In this update15
Full notes
Full Out of Time update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Maps
- Gameplay
- Events
- Store
- Performance
Out of Time changes
New Gameplay Features
Cyberspace Era Added
Explore the Cyberspace era and all four associated zones!
Temporal Anomalies
Introduces 3 new Temporal Anomalies. Temporal Anomalies are periodically active on different zones. They introduce new challenges but bring increased rewards, such as increased gold, increased resources, and increased legendary drop chance. They also bring a chance to get new Temporal Anomaly-unique trinkets.
Nuclear Radiation
Covers the map in a radioactive haze, with Decontamination Zones scattered around.
Players will periodically take increasing amounts of Radiation damage.
The amount of Radiation you have will be visible above your health bar.
Radiation will be removed while standing in a Decontamination Zone.
Heals are globally reduced by 90%, except when in a decontamination zone.
Decontamination Zones heal players inside for 1.725% of their current health.
Shield amounts are globally doubled for players.
Blood Moon
Empowers Swarm and Elite enemies.
Swarm and Elite enemies' health are reduced by 70%.
Swarm enemies’ attack power is increased by 9x, 7x, 5x, or 3x for solo, duo, trio, and quad squads respectively.
Elite enemies’ attack power is increased by 70%.
Swarm enemies’ movement speed is increased by 50%.
Elite enemies’ movement speed is increased by 25%.
Players receive 3.5%, 3%, 2%, or 1.5% lifesteal for solo, duo, trio, and quad squads respectively.
Players will take periodic bleed damage, amounting to 66% of their current health every 12 seconds.
Engulfing Tangle
Players' aura radius and aura radius upgrades are reduced by half.
Players will take 3x isolation damage when separated from other players' aura chain.
A Temporal Storm will spawn periodically around players.
Mecha Pilot
New class inspired by super robots and mecha anime
Sonic Swordgun
Auto Attack
The swordgun automatically switches between gun mode and sword mode depending on the distance of the nearest enemy.
450-700 melee range and 1100-1250 gun range.
Melee damage: 1.2 attack power, 0.25%-0.65% max HP damage.
Ranged damage: 1.7 attack power.
Hero Tactics
Locks onto the nearest enemy with the highest HP within a 30 degree cone in front of the player.
Holding down the ability allows the player to aim and increases the damage that will be dealt based on how many phases the ability goes through while being held.
Every 0.5 seconds the ability is held increases the phase count.
Each set of bracket-shaped drones on either side of the player represents a phase.
A phase is complete when a set of bracket-shaped drones are fully expanded and lit up.
Each phase increases damage bonus, increases current HP damage, and adds additional explosions at later evolutions.
The final explosion is delayed and the player gets up to 1 second of invulnerability after they dash past their target as long as they don’t move; moving early triggers the final explosion early and removes the invulnerability.
Bonus per phase: 20%-30% damage bonus, 0.5%-1% current HP damage, 1 attack power explosion at later evolutions.
Main explosion damage: 2 attack power (plus all bonuses from phases).
Damage dashing through enemies: 2 attack power (plus damage bonus from phases)
Flame trail damage (from evolution): 0.5 attack power and apply burn every 0.5 sec.
Super Shooter
Locks onto a set of targets before the player rapidly fires the swordgun while sweeping it left and right.
Target priority is based on the target’s current HP, the target’s distance from the player, and the spread of targets.
Locked targets are only changed between sweeps when the target dies or is no longer within the targeting range of the ability.
The base ability only deals damage to the locked targets, but later evolutions add area damage with a radius of 200 centered around each target.
Bullet damage: 1.4 attack power, 0.7% max HP damage.
Additional explosion damage (from evolution): 1.35 attack power, 1.8% max HP damage.
Mecha Pilot Gear
Sonic Blast
Helmet passive that causes an additional explosion on an enemy when they are hit with a critical hit.
The number of critical hits is limited and is refreshed at a set interval.
Explosion damage: 1 attack power.
Cybersword Sovereign
Chest piece ability that allows the player to get in a giant mecha, which protects the player with a shield, enhances movement speed, and has its own auto attack.
The melee auto attack has a 120 degree attack angle and a 1000-1200 attack range.
Later evolutions add drones that accompany the mecha and shoot and knock back nearby enemies.
Damage upon landing: 1 attack power, 0.25% max HP damage.
Melee damage: 2.5 attack power, 0.2%-0.3% max HP damage, 1 sec attack interval.
Ranged damage: 1.25 attack power, 0.2%-0.3% max HP damage, 1 sec attack interval.
Overdrive melee damage: 2 attack power, 0.25% max HP damage, 0.4 sec attack interval.
Overdrive ranged damage: 1 attack power, 0.2% max HP damage, 0.4 sec attack interval.
Overdrive Kick
Boots ability that launches the player into the air before the player descends with a flying kick.
The player can adjust their aim while ascending, but the landing position is fixed once the player starts descending.
Damage upon landing: 1.8 attack power, 1.5 max HP damage.
Burning imprint damage (from evolution): 1 attack power and apply burn every 0.5 sec.
Set Bonus
Increase Attack Power by 15%
Heal Powerups appear more frequently
Hacker
Viral Orb
Auto Attack
The Hacker types on a holographic keyboard, pulsing damage from the Viral Orb to nearby enemies. The Viral Orb is a persistent companion that stays out for the entire run.
