Full notes
Full Witching Stone update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Store
- Gameplay
- Balance
The 1.30 update is pretty chunky. Its headline feature is the story! It’s admittedly coming in a bit late, but now you’ll bump into other characters as you descend the dungeon and glean a little bit more about them and their relationships. It also adds a lot more content through events, spells, badges, and keywords. As well as just little polish changes to make it clearer what is going on.
!! Warning !!
This update makes changes to how dungeons are generated, so any in-progress runs from the previous patch will be incompatible and not load. I can only apologise for this inconvenience. The good news is this might not happen again! See the bottom of the post for more information.
Story
Now there will be story sequences at certain points in the game, such as when resting at camps or visiting shops. I don’t want to go into too much detail here, but I think they’re fun and make everything feel more complete.
These story sequences were written by the talent npckc. And you should also check out her latest game, too!
https://store.steampowered.com/app/2620590/Marrons_Day/
More Toys
There are just over 50 new spells, 15 new badges, an extra event shop per act, and a couple more events I won’t discuss here. All characters now have sixteen spells per act, which means a lot of these are concentrated on Blodeuwedd and Arawn who were lacking before, but even the main cast have gained a lot.
New Quests
Three new quests have been added that reward three new Badges. Two of these are blatantly just to encourage playing with Daily Challenges and the new conversations but that’s fine, right?
Pwca, Blodeuwedd and Arawn currently have quite cryptic unlock criteria. Completing the game (not “Victory?”) with 2/3/4 characters will now make these quests explicit.
Potions
These exist as part of the new events and modifiers. Once obtained these will sit on your board and persist between fights. Once quaffed they provide a big boost but are gone for good.
Modifiers, Rerolls and Collection
It might not be clear what’s going on with these changes. But I am trying to discourage players from restarting multiple times before each run, or trying to max out a very grindy collection screen. However, I have also added options to not only enable the previous behaviour, but make it much less tedious. So you no longer have to do a restart to get your rerolls back, you can just spin forever.
By default, rerolls are reset when defeating a boss
By default, modifiers just have one completion state, rather than per character
In the options you can give yourself infinite rerolls
This will always give the sussy dagger on the victory screen
Rerolling Modifiers will blacklist Modifiers you have previously seen.
Resets with your reroll count or, if you’re using infinite rerolls, after seeing every modifier once.
In options you can choose to show modifier completion by character instead
Added 4 new modifiers
Modifiers that fully heal after fights used to hide camps. The camps now show anyway so you can see story sequences.
+1 enemy damage modifier rank increased from 2 to 3
“Half health but heal after each battle modifier” rank increased from 0 to 1
Note that modifier tracking is always per character under the hood, the default view is not denying you any completion progress if you decide to torture yourself later.
Clarity and Polish
You can now completely skip your turn. This needs to be
Source
Changelog.gg summarizes and formats this update. How we read updates.
