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
- Balance
- Events
- UI and audio
- Gameplay
- Fixes
Rune Gate changes
This update contains three major changes, along with 4 new runes and a few balance tweaks and bug fixes.
Battle Terms
Battle Terms are unique challenges within each battle, they each offer a reward once the battle is finished, and different elemental realms have their own set of terms. More Terms will be applied to battle as the wave progresses in order to offer a higher challenge, and elite battles have more terms than normal battles.
Each battle also contains an empty slot for you to apply a term of your choosing if that's what you desire. If you lack resources to upgrade or remove a card from your deck, you can pick a term that contains the target reward.
Reinforcements are also now part of terms with its condition changed. Instead of counting down when each unit ends their turn, now it counts up when you end all your units' turn, with an incentive to finish the battle as fast as possible: "Finish the battle in 4 turns to receive rewards or face enemy reinforcements."
Phase Shift
Elite units and certain units on later waves have more than one phase, their move sets will change once their HP drops to a certain level. After this update, a block move will also be triggered once their phase shifts and a certain effect will also be applied to the enemy. The elemental type of the enemy will determine what actual effect is applied.
A visual effect is applied in order to make the phase shift more obvious, and phase HP info is added in the unit tooltip so that you can plan for the shift in advance.
Cards Now Come With Runes
When you pick a card reward for your weapon post battle, there is now also a rune attached to each card as well. The rune can be outside of your rune pool, hopefully, this can make the card choice more impactful.
New and Updated Runes
4 new runes are now added:
Explode
Deal 100/200/300/400 Fire Damage to you and all enemies after 3 turns Conduit : Deal 5/7/9/11 Lightning Damage to a random enemy within range when attacked Flash : Apply 35% Blind to your attackers.
Deplete
Apply 20% Weak to your attackers
The normal Energize is pretty counter-intuitive to use. It gives you 1 energy but also costs 1 energy to use. It's only useful on multi attacks/blocks, which is not useful at all. So instead of raising its cost, it now has a "Bargain" effect, but it can only trigger once per card.
Energize: You gain 1 Energy, Decrease this move's damage or block by 8.
In order to differentiate special Energize from normal ones, they can now be applied to target:
Energize (Special)
Target gains 1 Energy.
Energize (Assist)
Target gains 1 Energy.
Other Changes
Enemy units' attack and block values are now tuned down a bit to make it less punishing on higher difficulties;
Changed Buff and Debuff's trigger VFXs to make it less chaotic;
Updated the visual of the battle popup menu;
Your Energy can no longer be negative;
You can now see all your units' Augments in the merchant menu;
Fixed a few bugs.
Source
Changelog.gg summarizes and formats this update. How we read updates.