The Viral Orb targets up to 3-8 enemies within its radius (scaling with evolution).
At a set interval, all enemies within the auto attack radius are taunted toward the orb.
If the orb is too far from the player, it automatically repositions back to them.
Pulse interval: 0.4s to 0.3s.
Pulse damage: 0.5 attack power.
Taunt interval
12s (base) to 8s (max evolution).
Taunt duration
1s to 3s.
Auto attack radius: 400 (base) to 650 (max evolution).
Later evolutions apply a 3s burn to enemies.
Reposition
Repositions the Viral Orb to a target location. The orb sweeps across the ground, damaging enemies and shielding allies it passes through. A fragment is left behind at the orb's starting position.
Fragments copy the Viral Orb auto attack's max target count and periodically beam nearby enemies. Later evolutions allow fragments to shield nearby allies on a cooldown.
3s cooldown (all evolutions).
Pass-through damage: 1.4 attack power.
End impact damage: 2 attack power + 1% max HP damage.
Max fragments: 1 (base) to 4 (max evolution).
Fragment beam damage: 0.3 attack power every 0.5s.
Later evolutions add: 5s taunt on enemies hit, 5% max HP shield for allies passed through (6s duration), and 5% max HP fragment shields (3s duration, 7s cooldown).
Deconstruct Reality.
Unleashes an AOE blast centered on the Viral Orb that expands outward, then detonates any fragments in sequence at proportionally smaller radii. Grants shields to allies in the player's aura.
Cooldown: 12s (base) to 8s (max evolution).
Damage: 1 attack power + 3% max HP damage.
Stun duration: 5s (base) to 10s (max evolution).
Shield to allies: 8% (base) to 16% (max evolution) of max HP for 5s.
Blast range: 500 (base) to 1000 (max evolution).
Fragments detonate in sequence from newest to oldest, with range scaled 0.2x-0.5x of the main blast.
Hacker Gear
AFK Gamer Goggles
Helmet passive that increases damage the longer the player stands still. Moving causes the bonus to decay.
Time to reach max bonus: 15s (base) to 3s (max evolution).
Added bonus cap evolution by rarity: 25% (Common), 35% (Uncommon), 45% (Rare), 60% (Epic), 75% (Legendary).
Decay rate: 25% of current bonus every 0.25s while moving.
Mega Virus Ball
Reconstructs the player into a massive Virus Ball, gaining immortality and damage reduction while infecting nearby enemies with tendrils. Grants a shield when the ability ends based on the number of enemies infected.
Grants 60% movement speed bonus while active.
- Tendril damage2 attack power per tick every 0.25s (~8 attack power/s), with linear falloff per connected enemy (removed at max evolution).
Damage reduction: 30% (base) to 50% (max evolution).
Duration: 6s (base) to 12s (max evolution).
Cooldown: 25s (base) to 10s (max evolution).
End stun: 5s (base) to 15s (max evolution).
Tendril range: 500 (base) to 900 (max evolution).
Shield on end: 0.1% (base) to 0.3% (max evolution) of max HP per enemy infected, lasting 8s.
Sonic Spin
Summon a futuristic gamer chair with energy drink rocket boosters that propels the player forward, taunting and damaging enemies in its path. The ride has three phases:
Boost Phase: The chair's thrusters activate with a big impulse. The player cannot move while in this phase. Enemies hit take damage and are launched.
Momentum Phase: Thrusters stop, and the player slows slightly while maintaining momentum, but can now turn. Enemies hit continue to take damage and are launched.
Spin Out Phase: The player jumps off, and the chair spins out, continuing forward ~300-500 units while taunting nearby enemies. The chair then explodes, dealing damage and stunning in an AOE.
Provides damage reduction for the full duration.
Impact damage: 0.5 attack power (during ride).
Spin out explosion damage: 1 attack power + 5s stun.
Damage reduction: 40% (base) to 80% (max evolution).
Duration: 3s (base) to 8s (max evolution).
Cooldown: 15s (base) to 8s (max evolution).
Taunt range: 500.
Spin out explosion range: 300 (base) to 800 (max evolution).
Later evolutions add cooldown reduction per enemy hit (0.2s-0.5s per hit).
Set Bonuses
Increases Crystal Collected by +20%
Increases Armor by +20%
Points of Interest
Save The Hero (Major)
High difficulty event in which you must attack the tangle surrounding the time capsule to free Jeanne and enlist her services for a brief period of time.
Note: Jeanne will fight for you and drops an ability powerup card either on death or after two minutes.
Note: If Jeanne survives without being defeated, she additionally drops a few gold coins as a gift to thank you for freeing her.
Reward: Ability Upgrade Card + Jeanne Ally + Coins
Fuel Thieves (Major)
Defeat the enemies carrying stolen fuel cells, pick up the fuel capsules, and return them to the time capsule before time expires.
Reward: Ability Upgrade Card
Unlikely Ally (Minor)
Instantly spawns a helpful ally which follows and fights on your side until defeated or the run ends. There are five variants:
Android Protector follows you and applies shields but does not attack
Boar charges at enemies and taunts
Wolf rapidly attacks enemies dealing high damage
Friendly Fungi follows you around and provides heals
Baby Ent follows you around and fires projectiles at enemies
Powerup Ball (Minor)
Powerup Ball appears and can be pushed around by colliding with it directly.
