Patch 2.70 - Big Balance Update

**Patch v2.70:** Characters: Chiretta - w2 sewture - startup 3f->5f, shot interval 12f->13f, recovery 27f->28f | can be shield walked now Harissa - w1 - startup 9f->10f, cooldown 30f->34f | was pretty spammable in front rows Harissa - w2 - airtime 19f->21f, changed warningd ot to paint colors Maypul - Wrap no longer triggers through Shield/Deflect | I think this is how it was intended Perilla - w1 pounce - web dmg 1->0, web mana restore 1->0.5, web duration 180f->120f Perilla - w2 snatch - range 9->4, now counts as a "hit" for dropping shield early Queen - w2 execute - startup (for column dmg) 4f->6f Reva - w1 ricoshield - now pierces again Reva - w2 shield bash - shot 3->1, dmg 1->3, now pushes on hit, now hits 2 tiles in front, startup 13f->14f, cooldown 48f-> 58f Saffron -> w2 sparktex - startup/travel time 10f->12f, recovery 25f->24f Shiso - w2 center mass - shot interval 8f->6f Shopkeeper - w2 gravitas - recovery 26f->22f, cooldown 36f->40f Terra - w2 dark matter - impact dmg 3->2, summon hp 3->2, no longer hits self, purple. Terrable - w1 comet - dmg 2/2->1/2, cooldown 40f->66f | covered too much area too often Terrable - w2 dark wave - cooldown 56f->58f Violette - w2 charm - dmg 1->2, recovery 26f->25f | puts it more in line with other weapons Spells: Acid Rain - active frames 2f->4f Auto Slash - dmg 4->3 | slight nerf Back Slash - dash distance 2->1 | should make it a bit more useable while increasing the range by 1 tile Bomb - dmg 11->12 | reverting dmg to make it more rewarding and unshieldable BowSnipe - dmg 14->16 Double Team - dmg 5/5->4/4, second hit startup 16f->18f, recovery 24f->28f | too much dmg for how strong it was for combos Escalation - shot interval 5f->4f Flurry - now alternates hits between 1 and 2 tiles away (3 close, 2 far) | hopefully increases the utility without making it too strong Frost Slash - mana cost 3->2, dmg 7->5, startup 11f->13f Harrier - shots 6->8 Harvest - startup 11f->9f, dmg 3->2, recovery 35f->30f Kinetic Wave - mana cost 1->2, startup 2f->4f, shot interval 12f->13f, recovery 26f->32f | was too cheap, can be shield walked now Lasso - travel time 17f->19f, now pulls and roots instead of dragging to front Last Letter - dmg 5/10->4/10, startup 4f->5f, 2nd hit startup 12f->13f Miasma - shots 4->6, recovery 12f->9f Northwind - startup 11f->14f | too cheap and wide Ragnarok - dmg 20->22 Rake - recovery 38f->36f Shield Throw - shield pickup now lasts on ground for 60f Snowfall - now lands 5 tiles away, dmg 6->7, active frames 3f->4f | differentiates it more from Paragon, can be move->combo'd out of if it triggers frost Spear Wave - dmg 4->3, now deals 4 dmg in center | may be too much of a nerf but figured I'd try this first Step Slash - dmg 4->3 Swallow Spear - mana restore 2->1 | mana restore should be less extreme now, and a way to get spears out of the front column Transmute - hitbox now wider to prevent walking through Tremor - shot interval 5f->4f, hitbox now wider to prevent walking through Turret Gun - startup 14f->17f, recovery 28f->25f (also affects Hazel upgrade) | startup was too fast for how long it lasted Whiplash - hitbox changed to include an extra tile at the bottom left Whirl - shots 7->8, recovery 20f->15f Frost: Frost dmg is now shieldable, will inflict 19f stun on shield Spear: Generated spears now land in the front column, randomly, prioritizing moveable tiles | this should increase the interaction when picking up spears Modding: Added a parameter laserRange to control length of Laser spells Added a check HitCastRow/HitNotCastRow to check if the hit target is in the same row the spell was cast Added lerp patterns (for modding): SavedTile TrackerPathing RelocateHalfFieldPathing QoL: Capitalized first letter of spell descriptions Hit catch spears now have a warning dot Music now has a 25% chance to play a random character's theme Bugfixes: Moves no longer trigger if moving to the same tile (including being against off field) **Patch v2.71:** Chiretta - startup (reverted) 5f->3f | other changes were probably enough, also in line with kwave Perilla - w2 snatch - range 4->5 Double Team - recovery 28f->26f Flurry - startup 4f->6f, recovery 6f->12f | the low recovery was so it wouldn't be punishable if hit, but it's no longer needed and should not be very + if not setup with a broken tile/summon Kinetic Wave - startup (reverted) 4f->2f, recovery (reverted) 32->26f Lasso - travel time 19f->17f (reverted) Rake - recovery 28f->36f Shotgun - startup 10f->6f, recovery 14f->10f Skewer - now applies half stun on shield Snowfall - mana cost 2->1, dmg 7->4, active frames 4f->8f | trying to give it a new role different from paragon, possibly more niche Spear Wave - bonus dmg 4->5 per hit Brushfire, Combust, Eruption, Tremor, Transmute - increased active frames 2f->3f or 3f->6f to decrease framewalking Whiplash - dmg 6->8, active frames 4f->6f Spears: Now lands in front two columns Bugfixes: Fixed a bug where spells would not get countered if player was already in hitstun (usually shielded hitstun->shieldbreak) Fixed some descriptions and character animations for certain weapons/spells **Patch v2.72:** Saffron - w2 sparktex - recovery (reverted reverted) 25f->24f Violette - w1 misericorde - recovery 17f->16f Flurry - recovery 12f->9f Rake - recovery 36f->35f Bugfixes: Fixed skewer normal hit stun duration Stinger - fixed mana cost **Patch v2.73:** Chiretta - w2 - shot interval 13f->12f Maypul - w1 - recovery 13f->11f Perilla - w2 - range back to full Shiso - w1 - dmg 5->4, Pistol Whip dmg 2->3 Shopkeeper - recovery 22f->26f, cooldown 40f->36f Terra - w2 - health and dmg back to 3 Kinetic Wave - mana cost 2->1, dmg 2->1, shot interval 13f->12f Monsoon - mana cost 2->1, waves 6->2 Bugfixes: Shiso - w2 center mass - fixed frame data on bottom hit Toxicross base poison "|" = developer note