The Enshrinement update is now live.
Shrine changes:
Shrines are the main focus of this update, which now work totally differently.
Each spell can now be enhanced by only one shrine, and each shrine is now much more powerful and interesting.
This was done to make shrines more exciting, and to aid with game balance.
There are 61 new shrines in all.
Gamespeed changes:
I also looked at the smoothness and speed of animation in the game. Although the game is turn based, I believe a smooth experience is still valueble.
There are 3 key changes here:
The game now runs at a smooth 30 fps rather than a shakey 60 fps. There is now a setting which will speed up spell animations to either be 1) slower than before 2) the same speed as before or 3) much, much faster than before
Multiple copies of the same passive skill effect will now execute in parallel, greatly speeding up runs involving Prince of Ruin, Starfire, or other proc based skills.
The game no longer waits for effects on units to finish animating before letting those units take their turns. This speeds up gameplay considerably when using, for instance, nightmare or regen aura, at the cost of making things a bit less clear sometimes.
Other misc changes:
- Overhauled spell and skill tooltips. They are now much more colorful and describe each skill's effects more fully.
- After each level, the right hand panel now displays a summary of the player's actions that level, including all spells cast, damage sourcers, and number of turns taken.
- Blind no longer disables the targeting of diagonal adjacent tiles
- Added 4 more tilesets
- Adjusted Targeting graphics to be a bit cleaner
- Alt/Ctrl threat/LOS visualizations now use targeting graphics instead of the previous rounded squares
- Disabled water/lava/sludge. The gamescreen is crowded enough will all the units and effects- the liquids had no gameplay effect, and I much prefer the simplicity of a solid black background.
- Self cast spells are no longer instantly cast. Instead they must be manually targeted on the wizard. This is intended to cut down on run ending fat finger errors.
- When the player attempts to cast a spell with no more charges, the UI flashes red and locks input for 12 frames (1/3rd of a second). This is intended to prevent situations where the player tries to cast a spell but has no remaining charges, and then quickly starts to target the spell resulting in accidental movement.
- Summons no longer act the first turn they are summoned
- Summons can no longer target tiles with units in them
- Summons now vanish upon level completion
- Petrify no longer gives poison immunity.
- Petrify now gives ice immunity.
- All damage in the combat log now includes the source
- Fixed suspend mortality making temp summons permenant
- Fixed some inconsistency with how much hp monsters healed for when using drain life attacks
- Fixed some skeleton raising abilities not being able to raise skeletons over chasms
- Fixed many, many tooltip typos, ommissions, and unclarities. Thanks to all the community members on the discord who reported these!
Spell Changes:
4 New Spells:
Twilight Gaze: Temporarily reduce dark and holy resist of all enemies in LOS
Slimeform: Gain physical and poison resist, spawn slimes each turn
Blazerip: Deal fire and arcane damage in a line aoe, melt walls.
Ice Vortex: Pull, deal ice/arcane damage, and freeze enemies in a radius around an already frozen unit.
Balance changes:
- Thunderstorm strike chance .4->.5 (same as most thunderclouds in the game), upgrade .3 -> .25
- Prison of Thorns no longer surrounds friendly units with thorns, only enemy units
- Eye of rage default shot delay 2->3 (now matches other eye spells)
- Death Shock animates much faster after the first few hits
- Flame Gate will no longer expire while you channel a spell
- Underworld Portal: removed imp summoning upgrade (it was very weird and out of place)
- Chain lightning damage 10->16, cascade range upgrade cost 4->3
- Multicast charges 4->3, level 6->7, removed multi conjure upgrade
- Fae Court num charges 4->2, duration 9->15, level 4->5, summons 4->5, num summons upgrade 6 for 5 SP -> 5 for 4 SP. Goal here was to make this more of a special burst of power, and less of an all purpose workhorse.
- Blinding Light duration 3->4
- Hungry Maw base shields 0->1
- Summon Fiery Tormentor now gains minion range bonuses to its life drain range
- Toxic Spores base num summons 1->2. Now properly gains minion health bonuses.
Skill Changes:
2 new skills:
Scalespinner: You and your allies gain immunity to your dragon's breath weapon elements whenever they are used
Collected Agony: Gather and redeal all poison damage dealt each turn to a random enemy unit in your line of sight each turn.
Balance changes:
Pyrophilia level 6->4
Minion Regeneration level 6->4
Minion Shield level 5->4
Ghostfire- can now gain minion health bonuses
Prince of Ruin level 5->6, now requires line of sight to trigger
Unholy Alliance level 5->4, damage bonuse 4->6
Fae Thorns level 4->5, num summons 1 per level -> flat 2
Cracklevoid level 5->6
Ice Tap totally reworked, now copies arcane spells cast on frozen targets to all other frozen targets in line of sight of the first
Storm Caller level 4->5
Note: saves from old versions are not compatible with the new update! But you can downgrade your game version by clicking Rift Wizard in your steam library, then clicking properties, then beta. The "Menagerie" build is the last patch.
Happy Wizarding!
-Dylan
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