The Powerup Ball deals damage and knocks away enemies as it collides with them
Pushing the ball grows it, eventually unlocking the powerup inside.
Treasure Chests & Gold
We wanted to make the pursuit of gold through runs in Out of Time more dynamic by increasing player agency in terms of both minute to minute gameplay but also in terms of the metagame choices for gear and masteries. You will find that if you focus on Final Boss rewards or fast completion times only, gold earned may be slightly less than before the update. However, bringing the proper gear and focusing on spotting the treasure chests can yield much greater gold rewards than before!
Below are the major changes.
Treasure Chests are now hidden throughout all zones and all eras! If you can spot them, run over and open them to obtain significant amounts of gold.
There are three possible outcomes when opening the treasure chests:
Treasure Cache which drops gold and an experience shard
A fake chest Mimic (or Mimics!) spawns and can drop even more gold than the treasure cache. The mimics are tough and cannot be stunned!
A flying chest appears with the highest amount of gold and additionally a powerup
Additionally, various new items have added effects which increase rate of gold earned during runs
Gold Earn upgrade cards added during run and increase gold earned by up to 30%
Gold Earn upgrade cards only appear once per run and always appear in the Helmet slot.
Gilded Slimes drop increased gold and scale proportionally with the shattered difficulty level
Boss Shockwave Effect
When the final boss spawns, a massive shockwave is produced which instantly destroys nearby gatherable nodes entirely. You can still collect those resources during the boss fight if you’re able to get to them!
All other gatherable nodes outside of range from the final boss shockwave are despawned as they will not drop resources.
New Items
You can now acquire equipment for Synapse, the Mecha Pilot and Iris, the Hacker!
New Resource and Gold Earn Rings and Trinkets have been added to Temporal Anomalies and Marco’s Bazaar.
New Movement Speed Rings and Trinkets can be acquired from Temporal Anomalies.
Mastery Levels 30 → 40
Increased the mastery levels for all combat and resource gathering masteries from 30 to 40, up to +120% combat bonuses for associated stats, and up to +80 gold and resources collected per pickup
Rotating Shop & Tangle Tokens
Marco’s Bazaar has opened, with Marco Polo selling a unique suite of items each week, including some brand new rings and trinkets that increase resource earn rates!
Marco Polo sells items using a new currency, Tangle Tokens. Tangle Tokens can be earned in runs from mini-bosses and treasure chests, as well as from victories, with a bonus for the first win of the day. Players can hold up to 10,000 Tangle Tokens, and the first 2,000 Tangle Tokens earned each week are granted at a bonus rate.
Players will retroactively be granted Tangle Tokens based on the number of successful runs they’ve completed.
Titles & Inspect Feature
You can now inspect other players with the ‘F’ key when standing near them
Show off your accomplishments with Titles, earned through activities across Out of Time. Titles appear in Infinitopia and on victory screens.
Common Gear Rewards
You will now be granted gear sets for completing zones for the first time on Normal.
| Era | Zone | Gear Set |
| Medieval | Riverlands | Draconic Defender |
| Medieval | Dwarven Mountains | Archer, Paladin |
| Medieval | Dark Forest | Necromancer |
| Medieval | Overgrown Village | Druid, Wizard |
| Modern | Farmlands | Lumberjack |
| Modern | Commercial | EMS, Shapeshifter |
| Modern | Industrial | Mobster, Swat Enforcer |
| Modern | Shattered Base | Spec Ops |
| Wasteland | Central Crater | Renegade |
| Wasteland | Powerplant | Minelayer |
| Wasteland | Trash Town | Junker |
| Wasteland | New Growth Seed | Pyromaniac |
| Solarpunk | Visitor Center | Solar Sentinel |
| Solarpunk | Green Hills | Chemist |
| Solarpunk | Arcology Gardens | Head of Hydroponics |
| Solarpunk | Launch Complex | Tesla |
| Cyberspace | User Terminal | Mecha Pilot |
| Cyberspace | Firewall | Cyborg |
| Cyberspace | Database | Hacker |
| Cyberspace | Mainframe | Yakuza |
Miscellaneous Gameplay Adjustments & Fixes
Using an ability with charges no longer resets the cooldown.
Fixed a bug where Einstein would spawn in awkward locations or too far away from the time capsule.
Fixed a bug with Bladespin where the damage was being delivered over the first .4 seconds of the ability rather than spaced out over 2 second spin time. Overall damage output remains the same.
Gameplay Balancing
Drop Rates for Gear
We’ve adjusted the drop rates for legendary and epic items at higher shattered difficulty levels to better reward completion of these challenging levels. Generally, the chances of seeing Rare (blue) items will decrease at higher difficulty levels and the chances for seeing Epic (purple) and Legendary (orange) items will increase substantially. Also note that these changes are more dramatic the higher the difficulty.
There were two primary goals with this change. First, to increase the value for finishing higher difficulty shattered levels. Second, to make it easier for players to experiment with different builds at higher difficulty levels.
