Hello Tacticians!
We're happy to read your feedback and see you enjoying playing with other players!
Find all the details about today's patch below.
[h1]Balancing[/h1]
We worked on several balancing updates for the demo. We're aware that not everything has been dealt with, please note that other patches will be coming!
[h2]Ultimate charges[/h2]
We're adjusting how ultimate charges work and fixing a bug linked to them, making it clearer when and how we earn them, and thus easing their balancing. We'll continue to monitor how ultimate charges are earned and spent, in particular when Champions die and respawn.
[list]
[*] Champions no longer earn ultimate charges when they take damage.
[*] [Bugfix] Champions no longer earn ultimate charges when they're dead.
[*] Each Champion earns an ultimate charge at the beginning of their turn (and not at the beginning of the round), as early as round 1 (and not round 2), including the turn where they respawn.
[*] To compensate, the cost of every ultimate has been looked at, and almost all of them have been lowered.[/list]
[h2]Champions[/h2]
In general, for this patch, we focused on:
[list]
[*] Tweaking values. Some changes that we intend on implementing, and that are not numerical, will be done in a future patch.
[*] Champions' ability to neutralize pillars in one hit or not, with or without previous set-up. More especially, a lot of values have been adjusted around 30 (doesn't neutralize a Pillar, even with a Critical token), 35 (neutralizes a Pillar with a Critical token), and 50 (neutralizes a Pillar with no condition).[/list]
[h3]Raine[/h3]
[i][b]Poison Witch[/b][/i]
Deadly Harvest (Ultimate)
[list]
[*] [strike]7[/strike] → 6 charges[/list]
[i][b]Life Mage[/b][/i]
Death Blossom (Primary)
[list]
[*] [strike]30[/strike] → 35 damage, [strike]15[/strike] → 20 heal[/list]
Twin Roses (Ultimate)
[list]
[*] [strike]7[/strike] → 6 charges[/list]
[h3]Na Jima[/h3]
Her two Personas play as we wanted, but generally speaking, Na Jima Huntress is a bit weak while Na Jima Skirmisher is quite strong.
[i][b]Huntress[/b][/i]
Star Storm (Ultimate)
[list]
[*] [strike]40[/strike] → 60 damage, [strike]7[/strike] → 8 charges
[list]
[*] Fitting the Persona's fantasy, we make her Ultimate's effect more powerful and impressive, especially by giving her the possibility to neutralize Pillars in one hit. We raise its cost to compensate.[/list][/list]
[i][b]Skirmisher[/b][/i]
Shooting Stars (Primary)
[list]
[*] Critical hit bonus: [strike]150%[/strike] → 100%
[list]
[*] Her gameplay is fun and appreciated by many players, so we do not change it. The decrease of the Critical Hit to 40 damage remains a big hit for every Champion taking it, but it won't neutralize a Pillar in one hit.[/list][/list]
Constellation (Ultimate)
[list]
[*] [strike]4[/strike] → 5 charges[/list]
[h3]Aerica[/h3]
[i][b]Sharpshooter[/b][/i]
Aimed Shot (Primary)
[list]
[*][strike]30[/strike] → 35 damage[/list]
Destroyer Ammo (Ultimate)
[list]
[*] [strike]6[/strike] → 5 charges[/list]
[b][i]Artificer[/i][/b]
Drain-Bot (Primary)
[list]
[*] [strike]25[/strike] → 30 damage
[list]
[*] We raise its damage, which were too low. However, like Archbishop Aiden's Primary, we wish to keep her identity as a support Champion by not allowing her to neutralize Pillars in one hit, even with a Critical token.[/list][/list]
Zap-Bot (Secondary)
[list]
[*] [strike]10[/strike] → 8 damage per tile
[list]
[*] Artificer Aerica's winrate is satisfying, so we compensate the damage increase on Drain-Bot with a small nerf on Zap-Bot. We make it less all-or-nothing, while keeping its ability to deal an impressive amount of damage, especially when combined to other Champions (👋 Champei 🐼)![/list][/list]
Super Stim-Bot (Ultimate)
[list]
[*] [strike]8[/strike] → 7 charges[/list]
[h3]Daerio[/h3]
[i][b]Renegade[/b][/i]
Check Mate (Ultimate)
[list]
[*] [strike]10[/strike] → 9 charges[/list]
[i][b]Duellist[/b][/i]
Katia's Judgement (Ultimate)
[list]
[*] [strike]10[/strike] → 9 charges[/list]
[h3]Aiden[/h3]
[i][b]Archbishop[/b][/i]
[list]
[*] His Persona is a bit strong, so we do not lower the cost of his Ultimate. This also allows to align this one with his other Persona.[/list]
[i][b]Grand Inquisitor[/b][/i]
Supreme Verdict (Ultimate)
[list]
[*][strike]8[/strike] → 7 charges[/list]
[h3]Champei[/h3]
[i][b]Earth Avatar[/b][/i]
We want to keep this Persona's ability to push enemy Champions, including over great distances. However, it's currently rather easy to create collisions in the game, so the collision bonus damage are often applied. We're reducing this bonus, so Earth Avatar remains focus on placing and less on damaging.
