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[h3]Lvl 3 Enemies[/h3]
Enemies now have lvl 3 evolutions as well, making them stand out among their teams and be easier to identify.
[h3]Enemy Teams Changes[/h3]
Our intention with enemy teams is that they should be able to beat you, so that your choices when building a team matter. We've tried multiple ways of doing this since our early demo Omen, like enemy levels, items and traits, with out last iteration being map modifiers that apply to the whole team.
We like the fact that map modifiers provided a more consistent difficulty while retaining the familiarity of traits, but they also added a single big decision that can win or fail a run by itself.
We're making the following changes to enemy teams:
[list]
[*]Removed map portals, enemy types will now spawn randomly.
[*]Added enemy-only items that provide stats equal to a maxed trait each.
[*]Only lvl 3 enemies and bosses can spawn with items.
[*]The amount of lvl 3 enemies and their items will gradualy increase as you progress through a run [i](instead of being fixed by map)[/i].
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[h3]Map Changes[/h3]
The map should provide a feeling of exploration and a layer of strategy through navigation.
We like that you can choose to avoid a reward you have discovered to stack experience for rerolls before you go there, but choosing when and where you go should have impact beyond that.
We're making the following changes to maps:
[list]
[*]Reworked map UI to have points of interests and paths [i](to feel more like a... map)[/i].
[*]Reward areas don't contain combats nor grant experience anymore.
[*]Added an equivalent amount of combat areas to compensate.
[*]10 combat areas must be completed to spawn the boss [i](instead of having to get all rewards)[/i].
[*]Added a map compass UI element to track how many combats you still need to complete.
[*]Improved layout generation in the first map to make finding the first character reward easier.
[/list]
[h3]Trait & Stat Changes[/h3]
Each trait color is like an archetype, they should have an identity, meaning clear pros and cons that imply synergies through mecanics. The stats in a trait should synergize with each other in a clear way and feel good to use.
There were some traits with not so satisfying stats or stat pairs, as well as some traits that didn't really synergized with other traits in their color.
We made the following stat changes:
[list]
[*]Buffed Maximum Health, Armor on Wounded and Shield on combat start values in traits, items and spells by 15%, 25% and 25% respectively.
[*]Changed Additional Damage Reduction and Damage Reduction Penetration to only work against hits now, being renamed to Hit Damage Reduction and Penetration with Hits.
[*]Nerfed Hit Damage Reduction and Penetration with Hits values on items and spells by 30%.
[*]Changed Suppression Charges to Suppression Seconds, giving +50% Hit Damage Reduction for a duration [i](instead of giving a buff before receiving a skill hit that gave +50% DR against skill hits for 2 seconds)[/i].
[*]Changed Energy Reserve to store an amount of Skill Energy Cost as Energy [i](instead of storing Skill Power)[/i], and pull stored Energy before receiving Skill Damage [i](instead of before receiving a skill hit or negative status effect)[/i].
[*]Changed Focus to be gained while Healhty [i](instead of while not having negative status effects)[/i].
[*]Added Energy Pulse Chance, giving Energy equal to Energy Regeneration on attack.
[*]Removed Prevention from all sources.
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Red/constitution trait changes:
[list]
[*]Vitality (2/4/8) now gives Maximum Health and Health Regeneration [i](instead of Max Health and Attack Resist)[/i].
[*]Endurance (3/6/9) now gives Armor on Wounded and Thorns [i](instead of Armor on Wounded and Health Regen)[/i].
[*]Determination (1/3/6) now gives Attack Resistance and Block Chance [i](instead of Block Chance and Thorns)[/i].
[/list]
Purple/wisdom trait changes:
[list]
[*]Perception (2/4/8) now gives Hit Damage Reduction and Barriers on skill use [i](instead of Hit DR and Skill Resistance)[/i].
[*]Anticipation (3/6/9) now gives Shield on combat start and Anticipation Seconds on combat start [i](instead of Shield on start and Energy Burn on attack)[/i].