Please see the table below for the adjusted chances for an item of each rarity to appear in a single reward slot for defeating final bosses, mini-bosses, and gear slimes.
Please also note that Normal and Hard difficulty drop rates have been adjusted as follows
Normal Difficulty
Before: Common = 50%, Uncommon = 45%, Rare= 5%
After: Common = 30%, Uncommon = 60%, Rare = 10%
Hard Difficulty
Before: Uncommon = 50%, Rare = 45%, Epic = 5%
After: Uncommon = 35%, Rare = 55%, Epic = 10%
| Shattered Level | Rare Chance | Epic Chance | Legendary Chance | Relative Delta (Legendary Drops) |
| Normal | 5.00% → 10.00% | - | - | |
| Hard | 45.00% → 55.00% | 5.00% → 10.00% | - | |
| 1 | 60.00% → 52.79% | 38.00% → 45.45% | 2.00% → 1.76% | -12% |
| 2 | 50.89% → 49.09% | 46.04% → 47.76% | 3.07% → 3.14% | +2% |
| 3 | 44.72% → 45.53% | 51.49% → 49.99% | 3.79% → 4.48% | +18% |
| 4 | 40.26% → 42.09% | 55.41% → 52.15% | 4.32% → 5.77% | +34% |
| 5 | 36.89% → 38.76% | 58.40% → 54.22% | 4.71% → 7.02% | +49% |
| 6 | 34.25% → 35.55% | 60.73% → 56.23% | 5.02% → 8.22% | +64% |
| 7 | 32.13% → 32.44% | 62.60% → 58.17% | 5.27% → 9.39% | +78% |
| 8 | 30.38% → 29.44% | 64.14% → 60.05% | 5.48% → 10.51% | +92% |
| 9 | 28.93% → 26.53% | 65.43% → 61.87% | 5.65% → 11.61% | +106% |
| 10 | 27.69% → 23.71% | 66.52% → 63.63% | 5.79% → 12.66% | +119% |
| 11 | 26.63% → 20.98% | 67.46% → 65.34% | 5.92% → 13.69% | +131% |
| 12 | 25.70% → 18.33% | 68.27% → 66.99% | 6.03% → 14.68% | +144% |
| 13 | 24.90% → 15.76% | 68.98% → 68.60% | 6.12% → 15.64% | +156% |
| 14 | 24.18% → 13.27% | 69.61% → 70.16% | 6.20% → 16.58% | +167% |
| 15 | 23.55% → 10.84% | 70.18% → 71.67% | 6.28% → 17.49% | +178% |
| 16 | 22.98% → 8.49% | 70.68% → 73.14% | 6.35% → 18.37% | +189% |
| 17 | 22.46% → 6.21% | 71.13% → 74.57% | 6.41% → 19.22% | +200% |
| 18 | 22.00% → 3.99% | 71.54% → 75.95% | 6.46% → 20.06% | +210% |
| 19 | 21.57% → 1.83% | 71.92% → 77.31% | 6.51% → 20.87% | +221% |
| 20 | 21.19% → 0% | 72.26% → 78.40% | 6.56% → 21.60% | +230% |
Gatherable Drop Rates in Slimes and Temporal Dice
Increased the drop rates for higher rarity gatherables dropped by slimes and the Temporal Dice POI
Slimes Normal Difficulty
Before: Common = 80%, Uncommon = 15%, Rare = 5%
After: Common = 70%, Uncommon = 24%, Rare = 6%
Slimes Hard Difficulty
Before: Common = 77%, Uncommon = 15%, Rare = 5%, Epic = 3%
After: Common = 69%, Uncommon = 20%, Rare = 8%, Epic = 3%
Slimes Shattered Difficulty
Before: Common = 76%, Uncommon = 15%, Rare = 5%, Epic = 3%, Legendary = 1%
After: Common = 56%, Uncommon = 23%, Rare = 12%, Epic = 7%, Legendary = 2%
Temporal Dice
Before: Common = 76%, Uncommon = 15%, Rare = 5%, Epic = 3%, Legendary = 1%
After: Common = 65%, Uncommon = 20%, Rare = 9%, Epic = 5%, Legendary = 1%
Set Bonuses Improved Dramatically
Based on player feedback, the effects of set bonuses have been improved dramatically! While mixing and matching is still an excellent approach, we hope these set bonus improvements will make pure set builds more viable for coordinated multiplayer groups.
Note that player suggestions for partial set bonuses are being discussed.
Appearance rate for powerups has been increased from a 2x increase to a 3x increase for all of the following complete sets:
Commando: Double Damage Powerups 2x → 3x appearance rate
Minelayer: Slow Powerups 2x → 3x appearance rate
Chemist: Bomb Powerups 2x → 3x appearance rate
Renegade: Magnet Powerups 2x → 3x appearance rate
SpecOps: Bomb Powerups 2x → 3x appearance rate
Tesla: Speed Powerups 2x → 3x appearance rate
Cyber: Heal Powerups 2x → 3x appearance rate
Paladin: Invulnerability Powerups 2x → 3x appearance rate
Shapeshifter: Knowledge Tome Powerups 2x → 3x appearance rate
Archer: Double Damage Powerups 2x → 3x appearance rate
Mecha Pilot: Heal Powerups 2x → 3x appearance rate
Stat effects of the set bonuses have been improved significantly. These apply to the base value of the stat from gear, and the percentage values are additive with masteries. So for example a +20% bonus to Armor (from Draconic Defender) and a +90% bonus to Armor from level 30 mastery results in a +110% bonus to base Armor.
