Hello Adventurer!
Here is a the next patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback!This patch applies to the Demonlore update that is currently on the public test branch (check the forums for how to access it).
From the Developers
[color=#54cbff]We know that plenty of players absolutely love obliterating enemies with spells, but we also know some players like to focus more on the units. The new mechanics in the Demonlore update have already gone a long way to improve this area (in particularly with veterancy bonuses), but we wanted something that focused more on synergies. So, we came up with a new Elemental Fusion system that works on top of the existing systems!Speaking of veterancy, new veterancy bonuses have been added to round out the system, and all elementals (except Aether-Types) now have level 10 special veterancy upgrades, from the mighty Super Punch to the heated Fiery Vortex!
Based on player feedback we have reverted some aspects of the consumable system, notably Totems and Circles. These felt better as special items that you could obtain, and they were causing balance issues in mini-boss fights. So they will no longer be consumables and are only found in encounters as they were previously. The consumable system is still going strong however, and you can now find new types of potions to aid you in battle.
That's not all for this patch though, there is a lot of other new content, a new miniboss, consumable changes (based on player feedback), new enemy modifiers and new mutators.
Check out the patch notes below for the full details.[/color]
New Elemental Fusion System
This new system features 8 elemental runes that can be applied to the enemies in different ways. Some more simple than others. When the correct runes both exist on the enemy, they are consumed and turn into a fusion reaction which can apply its own effects and even apply different runes, There are also special runes that are more persistent and wont be consumed when they trigger a reaction, allowing you to trigger multiple reactions if you get the right combination of units.Here is a chart showing an overview of how it works:

Unlike many of the other new mechanics in the Demonlore update, the really nice thing about this new system, is that it even works in the Classic Campaign!
What's Next?
As we are nearing the end of tasks for Phase 2 of the roadmap, we plan to release an updated roadmap and move on to Phase 3. We are really excited to bring everything together with the new Stage-5 in the main run and introduce the final 2 characters. Phase 3 will also have a big focus on quality of life improvements, controller improvements and keybinding improvements, so stay tuned for those.❤️ Thanks!
A huge thanks to everyone that has been providing feedback. We are really happy with how the new Demonlore update has been received and are excited to proceed through the roadmap with you!The best way you can support us is by leaving a review on Steam, as this gets more attention to our game on Steam, and will give us the flexibility to expand the game even more into the future.
Patch v1.2.8
[color=#fdda60]If you have a run in progress you can complete the run without any issues.[/color]- New Elemental Fusion system has been added, and the chart has been added to the escape menu. As part of this system you will see runes above enemies.
- The Totem and Circle powerup consumable change has been reverted. They will no longer show as shop consumables and are now special items that you get from encounters that have a charge per battle.
- A new miniboss, Grime, has entered the fray.
- Updated some miniboss names so that they are easier to identify and more inline with their abilities. Malevolis = Arachne, Malegor = Gori, Corruptorix = Blightrix
- New special high level (10+) veterancy bonuses have been added to Stoneling (Blocking), Rock Elemental (Blocking Aura), Jolt Elemental (Spiral Orbs), Ice Elemental (Scatter Shot), Granite Elemental (Super Punch), Jagged Elemental (Spike Shot) ,Lightning Elemental (Impact Strike), Blaze (Scorching), Pyro (Fiery Vortex)
- New Veterancy Bonus: +2 Production (available for resource generating units)
- New Veterancy Bonus: + Base Health (available in varying amounts for Stoneling, Rock, Granite & Jagged Elementals)
- New Veterancy Bonus: +10% Multi-Shot (available to most units that fire projectiles, inherited by evolutions). MultiShot is a new accumulative (non chance based) mechanic for units (e.g 0.1 MultiShot means every 10th attack a unit does will be a double attack).
- New Veterancy Bonus: +20% Damage, -10% Attack Speed
- New Enemy Modifiers have been added and can now appear in some runs: Stun Immunity, Stinky, Attractive, Ice Shards & Lone Wolf.
