Updates
- Corruption Resolve has been introduced to the game, and your heroes start each round Focused. While Focused, they gain a 20%(+) bonus to Foepower extraction and 20%(x) increased chance to win the roll on both regular and boss loot drops. As the hero's Corruption Resolve is reduced, the hero becomes Uneasy, then Concerned, and the benefits lessen until they are removed when corruption strikes begin.
- Corruption's build speed can now be modified by various things, causing your hero's corruption to speed up or slow down. Any corruption build speed change is displayed in the corruption bar. Build your heroes to use this as you will, depending on your goal for their run.
- Resolute has been added as a new level up modifier, causing corruption to build up 10%(x) slower, and increasing First Wind effects (meaning both its faster charge time bonus and its duration) by 33%(+), per rank, max 3 ranks. The Resolute modifier is weighted uncommon, and Angler and Incite have been made lightly uncommon to cause the rest of the modifiers to be roughly the same weighting as before its addition.
- First Wind has been increased to 15%(x) faster charge times, up from 12%(x). Its base duration has increased to 30s, up from 24s. Foepower trait Long Winded increases duration by 10s per level, up from 8s. Maxed out base First Wind duration is now 60s, and grows to 120s of 30% faster charge times with 3x Resolute.
- Fate Shaper - now each fated mod reduces corruption resistance by 1% (down from 2%), but also increases the speed of corruption buildup by 1%. If you ever wondered what 100% faster corruption growth looks like, bring a big stack of foepower and find out!
- Fated modifiers - the number of mods you've Fated is shown under your hero's modifiers bar, so you can remember just how fated your hero is.
- Wave Surfer modifier - now adds other behaviors to the progressing 3 waves at a time, increasing the build up of corruption by 25% and accelerating deep boss pity build up for T6 legendaries by 3x. Due to Wave Surfer's deadliness to inexperienced heroes, it now appears at level 25+ and is intended for big swings at deep pushes with an established hero, rather than something to use while building the hero out.
- Wave Rider foepower trait now has its 3(+) HP healed after each wave doubled while you have any Corruption Resolve remaining. This results in a 30 HP heal at max ranks.
- The Poised Legendary Start now grants max ranks (2) of Poised, so you can build around the 90% chance for Initiative from the start. Hello, Meteorb? Overkill?
- Culler and Hunter have been made uncommon modifiers to enable more rolls for multiranks on regular modifiers, might want to grab them when you see them if you want their targeting behavior!
- Entering the deep with the portal now disables many wandering events until Wave 55, to allow you time to build up a bit of foepower for any of their trades. Wandering events are now 10% more likely after Wave 55 (still very rare, the 10%(x) increase is applied against their low base chance!).
- Foepowered stacks have become slightly more dangerous and interesting in deep play. Now, with every 5 corruption strikes, your hero will be temporarily Stricken, causing them to pause briefly to embrace the corruption and grow in power, and any mobs in the current wave will be similarly stricken as they recoil from this corruption surge. The duration of Stricken rises with foepowered tier, and mobs have a slightly smaller timer so they will have an opening on your hero (especially relevant in heavy CC builds). Depending on your build, your roll on avoiding the Stricken CC while the mobs get hit, your need for your react proc cooldown timer to get a bit of cooldown time while the mobs are stricken, etc etc, this may be perceived as a buff or a nerf! Good luck!
Ability Updates:
- Kin Seeker no longer has the 50% corruption resistance penalty, and now deals 15%(x) more damage per Foepowered tier
- Ice Spear has gained the debuff status effect 'Frosty'. Frosty applies a -15%(x) charge speed penalty and lasts 2.0s.
- Meteorb base charge speed is now 3.7s (was 3.8s) and added damage multi is now 300% (was 285%)
- Fireball base charge speed is now 3.1s (was 3.2s) and added damage multi is now 275% (was 260%)
- Heal Ability scaling increased slightly (Ability heals increase in a ratio with character level)
- True Light base healing is now 12-18 (was 10-16)
- Radiance base healing is now 5-7 (was 3-5)
- Lightblade base healing is now 9-12 (was 7-9)
- Brights base healing is now 4-6 (was 3)
- Metallite base healing is now 50 (was 30)
- Inquisitor's Lightburst react damage now scales 20%(x) per use (was 33%(x))
- Note these healing buffs will also increase speed of Inquisitor's Lightburst react cooldown reset from Heal Abilities
Deep Boss Legendaries & Pity System Enhancements:
Bringing lots of information here, because the deep boss legendary farmers are serious folk!- For a Legendary to drop, your hero must defeat a wave 75+ boss, pass its Boss Loot roll, then pass a second Legendary item roll (and then, third, it randomly selects a Legendary to offer, which is suppressed if you already have it!). It's tough RNG! The Pity system is designed to give you a little more visibility to enable more informed risk taking when seeking Legendary items.
- The Pity bonus now also applies 20% to the first Boss Loot roll, and remains applied at 100% to the second Legendary item roll. The Pity bonus is applied on top of a base chance for both rolls, meaning you do NOT need to have Pity to find a Legendary, just a lot of luck.
- The Pity value is now shown in a vertical bar next to the hero's Gear Tray icon. This Pity bar appears after the Wave 70 Boss to encourage heroes to continue to 75+, and grows when defeating each following boss. The Pity value increases after the boss is slain, but note the Pity value shown was applied to the just-slain boss.
- Once you loot a Legendary item, the Pity value is decreased significantly. However, because the Pity value is now shown, you can now make a more informed choice. Depending on your level, your hero's strength, your remaining Pity amount, your goals for the run, etc - you might decide to flee to reset Pity and go again, or continue to try to find another or just go for your deepest wave!
- For clarity, beyond its behavior in rerolling up to 3 times for regular loot when no loot was found, Treasure Hunter modifier helps deep boss legendary hunting in two ways: the first Boss Loot roll is weighted ~5% better per rank, and pity grows 50%(+) faster than the base per rank.
- Corruption Resolve double benefits - if a hero has any Corruption Resolve remaining when defeating a deep 75+ boss, the usual corruption resolve 20%/15%/10% bonus to treasure applies to the first Boss Loot roll, and then the Pity gain for defeating that boss is also doubled, so try to get to those deep bosses while your corruption resolve holds! (portal, anyone?)
Bug Fixes:
- Fix rare case of the game failing to spawn Wave 6 when entering the Mountain from Explore
- Replace a few special characters (like the circle arrow / reroll icon for Variant Path or Change Art) with images for proper display on Steam Deck
These changes are all live now in version 1.0.13. Enjoy!
Changed files in this update