Update log
Full Pluto update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Maps
- Performance
- Fixes
- Balance
We are excited to release the Full Moon update to our Public Playtest branch, where you can access all the new content we're working on! If you're excited to jump in you can find instructions below, or keep reading for more details.
How to Play the Update
You can access this update on the publictesting branch by right-clicking Pluto in your Steam Library and navigating to Properties > Game Versions & Betas. Select publictesting to access this update:
The launch version will still be accessible on the Default Public Version while publictesting will be updated regularly with new content. Once the new modes and characters are complete we'll be moving this content to the main branch.
Full Moon Mode
Under the Full Moon enemies unleash their full power... and so can you
This update introduces run modes, starting with Full Moon. This mode has a longer and more challenging map with new events and enemies, as well as a new element, new spells, and new items. Use your new tools to brave this fearsome path.
Currently only the Apprentice can access Full Moon mode but we'll be adding Full Moon versions of each wizard over the coming weeks. Join the Discord to vote on which wizard you'd like us to add next!
Mod Support
The new modes and character variants are made possible by integrating mod support on the backend. Join the Siege Wizard Interactive Discord for a guide on how to make modded characters, items, maps, and enemies!
Future Plans
Crescent Moon and Blood Moon modes will be added in the future to give players the option for both easier and more challenging experiences.
Full Moon variants of each wizard will be added, each with new gifts, spells, badges, and status effects.
This update took longer than expected due to an overhaul of the map and enemy behavior systems, in addition to the new content added. This allows the map to be more variable between runs and for enemy behaviors to be more distinct and intelligent.
All of this control can be leveraged through the mod system to create truly unique content. We will be adding a GUI for the mod system as well as Steam Workshop integrations to make creating and sharing mods as easy as possible.
Here is a comprehensive change list for the update:
Reduced VRAM usage by ~1GB for better performance
Cantrips can be combined at the Quill node
Added Wild elements, which can match any other element
Added Wild spells, which contain Wild elements and cannot be cast directly
Replaced Wild status with Charged Status (same functionality as before)
Added 3 Gifts, 30+ Spells, 20+ Rings, 6+ Badges to the Full Moon Apprentice
Added Charge Limit as a status rather than a fixed limit of 5
Lute now gives +1 Charged Limit
Empty Tome now causes Chants to discard after casting
Character specific Hexes and Mega Hexes
Channel now negates Hex rather than Sever
Unspent Channel now converts to Memory
Spell Pack increases in cost after each purchase
Rings and badges can now have variable magnitudes and corresponding gold costs
Enemy behavior has been overhauled to make enemies more distinct
Added 2 new enemies and multiple new fights
Map generation has been overhauled with more variability
Scry tokens can be spent at Spell Orbs to re-roll the results
Added Scry Tokens node to the map
Campfire heals for 75% of Max Health and does not offer a badge
Added Badge Chest variants
Added Spell Recipe reversal node
Added
Source