Archer → Adds +10% Movement Speed
Barbarian → Adds +25% Critical Damage Multiplier
Chemist → Adds +25% Max Health
Commando → Adds +15% Critical Rate
Cybermedic → Adds +25% Heal Power
Cyborg → Adds +20% Experience Gain Rate
Draconic Defender → Adds +20% Base Armor
Druid → Adds Heal Power +25%
EMS → Adds +30% Health Regen
Junker → Adds +25% Critical Damage
Lumberjack → Adds Attack Power +20%
Minelayer → Adds Max Health +25%
Mobster → Adds +0.5% Crit Chance per level
Necromancer Life On Kill 15 --> 40
Paladin Armor 10% --> 15%
Pyromaniac → Adds +20% Attack Power
Renegade → Adds +15% Crit Damage Multiplier
Royal Knight → Adds +20% Armor
Shapeshifter Life On Kill 15 --> 40
Spec Ops → Adds +15% Cooldown Reduction
SWAT → Adds +10% Stun On Hit
Tesla → Adds +15% Attack Power
Wizard → Adds +20% Attack Power
Yakuza → Adds +1.25% Cooldown Reduction per level
Solar Sentinel → Adds +20% Armor
Head of Hydroponics → Adds +.8% Experience Gain Per Level
Hacker → Adds +20% Armor
Mecha Pilot → Adds +20% Attack Power
Reworked Boss Scaling
Our goal here was to reduce situations where the enormous health of bosses made them extremely time consuming to defeat if you lacked items with Max Health percent damage. Overall these fights should feel more connected to the overall damage output of the squad. Fights against final bosses will scale relatively according to the power level of the squad, so if you’re overgeared they will be slightly faster!
Bosses have had their health scaling and difficulty reworked to improve consistency!
Additionally, the distribution of damage dealt at the end of run screen will be less lopsided towards Max Health % based abilities.
The intent is that while Max health and Current Health percent damage types are still effective overall against final bosses, these damage types will no longer feel essential to defeating bosses.
Here are some the specific adjustments:
Bosses now have substantially less health overall, but also have a special type of damage reduction which mitigates damage from all sources by 60%. This includes percentage health type damage.
Bosses have had their maximum health reduced dramatically.
Improved 3P difficulty scaling
Health and damage scaling values for three player squads have been adjusted slightly to provide a more balanced experience playing with this squad size. Previously we felt the difficulty was relatively too high compared to two player and four player squads.
Enemy Balancing Changes & Fixes
Mini Boss Whelp
Blast Down and Fire Trail dragon whelp abilities can now be interrupted by knockback or obstacles
Decreased Whelp Miniboss Flame Breath cast time from 1.8 to 1.0 seconds
Increased Whelp Miniboss Flame Breath damage by giving it 0.03 percentageMaxDamage
FLARE Worm Boss
Adjusted F.L.A.R.E. damage to rely more on max HP percentage and less on flat attack power
Increased F.L.A.R.E.'s Mirage cast time to allow more time to react.
Increased health for elite mobs significantly
Most elite enemies increased by 50% base health
Flame Ifrit (found in Overgrown Village) health increased by 200%
Cyberdog Wolves health increased by 100%
Ranged avoidant elite enemy health unchanged
Elites now all drop slightly more XP
All Eras and Zones have had adjustments to the difficulty of enemies
More elites appear and more challenging waves of elites will appear at certain times during the run
Elites and mini-bosses are more resistant to crowd control effects
Health of the automaton guardbots summoned by the final boss Helter Smelter in Dwarven Mountains have had their health reduced
Damage of several abilities on the Helter Smelter have been adjusted and had their visuals improved.
Spiral flame ability has had damage reduced and hitbox area visuals improved
Projectile fireballs have had their damage slightly increased.
Fixed an issue with the Fervent Lion miniboss in Solarpunk to prevent extremely high sudden damage when summoned
Brief delay before attacks after being summoned
Increased cooldown to prevent the Light Chaser ability from being used immediately
Damage from Light Chaser reduced by 50%
Powerup Drops
Powerups have been adjusted to provide slightly greater effects, but also appear at slightly lower rates overall. Our intent was to make the powerups feel meaningful and strategic when they did spawn, and also to better synergize with the Set Bonus effects which increase the appearance rate for powerups.