- New Mutators have been added to the pool: Chaarrggee!!, Forward Offensive & Creeping Forest.
- Adjusted the runs on each path, replacing some previous mutators with the new mutators.
- New consumable “Potion of Corrosion” has been added to the Moonlight Market shop.
- New consumable “Potion of Protection” has been added to the Moonlight Market shop.
- New consumable “Bottled Energy” has been added to the Moonlight Market shop.
- New targeting indicator for potion consumables.
Characters
- Any leftover Fire Shards generated by Incendria’s Combust tactic will now persist between battles. One-shot a boss, I dare you!
- Characters Thundarius, Terrina and Incendria now have Recall as part of their starter kit.
- Character kits no longer include totems, to bring them inline with the totem consumable change.
- Character Aquilla now has 4 x healing potions as part of the starter kit.
- Character Thundarius has replaced SideStep with a new unique Thunder Step tactic in the starter kit.
Balance
- Miniboss Arachnea will no longer appear in the path of Ruin, as the new miniboss Grime will now appear through the path, and as the stage 3 key miniboss. Both Arachnea and Grime can appear in Path of Blight.
- Minibosses are now correctly immune to the Freeze status.
- Boss enemies can now have the Blocking Aura modifier from normal difficulty and higher (previous it was from unforgiving difficulty and higher).
- Mini-Boss enemies can now have the Blocking Aura modifier from normal difficulty and higher, for bosses at Stage 2 or higher.
- Mini-Boss enemies can now have the Strength Aura, Ice Shards, Stinky and Attractive modifiers.
- Enemy Modifier Speedy has been removed, to avoid confusion with the Fast affix.
- Enemy Modifier Energy Leech has been removed, to avoid situations that you can’t recover from.
- Enemy Modifier Electric Resistance no longer makes enemies immune to stun.
- Enemy Modifier Blocking Aura will now only give Block(1) instead of Block(+1) – meaning if the enemy has 1 or more stacks of block already it will not get another stack. This modifier was overperforming.
- The cooldown on the Recall Tactic has been reduced from 10 to 5.
- The enemy Commander, Fire Mage, Bone Launcher & Summoner will now cast a higher tier of their special ability based on the difficulty chosen, with Ruthless and higher difficulties using the “hard” versions of these specials. This lines up with how enemy special attacks work in the campaign mode difficulties.
- Health of spiderlings from the Spider Queen miniboss changed from 60/70/75/80 (from neutral to merciless) to 50/60/65/70
- The Knockback effect from veterancy upgrades will no longer push minibosses (or trigger their CC imunity)
- Molten hound health reduced from 350 to 320.
- Corrupted boar health reduced from 220 to 210.
Fixes
- Fixed an issue where encounters that gave consumable rewards were not using the correct card backing artwork.
- Fixed a bug where the veterancy hover list wasn’t showing evolution names for all elementals.
- Fixed the incorrect name showing on the Fin’s Magic Box object.
- Fixed the incorrect name showing on the Fae’s Popup Garden object.
- Fixed a bug causing the healing potion consumable to do a visual effect on enemies (even though it didn’t heal them)
- Fixed a bug causing miniboss Gori’s blight tree summoning to instantly destroy lane seals if it spawned in the leftmost tile of a lane.
- Fixed Molten hounds attack which would not fire correctly in some positions at the start of the lane.
- Fixed some consumables having a spell cost which was incorrect (Wisps of War and Potions).
- Fixed a bug that prevented Burst Wisp projectiles from hitting bosses and minibosses
- Fixed a bug that could prevent the Cleanse spell from removing blight tiles created by Blightrix
- Fixed spider eggs still being selectable after they hatch.
- Fixed a bug where the battle would unpause while the veterancy choices were visible, if you open and closed the menu.
⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead!Join discord here
Changed depots in private_test_demonlore branch