In this update4
Full notes
Full Fountain update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- Maps
Fountain changes
Finally here comes the new release of Epic Relics which took me totally 2 months.
I tried to implement a new design method by Epic Relics. That requires multiple units in team to work together to achieve certain behaviors. Then it can significantly improve capabilities of multiple units at the same time. That means the difference of Rare Relic and Epic Relic is, the former mainly considers the behavior of each individual unit, while the latter requires more comprehensive consideration. That will bring greater challenges, but of course also greater rewards.
Then come and challenge it!
Epic Relic
Bloody War Robe
-After our units continuously triggered passive HP recovery in 2 ROUNDs, give them 1 ROUND [Power] equal to 150% of each recovery amount
Beast Hide Drum
-When one of our unit's [Power] count reaches 12, give all our units 2 ROUNDs [Power]+2
Commander's Sabre
-When 3 of our units' MOVE increment reaches 25, give all our units [Power]+7 and [Defend]+7
Sacrifice Medal
-Our [Rush To Rescue] trigger condition changes to when HP drop to 50%
-[Power] that is given by [Loyalty Medal] has no duration
Black Rose
-After out unit attacking passively, give all our units [Power]+2
-If no passive attack in our TURN, all our units [Power]-3
Lingering Crystal
-When our unit's [Power], [Burst], [Defend] and [Block] is removed while duration ends, give 50% of same effect for 1 ROUND
Flesh Magnet
-When our unit defeats any unit, gains [Magnetize]
Effect [Magnetize]
-Area attack attracts enemy and repels ally, remove after taking effect
Master Belt
-When target is defeated, share 2 ROUNDs [Block] equal to 100% overflow damage with adjacent allies
-When these [Block] are removed by damage, gain equivalent [Burst]
Ker's Heart
-Our unit can consume own or adjacent allies' [Burst] to take damage, 1 [Burst] for 1 damage
-When consume 60 [Burst] give all our unit [Burst]+10
Trueshot Target
-When our unit [Shoot] target at farthest or closest range, gains 1 score, 1 score makes [Shoot] ATK+3
-Score halves at beginning of our TURN
Dagger In Arms
-At beginning of our TURN, if there is enemy in our unit's blind area of [Shoot], gain 1 ROUND [Melee Attack]+100%, or fresh [Melee Attack] and attack +20%
Mist Ashes
-When our unit defeated target, try enter [Stealth]
Twisting Poison Vines
-When enemy's [Slow] reaches 10, or gains [Slow] while [Immobilized], gains 2 ROUNDs [Paralyzed]
Command Beacon
-If the number of our units gains DEF+4 or more from landscape reaches 3 in a ROUND, give all our units 1 ROUND [Momentum I] at beginning of our TURN
New Equipment And Ability
Equipment Mechanical Crossbow
Archer, Rare
Base: Max Shoot Range-1, [Sentinel I]
Upgrade: Max Shoot Range-1, HP+8, [Sentinel I]
Equipment Slime Cloak
Rare
Base: DEF+2, HP+5, [Sticky Shell I]
Upgrade: DEF+3, HP+10, [Sticky Shell II]
Ability [Sticky Shell]
-Give melee attacker 2 ROUNDs [Slow]+4/6
Balancing
-Ability [Trip] changes to give [Slow]+4
-Equipment [Shadow Cloak] gives [Burst] when pass units changes to +5/+8 from +3/+5, remove giving [Burst] by passing landscape with DEF
-Rare relic [Pitch-dark Blindfold] damage increment of [Throw Knife] changes to 10% from 15%
-Rare relic [Rusting Chain] deals extra damage to unit with [Immobilized] and [Paralyzed] change to 25% and 50% from 50%
Next Update
The next big update will be: remove story stages of hero.
As I mentioned before, my time is limited. I hope to focus on the battle part of Fountain. So I must remove the story part reluctantly. It might be added back if I have time later.
Correspondingly, the mechanism for obtaining new heroes will also be adjusted.
Source
Changelog.gg summarizes and formats this update. How we read updates.