See the detailed adjustments below
Time
Regular 8 → 10s
Super 16s → 20s
Appearance Weight 8 → 7
Heal
Regular 50% missing → 60% missing
Super (unchanged)
Appearance Weight 8 → 9
Bomb
Regular 50%, 5% Bosses → 60%, 10% Bosses
Super 75%, 7.5% Bosses → 90%, 20% Bosses
Range (unchanged)
Appearance Weight 8 → 6
Damage Buff
Appearance Weight 8 → 6
Duration unchanged
Superspeed
Regular 1.5x Speed → 1.6x Speed
Regular 10s Duration → 15s Duration
Regular Haste (unchanged)
Regular added effect → Reduces cooldown by 10% of total cooldown
Super 1.5x Speed → 1.8x Speed
Super 10s Duration → 15s Duration
Super Haste (unchanged)
Super Reduces cooldown by -20% total, .75x remaining → -30% total, .75x remaining
Appearance Weight 8 → 7
Vacuum
Appearance Weight 14 → 12
Knowledge Tome
Regular XP Gain Duration 18s → 30s
Super XP Gain Duration 23s → 45s
Appearance Rate 8 → 9
Invulnerable
Regular Duration 8s → 10s
Super Duration 15s → 18s
Appearance Rate 8 → 7
Upgrade Card Balancing
Added a new upgrade card type - Gold Earned!
When selected, this increases your gold earned during the run from all sources by the specified percentage shown. Note this also increases the gold earned from item sources such as the Draconess’ Horns helmet passive and Zramon’s Awakening evolved ability with gravestones.
The gold earned card always appears in the slot for the Helmet and can only be taken once per player per run.
The gold earned applies to any future drops from enemies, treasure chests, items, or other sources - so the earlier you take the upgrade card the more gold you can earn!
Note that the gold earned stat itself is not shared between players, but all gold collecting during the run is still shared as expected.
Adjusted the values for several of the stat driven upgrade cards to improve their viability in runs
Life On Kill: ~100% increase to value granted according to rarity
Max Health Gain: ~25% increase to values granted according to rarity
Health Regen: ~25% increase to values granted according to rarity
Critical Damage: ~10% increase to values granted according to rarity
Critical Rate : ~100% increase to values granted according to rarity
Gear & Class Balancing Changes
Agent X
Auto Attack - now deals 0.1% Max Health damage at all evolution levels
Auto Attack - now gains 100% bonus execute damage as part of evolutions. Execute damage adds bonus damage according to the missing health of the target, ranging from 0% to ~100% based on a target at 100% to ~.1% health
Before: Execute Bonus (0% / 0% / 0% / 0% / 0%)
After: Execute Bonus (0% / 0% / 100% / 100% / 100%)
Execution Orders - Now adds Max Health % damage at evolution levels to improve performance against bosses
Before: None
After: (0.1% per bullet / 0.1% per bullet / 0.15% per bullet / 0.15% per bullet / 0.25% per bullet)
Execution Orders - Execution Orders tier 4 now reduces cooldown by 0.5s per kill
Mow ‘Em Down - Now adds Max Health % damage at evolution levels to improve performance against bosses
Before: None
After: (0.15% per bullet / 0.175% per bullet / 0.2% per bullet / 0.225% per bullet / 0.25% per bullet)
Smooth Getaway - added new evolution effect, now throws additional molotov cocktails randomly around the cash briefcase with evolutions. Enemies will still be taunted toward the briefcase and one molotov always lands at the briefcase location.
Before: Molotov’s Thrown (1 / 1 / 1 / 1 / 1)
After: Molotov’s Thrown (1 / 2 / 3 / 3 / 3)
Smooth Getaway - improved Max Health % damage at all evolution levels
Before: (0.5% / 0.5% / 0.5% / 0.5% / 0.5%) with 15k cap on percent damage
After: : (2.0% / 2.0% / 2.0% / 2.5% / 3.0%) without a cap on percent damage
Smooth Getaway - increase attack power scaling of the ability from 1.2 → 2.2
Smooth Getaway - reduced cooldown effects with evolutions
Before: ( 15s / 14s / 13s / 12s / 10s)
After: (12s / 11s / 11s / 11s / 8s)
Archer
Aimed Shot - Fixed a bug where the arrow would misfire under certain specific conditions, for example when standing very near gatherable nodes
Aimed Shot - Improved the logic for angling the arrow along different types of slopes, increasing the number of enemies hit under most circumstances
Aimed Shot - Reduced the ability damage scaling slightly for evolutions of the Aimed Shot ability
Aimed Shot - Lowered the cooldown reduction effect gained from the final evolution of from 1s per kill to .7s per kill
Snare Shot - Improved the logic for pulling mobs together so it is less likely to have individual mobs flung in random directions at higher evolutions of the ability. Mobs will now be clustered more consistently for followup bonus damage.
Earth Slide - Added charges with evolutions, now gets (1/1/2/2/3) charges according to evolutions
Earth Slide - Reduced base cooldown from (14/13/12/11/8) → (8/8/7/6/6)
Earth Slide - Increased slide distance by ~20%
Earth Slide - Improved shield values with evolutions from (0/3/4/5/6% Max Health) → (3/3/3/6/6% Max Health)
Earth Slide - Shield duration extended from 2s → 5s
Earth Slide - Increased damage scaling with evolutions
Earth Slide - Add 3% Max Health % damage to the first part of the slide
Earth Slide - Increased initial slide impact scalar from 2 → 2.6
Earth Slide - Decreased slide end scalar from 3.2 → 0.6
Earth Slide - Increased hitbox width of slide by ~12%
Earth Slide - Fixed bug where targets hit by ending spikes were not getting frozen
Barbarian
Axestorm - Axes will no longer hit the same enemy multiple times when spinning through them. This will result in a slight reduction in overall damage output.
