Full notes
Full Sentinel Point Heroes update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Fixes
- Maps
- Performance
Sentinel Point Heroes changes
The next update has several large changes so I have put it out early on the test branch to have some bug testing and feedback before it goes live. Only play this is you are willing to deal with placeholder art and bugs!
There will be full patch notes with the final version, but here are the largest changes:
New Character Herbert - This is a new visual choice as well as a new enemy. For them I am testing out something different, while they are an enemy they have a unique card which gives them some benefits as the deck they are using is harder to use for an AI.
First Aspect: Shapeshifter - Herbert the villain is using Shapeshifting and you can too. On the character creation screen you can select "Shapeshifter" under aspects to try out the new cards, which can be added to any of the Archetypes - you can be a Magic Shapeshifter or a Martial Shapeshifter.
Secret Techniques Every fight you will get one "Talent" which is a new resource which can be used to buy "Secret Techniques". You already know most of these techniques: Versatile (previously Cycling) allowing you to trade cards in your hand Hero Points which give you block after recovering Exceeding your Limits has been replaced with Stunning. Exceeding was good in too many situations, often great to just use at any point and didn't help you very much when two kicks were coming at you with no space between them. Stunning increases the time of ONE enemy by three, so you can weave a dodge or a block in between two attacks.
Other Changes
Fixed a bug where enemies drawing cards would swap to their hands
Changed the character generator screen so that the character select and aspects are dropdowns.
Made it so map event groups will always be unique from each other
Fixed a bug where sidekicks could sometimes skip a second and be ready too early
Removed the Momentum 3 sidekick power and added a Momentum 1 secondary power. The starting power was too much of a high roll for a Magic momentum build, now it should be weaker but more consistent to get.
Changed micromissiles in the sidekick draft into a Active not on recovery.
Changing "Cycling" to "Versatile", this is not yet consistent.
Testing having defensive statuses shown above the status bar.
Removed Energy.
Generally improved performance.
Added gear back to the combat deck check.
Removed the relic which gave 2 block on Recovery, changed Alchemist's Brew to give 1 Barrier and 1 Focus on Recovery instead.
Theurgist -1 Crimson Aegis +1 Blood Wall +1 Kick
Source
Changelog.gg summarizes and formats this update. How we read updates.