[*]Preparation (1/3/6) now gives Skill Resistance and Energy Reserve on combat start [i](instead of Energy Reserve on start and Suppression Charges)[/i].
[/list]
Blue/intelligence trait changes:
[list]
[*]Initiative (3/6/9) now gives Energy on combat start and Energy Cost Efficiency [i](instead of Energy on start and Energy Charges on start)[/i].
[*]Insight (1/3/6) now gives Energy Charges on combat start and Energy Burn on attack [i](instead of Energy Charges on start and Barriers on skill use)[/i].
[/list]
Teal/charisma trait changes:
[list]
[*]Concentration (3/6/9) now gives Focus Skill Power and Dodge Chance [i](instead of Focus Skill Power and Prevention on start)[/i].
[*]Grace (1/3/6) now gives Energy Pulse Chance and Counterattack Chance [i](instead of Dodge Chance and Counterattack Chance)[/i].
[/list]
[h3]Item Changes[/h3]
Similarly to traits, items should have good stat pairs, so we shuffled a lot of stats in yellow/rare items for better pair combinations. Some blue/common and green/uncommon items also had stats or rarity shuffled.
We also made the following changes to red/unique items:
[list]
[*]Substitute buffed to now also grants +80 Maximum Health.
[*]Obsidian Knife buffed to now grant +60% Range Hit Damage [i](instead of +30%)[/i].
[*]Mummy Hand buffed to now grant +5.0 Hidden on Wounded [i](instead of +3.0)[/i].
[*]Arbalest buffed to now grant +2 Attack Range [i](instead of +1)[/i].
[*]Morning Star buffed to now grant Haste on move [i](instead of +30% move speed)[/i].
[*]Divine Commandments nerfed to now also grant -20% Maximum Damage Reduction.
[*]Wizard in a Jar changed to now grant +5% Maximum Health Regeneration during Suppression and Suppression doesn't provide Hit Damage Reduction [i](instead of +5 Health Regen per Suppression Charge)[/i].
[*]Elder Idol changed to now grant +200% Energy Reserve, Energy Reserve stores Attack Resistance and Energy Reserve pulls Energy on receiving a Critical Attack [i](instead of granting +5 Energy Burn on attack and +50% Chance to gain Energy Burn on attack when attacked)[/i].
[*]Genie Lamp changed to now grant +3 Sure Maximum Skill Combo and Skill Combo doesn't increase on skill use [i](instead of +3 Prevention on start, Skill Combo is equal to Prevention and Skill Combo doesn't increase on skill use)[/i].
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[h3]Spell Changes[/h3]
[list]
[*]Changed the range of Cooldown Seconds in active spells to 20-10 [i](instead of 18-12)[/i].
[*]Secret Temple buffed to now Reserve 20% of Mana [i](instead of 30%)[/i].
[/list]
[h3]Tooltip Changes[/h3]
[list]
[*]Added new art for tooltips.
[*]Tooltip art now reflects the rarity of item and spells.
[*]Tooltip art now reflects the level of characters.
[*]Added a header display and sub-section separators.
[*]Character skills are displayed as a different section with their own header now.
[*]Moved the keybinds section out of the main tooltip as an additional mini section.
[*]Moved the details section out of the main tooltip as an additional lateral tooltip.
[*]Showing details is now a toggle [i](instead of hold to show)[/i].
[*]Improved details shown to have more consice wording with better color coding.
[*]Improved stats wording to better cominucate conditions and metrics.
[/list]
[h3]Misc Changes[/h3]
[list]
[*]Changed trait log UI to better comunicate trait count and thresholds.
[*]Added a different font for tooltip and keybind text.
[*]Changed text popups to use a different existing font.
[*]Added a different cursor with a variant for dragging characters, items or spells and another one for casting spells.
[/list]
[h3]Fixes[/h3]
[list]
[*]Fixed the position highlights not updating when characters move while casting spells.
[*]Fixed the tooltip appearing after dragging a character while holding the hide key.
[*]Fix a case where the map couldn't be opened after completing a combat if you were showing the tooltip of one of your characters before the combat ended but not anymore after your team resets.
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