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Update notes via Steam Community

Patch 2.0.0
9/30/2024

Brand New Blitz Mode - A roguelite mode with procedural battles and rewards. Designed to be replayable, challenging, and satisfying.

--Blitz Features--
  • -Packages: Start each Blitz run with a set of complimentary Perks. Unlock more packages by playing the game and completing certain goals in Blitz Mode.
  • -Health is preserved between battles and dead heroes stay dead. Your team will be healed for a small amount at the end of each battle and if a hero sits out for a battle while injured they'll be healed to full.
    (There are heal Nodes on the Blitz Map that will let you heal your team or revive a fallen hero.)
  • -Fight in battles against the enemies from the base game including all the base game enemies and bosses and all the non boss enemies from new game plus (featured in Blitz Mode as very difficult Elite Battles).
  • -Acts will be structured similarly between play throughs, but will be different each time you play (IE in act one map nodes on the top half of the map will more often have rat type enemies and enemies on the bottom will more often have goblin type enemies)
  • -Bosses will have one of three empowerments that will make some of their moves more dangerous and important to pay attention and respect to.
  • -Epic Blitz Only weapons (tier 2-5) that will either cost more or less than is normal for their weapon types to attack and will have powerful skill boosts attached as well.
  • -Some Blitz Only specific enemy rebalancing (Bosses especially).



--Reward types--
  • -Choose from powerful rewards after each battle. Come up with your own broken combinations of heroes and perks.
  • -Perks: almost 300 negative and positive perks that will have a heavy impact on battle.
  • -Advanced Trainings: each hero has 3 different advanced trainings that will change how they play.
  • -Heroes: have heroes join your team in the middle of a Blitz Run: 15 unlockable heroes that will stay unlocked for future Blitz Runs once you've had them join your team.
  • -Weapons and Accessories: choose an Item usable by living heroes on your team.
  • -Gold/Exp bonus rewards.
  • -Perk store: buy positive perks for gold, or take negative perks to gain gold.
  • -Perk Trash Cans: positive Perk trash cans force you to either get rid of some of your positive perks, or gain new negative perks. Negative Perk Trash Cans let you remove negative perks and can be saved for later.
  • -Permanent Stat Boosts: gain strength, agility, magic, or faith for a hero of your choice, or save this choice for later when you know who'll need what stat.



--Blitz History--
  • -Up to your 100 last runs are recorded in Blitz History, including deleted save files.
  • -Track which of the about 300 perks you've seen.
  • -Track weapons and accessories you've seen in the Item Glossary.
  • -Track Enemies battled and killed in the Blitz Bestiary
  • -Tracks Blitz Wins, Losses, Deaths, Longest Win Streak, Etc...


Blitz Mode should be a good experience and lots of fun if you learn the game and force yourself to adapt. There are also some changes made to improve the Game for Blitz Mode that will also affect the base game listed below:

--Improved Bestiary--
  • -In the Bestiary, enemies weapons and base damage of those weapons will be listed per page: makes it easier for players to remember what damage type an enemy will do with its basic attacks.
  • -Enemy skill descriptions more complete: damage types of skills will always be listed in a stand out font with a damage type symbol, negative debuffs will also show symbols to make them pop out of the walls of text.
  • -Enemy skill descriptions will only be hidden when playing on Hard difficulty in the base game, they won't be hidden in Blitz, Normal, or Easy.
  • -Right Click an enemy to open the bestiary directly to them! This new functionality has been added to 2 load tips and Alex the Archer will tell you about it in the base game. It will even open directly to the move an enemy has prepared.



--Target Lock Keybind--
  • -Press L (rebindable) to lock in an enemies movement/attack range. Very useful vs AoE attack you want to escape.
  • -Right click or press lock keybind while not targeting an enemy to clear the Lock or it'll clear at end of turn.



--Random Exp Refund--
If you level up a random stat for a hero, a portion of the cost will be now be reduced. But beware, if you refund experience from a randomly leveled hero, you'll refund less as well.