Chemist
Atomic Blast - Fixed an issue where the shield applied from this ability was not scaling correctly with player Max Health.
Shield value changed from (0 / 80 flat / 80 flat / 200 flat / 200flat) → ( 0% / 4% MaxHP / 4% MaxHP / 8% MaxHP / 8% MaxHP)
Atomic Blast - Increased Radioactive Damage from 0.45 → 0.6 attack power scaling
Atomic Blast - Increased base attack power scaling for the blast from 5 → 5.2
Atomic Blast - Increased Max Health % damage from 5% → 10% for 2nd and 3rd evolutions
Commando
Piercing Rounds - Increased Attack Power Scalar from 2.0 --> 2.2 for all evolution levels
Piercing Rounds - Increased MaxHP% damage from (0.5/0.6/0.7/0.9/1.25%) --> (1%/1.2%/1.4%/1.5%/1.6%)
Piercing Rounds - Increased cooldown values (20/18/16/14/12) --> (21/19/17/16/15)
Cyber Medic
Auto Attack - Decreased MaxHP% damage from 0.5% to 0.3%.
Cyborg
Alpha Andy’s Work Overalls - Now adds up to +10% gold gain rate as a stat on the item
Draconic Defender
Battle Standard - Shield granted now correctly scales with the Max Health of the owner, which increases the value of the shield granted substantially especially at higher levels.
Shield Values: (3.5% / 7% / 10.5% / 14% / 17.5% MaxHP)
Draconess’ Horns - Reduced the base armor value granted on the item itself by approximately 30%
Draconess’ Horns - Reduced the armor granted by collecting gold by approximately 50%. Note the value shown on the HUD now reflects the bonus health, so half of that value reflects the bonus armor gained.
Draconess’ Horns - Adjusted the coin drops to appropriately scale with gold earned effects and treasure hunter mastery.
Draconess’ Horns - Fixed a bug where the gold dropped rate was higher than intended as shown on the upgrade cards.
Druid
Raven Swarm - Added a new effect to this ability, Ravens will now drop gifts randomly around the player after the swarm ability finishes. You can find healing apples, gold, and resources depending on the evolution level of the ability. The amount of gifts scales proportionally with the number of kills from the Raven Swarm ability itself.
Fruits heal for 50 flat health + 0.5 Heal Power + 2% missing total health
Base Behavior
1-5 healing apples according to total kills
Evolution 1
1-5 healing apples according to total kills
Up to 4 coin drops according to kills, base value 15 gold
Evolution 2
2-6 healing apples according to total kills
Up to 5 coin drops according to kills, base value 25 gold
Always drops at least 1 coin
Evolution 3
3-6 healing apples according to total kills
Up to 5 coin drops according to kills, base value 35 gold
Evolution 4
4-7 healing apples according to total kills
Up to 7 coin drops according to kills, base value 50 gold
Chance to drop resources of any rarity according to total kills
Junker
Cannonball - Fixed an issue with the duration of the not lasting as long as intended
Lumberjack
Mr. Chompy - now deals additional damage which scales with the Max Health of the owner. Adds up to 2% of owner Max Health as additional damage.
Minelayer
Auto Attack - improved the base attack power scaling from 1.1 → 1.2 for all evolution levels
Auto Attack - now deals 0.1% Max Health damage to better handle defeating bosses
Caltrops - Improved the base attack power scaling from 1.1 → 1.25
Caltrops - Increased the Max Health % damage for all evolution levels
Before (1.5% / 2.25% / 3.25% / 4.25% / 5.0%)
After (2.5% / 3.25% / 4.25% / 5.25% / 6.0%)
Captrops - Reworked the evolution effects to provide greater utility early
Adds the Weakened effect to enemies on the first evolution
Stun now applies for a fixed 4s duration at all evolution levels
Status effects apply for a fixed 9s total duration at all evolution levels
Necromancer
Helmet Passive - added new healing effect to provide some healing effects if the helmet is the only support item being used
Provides heal effect after killing enemies with an internal cooldown
Cooldown improves with evolutions: (10s / 8s / 6s / 4s / 3s)
Healing Power scalar is 0.25
Applies healing effect to all players connected through auras
Teleport - Improved visual effects for the damage impact when arriving at the destination
Paladin
Divine Light - Removed hidden 20% damage reduction effect after the 2nd evolution
Divine Light - Added new evolution effect at the 3rd evolution, now doubles heal scaling from 0.35 heal power scalar to 0.7 heal power scalar.
