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Full notes
Full Rune Gate update
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What changed
- UI and audio
- Balance
- Gameplay
- Events
- Fixes
Rune Gate changes
Most of last month was spent adding a few new languages to the game and ensuring all the text fits.. With most of the features completed, I've finally spent some time testing some weaker builds on the highest difficulty to ensure they are at least playable. Here are the details:
New Languages
The game now supports Spanish, Russian, Korean, Japanese, France and German. Additionally, some English and Chinese texts have been reworded for better clarity (hopefully).
You can switch the language in the settings menu.
Balance Update
Power: Your next attack deals 8/11/15/20 extra damage, stackable, remove after attack once. Power has been unplayable to say the least, even with the augment. In order to make power worthwhile throughout the game, I've now more than doubled the amount each one gives
Smite: You gain Power equal to 50% (75%) of the damage dealt. Smite is crucial for Power's sustainability, having it cost 1 energy is just too hard to use. So I've reduced its energy cost from 1 to 0
Chill: You deal 5/8/11/15 less {Damage}, stackable, halve. Frostbite itself is very difficult to execute due to enemy's high damage, especially in higher difficulties. That's where Chill comes in, to make it more effective. I've greatly increased its strength
Cold: Deal damage to your target equal to 100(150)% of their Chill stack. As an alternate damage mechanic, Cold is pretty hard to use due to its energy cost and the fact that Chill is hard to stack. So I increased its strength from 50 to 100% and reduced its cost to 0. With this change, the Cold Snap augment now raises its effectiveness from 100 to 200%.
Sick: Trigger target's Poison 1/2/2/3 time(s). Poison decays very slowly, so its strength can't be too high. To compensate, I've changed Sick to a tiered rune, it can now trigger Poison up to 3 times instead of just 1 time.
Talents: I've also updated a few champion's synergy runes to reflect the changes above.
Unpredictable: Changed how the randomize works, it now randomizes based on your champion's energy instead of your current progress. This affects both the term and Augment Unpredictable.
Frost: It now only triggers twice instead of three times.
New Achievements
There is a new achievement called 'Lone Wolf' that triggers when you beat normal mode with only one champion. You can now set the champion limit to 1 in the difficulty settings, doing so will disable the tutorial automatically.
There are also three new achievements linked to the Retribution mode, you can access the mode in the "new_mode" branch if it's not released yet.
Other Updates
Significantly lowered the price of upgrading the tier of your card. You can now do it for free when the action gauge is full;
When a champion is permanently dead, all its synergy runes are now also removed;
When enemy or your card's damage is reduced to 0, it will now still trigger Frostbite;
The refresh is now reset every time you complete 1 challenge instead of 3;
Fixed an issue where terms wouldn't show up properly when there are more than 9 terms in a battle;
Fixed an issue where the base runes weren't unlocked automatically on older saves.
Thanks for your feedback!
Source
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