Full notes
Full Zavix Tower 2 update
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What changed
- Gameplay
- Balance
- Events
- UI and audio
Zavix Tower 2 changes
.07 Brings in the Shadow Weaver talent tree. The shadow weaver is primarily focused on curse based debuffs (see below for more details). We added a new talent to 4 different trees, as well as rearranged existing secondary trees in order to make more space for future talents. Lastly there are alot of bug fixes, so many that we lost track of it all. We will always be hunting for and fixing bugs, but this update was enough that is worth mentioning up top :)
changes/fixes:
Added the Shadow Weaver secondary talent tree.
- Shadow WeaverAdded Curse of Weakness which reduces damage done by the target.
- Shadow WeaverAdded Cursed Armor which increases damage taken by the target.
- Shadow WeaverAdded Drain life. Drain life is a DoT that heals the caster for 50% of damage done.
- Shadow WeaverAdded Smear. Smear spreads all the curses on the current target to a random enemy.
- CultistAdded Talent "Cultic Precision" to Cultist tree. "Increases the amount that Dexterity affects Critical Strike by 15% per point."
- InquisitorAdded Talent "Pain Points" to Inquisitor tree. "All instances of spell damage are increased by 3 per point spent."
- PaladinAdded Talent "Radiance" to Paladin tree. "10% of Healing taken radiates out to all allies per point."
- OnslaughtAdded Talent "Press the Advantage" which gives a chance to add a stack of "Robust" to your character on Physical Critical Strike.
New Synergy Buff "Robust" which adds 1% to all damage done per stack. Stacks up to 50.
Fixed a bug where the reward menu could remove items from your characters.
Added a level up indicator on the unit cards
Viper Strike now stacks to 5 up from 2.
Viper Strike's hemotoxin now has its chance to cause a bleed raised for each stack of hemotoxin.
Hemotoxin Bleed now lasts 2 turns up from 1, this should make it substantially easier to synergise with
Expanded the stats given by talent trees per level by 1 (4 for primary trees, 3 for secondary trees).
Added numbers for cooldowns to the skill buttons in the UI
Added the Goblin Rogue mob.
There are a TON of minor bug fixes... This list would be way to long to list them all, but you will notice the game feels better now and works more like you would expect.
Whats Next? Next week we are focused on 2 major things: 1) broadening out our facial features for characters (this is a big task that I have been putting off far to long). 2) More events. This is gonna be a focus for awhile here, but we are attempting to get 2-3 new events in next week. As always feedback here is extremely useful. If you have ideas let us know, and there is a chance they end up in game!
Source
Changelog.gg summarizes and formats this update. How we read updates.
