In this update3
Full notes
Full Kingsvein update
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What changed
- Balance
- Gameplay
- Fixes
- UI and audio
- Performance
Kingsvein changes
Work to improve Kingsvein's balance, engine, and modding continues! Desecrate and Catalyze get a nice visual and mechanical upgrade, and there's a swathe of buffs in store for Vanguard abilities.
CHANGES
Crysolith's Desecrate reworked:
It now deals 50% Ruin damage to all contiguous tiles, and 50% Ice damage to tiles with Blood
Base damage and range increased by +1
It now highlights the entire area you will affect when previewing
Echo Casted Desecrate now works properly instead of dealing 0 damage
It can now spread through and deal damage to Dark Ice
Ashen's Catalyze reworked:
It now deals full damage through all tiles with Blood, instead of only 1 damage
Base damage reduced by 1
It now highlights the entire area you will affect when previewing
Vanguard's Cover now also cures the ally's negative status effects
Vanguard's Revitalize base healing increased from 4 -> 5
Vanguard's Barge base damage increased from 60% -> 70%, rank up reduced from +20% -> +15%
'Bright Spark', 'Fireburst', 'Impaler', 'Brute', and 'Antipode' passives now also work during your delayed abilities
BUGFIXES
Fixed frozen targets sometimes sliding out when elements are applied to Dark Ice
Fixed being able to dupe items by swapping them out of a Projection's hands using hotkeys
Held items are now automatically put back where they came from when swapping characters in combat
Fixed glitchy behavior when using character switch keybinds with class window open in combat
Fixed being able to take items from others using the class window during combat
Fixed pressing Class Window button on controller opening it for past highlighted characters
Fixed D-pad preventing Joystick inputs from registering if they are both bound to the same command
Fixed typo in Knobby Tendril journal entry
Fixed Stealth Sense tooltip keybind extending past the tooltip window
Slightly optimized main menu load time on start up
MODDING
Added bool ActorValue.appendMagnitudeToFXID, which lets you change fxEvery4Frames based on magnitude
Replaced most Dictionaries with a custom MyDictionary class that has better error reporting
Added 'haltSlidingItems' ItemType special property that stops items from being pushed past
Fixed FXData 'addCasterRotation' not working for actions cast by items on the ground
Fixed drawOrderFX 'trackActorPosition' being inconsistent when used with fxEvery4Frames
Added 'purge' actorValue that only dispels positive status effects
Status effects of ActorValues that don't exist (such as from disabling an old mod) will no longer crash when cured
Keyframe depthMod now works for non-bodyPart keyframes
ItemReactions now check Action fReq instead of ignoring it
Added 'casterAsCurrentOrExecuter' formula prefix
Added 'm:sameHostileCurrentActorOrExecuter', 'm:diffHostileCurrentActorOrExecuter', and 'currentTurnOrExecuter_sa' formulas
Added AoE bool 'onlyTilesContiguousFromOrigin'
Added ActorValueAffecter bool 'hideActEvalAt0PercentChance'
AoE shape 'allTiles' is now a square centered around the origin that accounts for maxRange but ignores all other parameters
Added AoE shapes 'allTilesWithBlood', 'allTilesWithIceOrBlood, 'allTilesIceOrBloodContiguousWithBlood'
Source
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