Full notes
Full Pryzm update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Pryzm changes
For those who have attempted a True Pryzm run, it is immediately obvious that the enemies are much more difficult and require a different strategy compared to Normal difficulty. While most enemies could be brute forced through with spamming Attack or even using Escape, enemies now hit harder and have new actions. New enemies such as the Drainer type in the screenshot above not only attack but can also absorb precious clarity.
Since starting clarity is significantly lower in True Pryzm, this means that it is almost necessary to do some clarity absorption from enemies during a True Pryzm run, The good news is that almost all enemy types contain more clarity to be absorbed by the player as well. (Hint: The leech type enemies are the best for this because they are weaker and give more opportunities for clarity stealing.) Learning to manipulate the risk probability becomes more crucial. Absorbing some clarity then escaping is also a valid strategy.
Of course, it is important to also find what works for your play style. Some enemies are just not worth fighting in True Pryzm. But since HP resets with every new battle, you can afford to give yourself some room for experimentation and errors. (As a side note, True Pryzm originally featured persistent HP, meaning you have to maintain HP throughout the run, not just for that one battle. But I decided it would make the game too difficult.) Remember: it doesn't matter if you beat or escaped an enemy with 1 HP left, it still counts as a success.
Now go into the True Pryzm and see if you can make it out!
Source
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