Full notes
Full ULTRA LMAD update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- UI and audio
- Performance
- Balance
- Server
This patch contains a lot of player buffs and enemy nerfs, mainly to address the following points from community feedback:
More impactful cards/semester rewards
More player agency in combats/classes
Faster run progression
Changes will reflect on new runs started on this patch
Subject Classes Changes
Equalize the efficiency of keyboard and mouse when answering questions
Answer button position is no longer randomized while studying in classes
Remember & Forget Changes
Allow for more energy plays to better reward turn optimization
Increased base chance to gain energy using Forget to 33% (from 25%)
Increased max possible chance to gain energy using Forget to 66% (from 55%)
Increased max possible chance to not consume energy using Remember to 66% (from 45%)
Semester Reward Changes
Centralize more power in player class specializations to better differentiate builds
Thoughtful
Increased added chance to not consume energy using Remember to 20% (from 15%)
Artist
Increased added chance to not consume energy using Remember to 26% (from 15%)
Increased added chance to gain energy using Forget to 13% (from 10%)
Vigorous
Decreased max stacks to 2 (from 3)
Coolheaded
Increased max stress to 5 (from 4)
Programmer
Increased max health to 20 (from 10)
Increased max stress to 5 (from 4)
Card Changes
Increase power on cards with low relative values/uses to increase deck building opportunity cost
Acceleration
Decreased energy cost to 0 (from 1)
Free Fall
Decreased energy cost to 1 (from 2)
Mechanical Energy
Increased forceful to 2 (from 1)
Rock Transformation
Added: gain 3 protection
Fire Transformation
Increased burned to 3 (from 2-3)
Loop
Decreased energy cost to 2 (from 3)
Rotation
Decreased energy cost to 0 (from 1)
Window
Decreased protection to 3-6 (from 4-6)
Increased splinters to 3 (from 2)
Collision
Increased energy cost to 2 (from 1)
Increased damage to 8-12 (from 4-6)
Muscles
Decreased energy cost to 0 (from 1)
Reference Node
Decreased energy cost to 1 (from 2)
Binary System
Decreased energy cost to 1 (from 2)
Monomyth
Increased variable to 3 (from 2)
Front End
Decreased damage to 4 (from 6)
Increased burned to 6 (from 4)
Rollback
Changed stress loss to 2-6 (from 3-5)
Controller
Decreased energy cost to 2 (from 3)
Skinning
Decreased energy cost to 0 (from 1)
Physical Layer
Increased protection to 6 (from 4-6)
Protocol
Removed: exhaust
Decreased protection to 1-10 (from 10)
Joint
Increased damage to 5-10 (from 6-8)
Happiness
Added: gain 2 energy
Leadership
Added: lose 4-6 stress
Motivation
Added: restore 4-6 health
Brain-Computer Interface
Increased variable to 8 (from 6)
Removed: gain 8 protection
Added: gain 1-2 tired
Haptic Feedback
Decreased damage to 4 (from 8)
Increased burned to 8 (from 4)
Removed: gain 8 protection
Added: gain 1 exaggerated
Groundwork
Increased variable to 20 (from 15)
Multi-Source Information
Decreased protection to 16 (from 18)
Enemy Changes
Allow for faster combats and lower range from enemy actions to increase movement cards viability
Evaluation Knight
Decreased health to 40 (from 50)
- Aggressivedecreased AoE to front/mid (from all)
- Stressfuldecreased AoE to mid/back (from all)
Flow Knight
Decreased health to 50 (from 65)
- Aggressive advantageousdecreased AoE to front/mid (from all), increased variable to 3 (from 2-3)
- Stressful advantageousdecreased AoE to mid/back (from all), increased variable to
Source
Changelog.gg summarizes and formats this update. How we read updates.