--Buffed Advanced Trainings--
  • -Holy One Venerated: now also gives 2x magic scaling to Holy Nova Damage.
  • -Holy One Savior: Now sets revive to a 5 turn CD instead of a 6 turn CD.
  • -Fairy Fairy Bomb: Fixed a bug where fairy bomb area of effect was bigger than intended.
  • -Frog Strong Legs: now also gives one free Leapfrog use per turn.
  • -Alchemists Demolitionist: now also reduces base AP cost of bomb trap from 3 to 2.
  • -Alchemists Potion Master: now restores a potion every 10 turns instead of 15 (was very ineffective in quicker Blitz battles and I don't mind buffing it for regular mode).
  • -Dancer Spin kick: base damage +2.
  • -Arbormancer Burnt Timber: advanced training gives Wood Golem +3 AP now instead of +2.
  • -Shield Maiden Inspire All: base CD -1: this skill was mostly worse than the +2 AP on interrupt advanced training, this should make it a more competitive choice.
  • -Archmage Geomancer: both the Fire and Ice damage can now be triggered at the same time if archmage and target are standing on different burnt/ice ground.
  • -Archmage Arcane Energy: now gains an additional 1 damage per empowered element every 10 levels (basically doubles the base bonus multiplier scaling of Magic Dart)
  • -Archmage Bookworm: now additionally heals self for faith each time Study is used.
  • -Huntress Double Shot: Cooldown reduced to 3 turns from 4.
  • -Arcanist Arcane Smash: Strength scaling increased to 3x from 2x.
  • -Cosmic Knight Dualism buffed: requires opposite ultimate to be charged rather than
  • requiring maximum of the opposite power.
  • -Holy One Revive vs Undead now has a 6 second CD (or 3 second CD with the advanced Revive Skill)
  • -Cultist Hematologist: changed to be 25% more healing rather than 20%.


--Weapon Scaling Changes--
  • 4 Cost weapons that scale with a damage type other than Slash will now gain an extra 1 damage for every 4 of the stat they scale with (Shown as Stat X 1.25 on weapons)
  • 4 Cost Slash weapons will now gain 1 extra damage for every 10 agility (Shown as Agility x 1.1 on weapons)
  • 3 Cost weapons that scale with a damage type other than Slash will now gain an extra 1 damage for every 5 of the stat they scale with (Shown as Stat X 1.2 on weapons)
  • 2 Cost weapons unchanged.
  • Some weapons (mostly late game Blunt weapons) had their damage values adjusted.


--More Stat Colors--
  • -Stat colors have been added to tooltips throughout the game, from skill scaling tooltips, to weapon scaling.
  • -There is also a new color for skill boosts on equipement and all stat boosts on equipment.



--Hero Changes--
  • -Frost Ninja's Ice Clone damage dealt to self when using Ice Shuriken no longer scales with magic, now flatly scales with Ninja's level. (Huge buff for Magic build Frost Ninja)
  • -Pirate Pistol now also scales off magic (base line +3 damage).
  • -Pirate Rally starting CD is reduced by half of Pirates Item based Rally CD reduction.
  • -Toxic Flask will now poison for less when hitting an enemy with an AoE reduction (and hitting more than 1 enemy).
  • -Swordman passive changed to give the damage buff whenever no allies are within 3 range: this makes him more powerful on average, but less powerful when running low hero count gimick compositions...
  • -Alchemist Apprentice Counter primary resist increased to 25.
  • -Martial Artist Counter primary resist increased to 35.
  • -Barbarian base HP +10 and Witch base HP +5(Rage based heroes).
  • -Dwarf BS gains 5 secondary Block value while Anvil on back.
  • -Alchemists Split Up starts on 1 turn CD so you can no longer double flask throw on turn one (without a perks anyways).
  • -Arbormancer's Nourish, Dancer's Rescue, and Cultist's Transfuse can now also destroy skeleton bones.
  • -Nourish can now be used on the Alch Master and Alch Apprentice while they are seperated (though they are technically not summons, Nourish does mention heroes in fifth column).



--Enemy Changes--
  • -Rats summoned by Giant Rat, Glacial Rat, Sewer Rat, Hell Rat now have lower HP values (a rat getting off a call for help was one of the most punishing game mechanics, now it is still important to handle but should be less likely to result in an autowipe if it happens).
  • -Lizard Stalker -1 base agility.
  • -Skeletons minimum health after repeat revives set to 30 instead of 50 (golden skeletons in Blitz Mode minimum HP also set to 30).
  • -Abomination spawns Dredges less frequently.
  • -Lots of minor enemy adjustments


--BUG FIXES--
  • -Added new initial load screen to reduce first opening lag.
  • -Fixes to quite a few holy dragon bugs.
  • -Divine Piroutte, Void Zone, and Sand Storm will no longer be unable to trigger Goblin Shinobi's Kwarmi.
  • -Void Zone, and Divine Piroutte will no longer be able to trigger Brigand's Cross Slash.
  • -Grim Visage can now trigger Gator Brutes Claws (doesn't seem like that big of a deal vs the other enemy special counters).
  • -Skills that ignore block direction will no longer be able to deal trigger bonus behind damage.


Mountains of obscure bug fixes and other changes not mentioned here.. this is a HUGE patch. You can delve in the Blitz Development Patch Notes History in game to find out more on those....
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