Full notes
Full Forge the Fates update
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What changed
- Gameplay
- Balance
- Fixes
- Store
- Events
- Performance
Forge the Fates changes
WILDRUNES
A new type of rune has been added that boosts matching frequency and creates additional tactics using grid positioning.
Wildrunes are a joker-style rune that pairs with any 2-of-a-kind on your grid.
Updated match bonus: no longer grants permanent HP. Matching now deals 2 damage to all enemies, grants 2 Shields, and provides 1 Orb.
Wildrunes start with a +1 boost, which is shown on its icon. When making a match with a wildrune, this boost is added to your match bonus. Furthermore, the wildrune boost increases by +1 each time it matches.
An explanation of wildrunes has been added to the tutorial.
BUG FIXES
Fixed - Starting a game with music volume set to 0 prevented volume increases from registering unless a new game was restarted.
Fixed - Bogmancer battles where a Mireswarm that died with a Bane intent would resurrect still holding the Bane intent.
Fixed - Hexes dealt to your grid on turn 1 sometimes reduced their counter by 1.
Fixed - Shop restocking favor only refreshed Sigils instead of both Sigils and Runes.
Fixed - Ironclad aura now correctly gains 3 shields at the start of your turn.
Fixed - Equipping the backlasher talisman against enemy's with the backlash buff created a cascade of damage killing the player and enemy.
Fixed - Tribal Coil talisman prevented runes from being banished.
Fixed - Rune section of shop would sometimes break, where runes could not be purchased.
Fixed - Shop favor that converted orbs to gold sometimes created lack of interactivity in the rune section.
Fixed - Helm of Influence talisman was not applying the correct orb discount for rare reward purchases.
Fixed - Deck view wasn’t resetting its sort order after battle, which made it harder to see Light and Dark runes separated when choosing a new reward.
Fixed - Battle crash sometimes occurring when you shift into legendary form.
Fixed - Champion Aegis talisman was providing more shields than it should when runes were fleeting from your hand.
Fixed - Some computers experienced a delay when pressing Play from the title screen and accessing the tutorial for the first time.
BALANCE CHANGES
Increased starting Fate from 2 to 3 to allow for more matching.
Provided more instances of Fate gain on runes & upgrades to allow players to pursue those strategies if they choose.
Banished Runes can now be matched.
All common, uncommon and rare runes have been boosted to counter deck dilution, which otherwise reduces match frequency.
Reduced the size of the starter deck to promote more frequent matches and allow for more distinct builds.
Removed burn and healing from the starter deck to provide a cleaner canvas for your start. You decide if you want to pursue those builds.
- Post-battle rewardsnow choose from 3 Rune options (up from 2). Orb rewards removed. Added a Skip option.
Increased starting Orbs and adjusted Orb costs to align with new orb flow.
Adjusted Talismans with orb-related effects to match the new orb balance.
Grave Binder passive reworked: no longer deals damage on death. Instead, its lantern spreads Banes that decay Shields.
Reduced Thug's passive abilities to gain 2 Shields instead of 3 when receiving damage.
Wraith ability reworked: no longer banishes Runes. Now gains Strength instead.
Removed the Ethereal enemy buff, as it prolonged battles unnecessarily.
Changed one of the first battles from Bandit to Raider. Hit him too much and he enrages.
Moved the Mireswarms in the Bogmancer battle to the back row to speed up the battle.
QUALITY OF LIFE
Added new buff/debuff icons to enemies for a more consistent pixelated theme.
Increased game animation speed slightly to improve pacing.
Reduced delay time between enemy actions to speed up turns.
Updated progress map graphics for better scene integration.
Added a VFX to enemies when they take damage from a match.
Source
Changelog.gg summarizes and formats this update. How we read updates.
