Update log
Full Talented update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings Talented Gamers!
Extracted changes
- Gameplay
- Balance
Our brand new update has dropped, and we'll take a look at what you can expect very shortly!
First of all I wanted to let you know that we'll be increasing the price of Talented by $2 once we've made sure this update is in a solid place.
With 4 major updates since the release of 1.0 we've added a considerable amount of free content to the game and we now feel comfortable asking for a little bit more for the game. We understand that nobody likes to see a price increase, but we hope everyone can appreciate the challenges of running a tiny indie operation like this in 2026.
With that out of the way, let's take a look at what you can expect from our latest new update!
Mythic Weapons
A new brand of Mythic Talents are dropping with the 1.4 update. Each class (including Ninja and Beastmaster) will be getting their own unique weapon that will fire whenever you complete a certain action iconic for that class.
Activate the weapon enough times and it will gain a powerful upgrade for the rest of the run. Fully activated Mythic Weapons can be devistating win conditions all by themselves.
New Epic Talents
Adding new Talents that can appear in every run for a Class is a delicate business, our approach this time is to add support for each classes existing win conditions that we hope will be relevant at all stages of the run.
Better yet, after all of the positive feedback surrounding Ability Upgrade Scrolls, we're introducing a group of Talents that give even easier access to the Ability Upgrade system.
Combat Stat Reworks
Crit Damage is now a combat stat
Crit Chance Up Talents are now converted to Crit Damage Up Talents when crit chance reached 100%
Added a new Multifire stat that gives Basic Attacks a chance to fire an additional time (each 100% added gives a guarenteed bonus attack)
Attack Speed Up Talents are now converted to Multifire Up Talents when maximum Attack Speed is reached
Added a new Multicast stat that gives Abilities a chance to cast an additional time (each 100% added gives a guaranteed bonus cast)
Minimum Time Between Attacks increased to 0.25s (up from 0.1s)
Cooldown Reduction Up Talents are now converted to Multicast Up Talents when maximum Cooldown Reduction is reached
Spark Quiver, Time Dilation, Echomancy, Vortech Timecracker and Edge of Infinity have all been reworked as part of these system changes
Quality of Life and More...
We've also added a few highly requested features...
Added Auto Aim and Auto Cast options to the Settings Menu
Game Speed will no longer be reset after a run ends before entering Endless Mode/Eternal Nightmare
Added 2 new Combo Levels
5 new Achievements to unlock (that don't require any DLC to unlock)
Balance
General
As we've introduced new features such as Mythic Talents and Ability Upgrade Scrolls, it's become clear that the difficulty curve isn't where it once was. Mastery 0 runs weren't feeling quite punchy enough, so we've rebalanced a bit - moving some of the top end difficulty into the lower tiers. Overall, the starting experience should be a bit more challenging but our hope is the top level masteries land about the same.
Less Health Points mastery bonus now reduces start of night health points by 15% of maximum HP (down from 25%)
Stronger Elites mastery bonus now grants elites 10% HP and 5% Movement
Source
