In this update5
Full notes
Full Rune Gate update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Rune Gate changes
This update adds 20 new Augments and 10 new Runes, along with a few reworks and a new dodge mechanic. The main purpose for this update is to encourage different play styles for each element. Here are the changes:
Lightning
Reworked Current, to add a new way to deal damage but also consistent with the theme of lightning runes: Current - Deal x Lightning Damage to a neighbor when you are attacked, and to you if none exists, stackable
To make Current more useable, the following lightning runes are reworked and added them back to the pool:
Jolt - Receive x extra damage, stackable, halve after the end of the turn Jump Start - Trigger Current 2 times. Trigger - Apply X Current to target, X is 50% of target's Jolt count
In the meantime, adding following Augments: Flow - Every 3rd attack move you use also applies 4 Current Pressure - JumpStart triggers Current 2 more times. Attract - Your attacks apply Aggro to your target
Since automatically applying Static to enemy units is not that useful, Static Shock is now reworked Static Shock - Your Lightning Damage has 20% chance to apply 4 Current
Earth
In order to make Poison and Spike more viable, adding following runes:
Sick - Trigger target's Poison once. Release - Deal 2X Earth Damage to a random target, X is your Spike count, halve your Spike
And a new rune within the dodge system: Evade - Dodge your next incoming attack this turn.
New Augments: Viper - For Every Point of Poison the target has, raise your Attack Damage by 2%, can not by higher than 100% Hex - For Every 3rd attack played, apply X poison to target, X is your Regrow Count. Elusive - Your Evade Rune can evade one more attack. Reserve - Release no longer reduce your Spike.
Ice
Frostbite is triggered after attack, which is not quite useful in the late game when enemies have high damage. So I reworked Chill and Cold and added them back into the game, to add a new way to reduce and deal damage.
Chill - Target deals x less damage, stackable, halve Cold - Deal X Ice Damage to target, X is 50% of target's Chill
New Augments:
Hard Bite - For every 3 attack moves played, deal 100% of target's Frostbite as Ice Damage. Cold Snap - Your Cold Runes now deals 100% of target's Chill as Ice Damage. Stone Cold - Whenever you are attacked, apply 3 Chill to your Attacker Chiller - Every time you apply Frostbite, also apply 1 Chill.
Fire
Fire runes are generally high risk and high damage, that's why I reworked Fury and Offer: Fury - Deal and receive X extra damage, stackable, halve. Offer - Receive 10 Fire Damage, gain 2 energy.
New Augment: Lunatic - When you have Frenzy Active, gain 4 Fury at the start of every turn
Light
2 new runes are added within the dodge system: Dodge - You have 30% chance to dodge your incoming attacks. Blind - Target attacks have a 30% chance to miss this turn.
Power and Radiant are relatively weaker compared to other elements, the following augments are added to change that:
Power Play - Your Power can now deal one more attack before removed. Judge - When you have Power active, your attack targets receive X Suppress, X is 20% of your attack damage. Oppressor -
Source
Changelog.gg summarizes and formats this update. How we read updates.