Earth Squash (Primaire)
[list]
[*] [strike]20[/strike] → 25 damage
[*] Collision damage aren't doubled anymore, under normal circumstances
[*] Collision damage are doubled instead of tripled in case of Critical Hit[/list]
Overwhelming Roll (Ultimate)
[list]
[*] This Persona is very strong and versatile at the moment, so we do not lower the cost of her Ultimate, contrary to most other Champions.[/list]
[i][b]Wind Avatar[/b][/i]
Rumbling Tornado (Ultimate)
[list]
[*] [strike]8[/strike] → 6 charges
[list]
[*] This Persona is a bit weak currently, and this Ultimate is very fun, so its cost is lowered more than others, to cast it more often![/list][/list]
[h3]Jorn[/h3]
[i][b]Siegebreaker[/b][/i]
Cyclonic Jump (Primary)
[list]
[*] [strike]2[/strike]→ 3 range
[list]
[*] Jorn feels a bit too heavy currently: this change should give him more mobility (under conditions) and ability to control the arena.[/list][/list]
Earth Grip (Ultimate)
[list]
[*] [strike]2[/strike] → 6 range, [strike]40[/strike] → 20 damage, [strike]8[/strike] → 7 charges
[list]
[*] Currently, this Ultimate is a bit paradoxal: we rearely uses the "Immobilized!" effect it inflicted, because we tended to eliminate the target(s). With this update, Jorn can choose to cast its ultimate on one or several targets far from its current position, and especially can hit one target then immobilize another. This reinforces this Persona's crowd control potential and his ability to threaten the enemy's Main Pillar.[/list][/list]
[i][b]Predator[/b][/i]
Shattering Wrath (Ultimate)
[list]
[*] [strike]7[/strike] → 6 charges[/list]
[h1]UI/UX Improvements[/h1]
[list]
[*] Added a part in Ability Tooltip for item affecting it
[*] Puts app on foreground and plays a sound when finding a PVP match
[*] Ultimate stacks in Hero card are now displayed
[*] You can no longer skip your turn by pressing Enter (it still works by pressing Space, Enter was just never intended)
[*] Major improvements to the end game Rewards screen, now displaying all the unlocked Champions, Personas and Artifacts.
[*] Some sound effects were added and upgraded[/list]
[h1]Performance[/h1]
[list]
[*] Reduced the demo build size from approximately 10.5 to 6.5 GB.[/list]
[h1]Fixes[/h1]
[list]
[*] Fixed dying from Bleed killing Champions for one more turn
[*] Fixed Supreme Verdict not removing Conqueror
[*] Prevented friendly matches from counting for Glicko rating
[*] Fixed Na Jima's Starstorm not showing damage for enemy player
[*] Fixed Blind token not being consumed
[*] Fixed running on Aerica's Sentry canceling its damage
[*] Fixed some cases when Aerica’s Sentry would not deal damage
[*] Fixed some issues where the icon for capturing a Pillar didn’t display
[*] Fixed displaying of current HP in the timeline, especially for dead Champions
[*] Fixed camera focus during the tutorial missions when the Auto-focus option was unchecked
[*] Fixed the inability to respawn on a cell where a Champion just died
[*] Fixed rewards given when surrendering during the deploy phase
[*] Fixed some cases where you could take some actions while it was not your turn
[*] Replaced the display of a plant with a column in Arch map (it was always a tall obstacle on the logic side, it is now properly displayed)
[*] Fixed some cases where you could be stuck at the beginning of the Lobby tutorial[/list]
[h1]Connection and Disconnection issues[/h1]
[list]
[*] One of the major recurring bugs so far was being stuck on a loading screen after finding a PvP match.
[list][*] We have deployed a fix which should at least partially address this issue, by cancelling the game and redirecting you to the Lobby when one of the players fails to connect to the match. This happens after 90 seconds at most.[/list]
[*] Another recurring issue was the game being in weird states when one of the player disconnects (or closes the game without surrendering, like via Alt+F4). From now on, a disconnect will be equivalent to a surrender for that player. While this is a strict improvement from the current situation, we are aware this is still not perfect for unstable connections, and are working on allowing reconnections, which is quite more complex.[/list]
[h1]Experimental AI Improvements[/h1]
[list]
[*] Aiden uses Saving Prayer more judiciously than before.[/list]