Pyromaniac
Boots - added base critical rate chance stat to the item
Helmet Passive - Improved the effect slightly and reduced the decay
Current Behavior - base Max Cap = 120%; Decay per Hit = 40%
To Be - base Max Cap = 140%; Decay per Hit = 35%
Renegade
Blade Bolt - Renegade Blade Bolt tiers 3-5 now have buzzsaws fly off when sprint ends
Blade Bolt - Blade Bolt movement speed increased: tier 1 (0.2 → 0.4), tier 2 (0.35 → 0.5), tier 4 (0.65 → 0.7)
Blade Bolt - Blade Bolt hit damage scalar increased from 0.3 to 0.6
Renegade - Chainsaw Auto Attack - Increase the auto attack damage evolves on upgrade cards (25% --> 50%) roughly
Renegade - Chainsaw Auto Attack - Add +(0.08/.1/.12/.14/.2)% MaxHP damage to the auto attack and upgrade card evolves
Renegade - LMB - Added +0.5% MaxHP damage to the spinning sawblade explosion
Renegade - LMB - Increase the LMB damage evolves on upgrade cards (25% --> 50%) roughly
Royal Knight
Auto Attack - now deals 0.5% Max Health damage at all evolution levels
Auto Attack - the “freeze attack” now deals 2.0% Max Health damage and uses a 1.8 attack power scalar, or twice the scaling of the regular auto attack
Auto Attack - the frequency of the spinning freeze now triggers more frequently from evolutions
Before: Procs Every ( - / 7 attacks / 7 attacks / 5 attacks / 5 attacks)
After: Procs Every ( - / 6 attacks / 6 attacks / 4 attacks / 4 attacks)
Shield Bash - increased armor scaling damage bonus for evolutions
Scalar Before: (0% / 0% / 20% / 20% / 20%)
Scalar After: (10% / 10% / 20% / 20% / 60%)
Shield Bash - increase Max Health % damage at all evolution levels from 2.1% → 3.0%
Shield Bash - updated ability description to clarify functionality
Ice Shield - Lowered cooldown dramatically at base and with evolutions
Before: (30s / 28s / 26s / 24s / 20s)
After: (20s / 18s / 18s / 15s / 15s)
Ice Shield - Increase Max Health % damage with detonations from 0.2% → 1.0%
Ice Shield - Increased Damage Scaling values from evolutions by ~50%
Ice Shield - Increased Stun Duration effect from detonations
Before: (2.5s / 3s / 3s / 3s / 3s)
After: (3s / 3s / 5s / 5s / 5s)
Ice Shield - At final evolution, doubles the self shielding effect to add 20% of Max Health as a shield on cast (up from 10% Max Health).
Ice Shield - Fix short-circuit evaluation bug in Ice Shield ability that prevented shields from being applied to all players in a chain
Helmet Passive - Reduced base cooldown from invulnerability effect from 40s → 30s
Helmet Passive - Increased duration of base invulnerability effect from 3s → 4s
Helmet Passive - Invulnerability duration increases adjusted with evolutions per rarity
Before: (1.0s / 1.5s / 2.0s /2.5s / 3.0s)
After: (1.1s / 1.2s / 1.3s / 1.4s / 1.5s)
Helmet Passive - Cooldown reduction reduced by rarity of evolutions adjusted
Before: (-2.0s / -2.5s / -3.0s / 3.5s / -4.0s)
After: (-2.0s / -2.2s / -2.5s / 2.7s / -3.0s)
Shapeshifter
Blood Rush - Fixed an issue where ability could leave the player at the wrong size after the ability ended
Solar Sentinel
Space Laser - Increased the attack interval of the main laser from 0.25 to 0.3 (pulses from evolutions are unchanged).
Space Laser - Decreased the maxHP% damage of the main laser from 0.2% to 0.16%.
Space Laser - Decreased the AP scalar of the main laser from 3.0 to 2.8.
Spec Ops
Cruze’s Missile Launcher - Fixed an issue where the aiming circle can appear behind the player if an object, like the Bioactive Enclosure bubble, is behind the player and in front of the camera.
SWAT
Unusual Suspects - Reduced the damage output of this ability but improved the utility to better fit as a crowd control focused ability
Unusual Suspects - Reduced attack power scaling from damage over time effect from 0.5 → 0.25
Unusual Suspects - Reduced MaxHP% damage from (0.3 / 0.35 / 0.4 / 0.5 / 0.8) → (0.2 / 0.25 / 0.3 / 0.4 / 0.6)
Unusual Suspects - Increased moved speed (0.35 / 0.45 / 0.45 / 0.55 / 0.55) → (0.4 / 0.5 / 0.5 / 0.6 / 0.6)
Unusual Suspects - Adjust Cooldown from (38/35/32/28/25) → (36/34/32/30/28)
Uphold the Law - Reduced bonus damage scaling and increased its cooldown to 3 seconds
Tesla
Bowlers Cap - Now adds up to +10% gold gain rate as a stat on the helmet to improve capabilities at resource gathering
Wizard
Harrison’s Time Tome - Added critical rate chance to the base item stats, up to 8.61% at maximum.
Harrison’s Time Treads - Added critical rate chance to the base item stats, up to 8.61% at maximum.
Harrison’s Scroll of Ultimate Power - Added critical rate chance to the base item stats, up to 8.61% at maximum.
Harrison’s Hood - Added critical rate chance to the base item stats, up to 8.61% at maximum.
Auto Attack - fixed a bug where auto attacks were dealing significantly more damage than intended towards bosses.
Elemental Storm - fixed a bug where damage values were being clamped under certain circumstances
Yakuza
Bladespin - Fixed a bug with Bladespin where the damage was being delivered over the first .4 seconds of the ability rather than spaced out over 2 second spin time. Overall damage output remains the same.
Bladespin - Fixed an issue where the cooldown was not being fully reset when killing multiple enemies with the spin
Bladespin - Tornadoes now additionally apply the cooldown reduction effect
Bladespin - Total cooldown increased from 11s → 12s
Source
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