previously increased the number of rewards per POI.
XP Gain rate changed from 130/140/150% to 130/120/110% for Path I/II/III runs.
Fire Mastery Perk 2 now also makes units immune to scorch tiles.
Moved the bonus evolution choice from the run select panel to characters selection, this gives us more control over characters (since it doesn’t make sense for some of them to get an extra evolution choice).
Character sheet now shows how many tactic slots the character gets, along with any tactics in the starter kit
Added damage details to the Blade Leaf spell card.
Visible damage numbers now round up so that you can better see the result of your veterancy upgrades (i.e, if you are doing 15.8 damage it will show as 16 instead of 15).
Damage numbers from reflected damage (such as Jagged elemental) are now shown.
Improved the colliders on MiniBoss Nyxis so it is easier to target during its spell casting animation.
New model for the Vine Trap spell
Added animation and randomisation to blight trees that can appear in battle.
Updated the description on the Aqua Elemental to reflect the changes with the new orbital frost orbs that damage enemies.
Updated the description on the Snow Elemental to reflect the change that it targets the furthest enemy.
Updated the artwork of the consumable cards, and added the “Consumable” tag.
Fixed the hit detection on flame type elementals to ensure they would hit enemies even when the enemy was slightly behind them.
Fixed the UI number of stars earned in the top right when you had a large number.
Fixed some longer than intended enemy spawn stalling that could sometimes occur, particularly in miniboss battles.
Fixed an issue preventing single target spells from being cast on blight trees, including Conflagrate, Zap and Wild Strike
Fixed an issue that could cause the reroll option to be missing from spell rewards.
Fixed an issue that could occur with spell rewards when you had rare versions of spells.
Fixed Fireling spell card showing incorrect damage (was showing 12 instead of 10, which was the damage before the Fireling was changed to have splash damage)
Fixed a bug that caused veterancy upgrades that don’t effect evolutions (like the Special attacks) to show that they also effected evolutions.
Fixed a bug that prevented Heroic Transformation from working on elementals summoned from consumable orbs (Orb of Air etc)
⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead! Join discord here
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