Full notes
Full Witching Stone update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- Store
- Maps
Daily Challenges!
Each day there is a Daily Challenge where everyone gets to take on the same run. This will decide the character, starting spells, modifiers and dungeon layout. Starting spells are non-standard, all badges will be considered unlocked for consistency, and each run is +2 rank.
This isn’t meant as a fierce competition and there are no scores or attempt limits (although you’re free to self-impose!). It is a daily dose and a chance to try something a little bit different. This has prompted a bit of rewrite and modifier shake up. So I have also added some more modifiers, removed some duds, and rebalanced some existing ones.
The Gang's All Here
Although they are somewhat cryptic, the quests to unlock the fourth, fifth and sixth characters are no longer hidden. For clarity, these extra 3 characters have been playable from launch providing the player completed certain hidden quests, but I am making them easier to find because completion rate was very low. Also, keeping up the pretence these were hidden would make daily quests extremely clunky… it just didn’t seem right to hide these so well.
Pwca Stone Shop
The intentionality behind Pwca’s design is that she has access to every spell. As she cannot naturally generate certain stones, and is less likely to obtain generator spells, her shop usually stocked special Spells to swap stone types like “Curse Weapons” which turned all Daggers into Soul Gems.
Unfortunately, not only does this require a lot of different things to line up, it also takes up an entire spell slot. This usually isn’t worth it and regulates Pwca into playing as a discount Gwen or Aerfen with a lot of dud options.
To remedy this, when playing as Pwca she now has an expanded shop for additional stones. Once purchased, these will be added to regular the rotation of stones that drop.
This also makes a certain quest impossible so that has changed (vague much?) and makes the Exodia Spell a lot easier to cast. So I've reduced its power to Dragon Slave levels. Honestly, it’s just a bit of fun, you could already use Scythe on it, and I’m not too precious about these things… but that did seem a bit too silly.
Scrying Is Free
Scrying was overvalued as a mechanic. It is now always unlocked, always free, and has no associated modifiers.
Balance Changes
Modifier feature is now unlocked after meeting 3 bosses rather than 5
When a modifier removes a map node it is less likely to place a camp in a dead-end
Stones created by Spells will not deprioritise replacing Jammers, Corruption and Drosera
Incoming stone status effects will continue to prioritise stones that do not already have a status, but if forced they will replace an existing effect instead of doing nothing
Player character will heal after defeating
Arawn
M.O.T.H.E.R.
Medical Drone base damage down from 4 to 2
Warmech
self-heal down from 10 to 5
Arawn
casts anti-magic shield last in sequence
Ice and Fire Elementals won’t sync their attacks and attack lowered from 5 to 3
Cleaning Droid base damage down from 6 to 4
Sprout Badge now adds +0 damage allowing the recipient to scale
Sprout Badge has no maximum value
Chaff Spell now has a normal cast sequence and deals +1 damage for each Jammer on the board
Tantrum Spell is now 0 damage with no Pain keyword
Pact Spell damage down from 3 to 2
Hidden Blade Spell damage
Source
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