Поиск по STEAMB

Игры по онлайну и скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

Enshrinement 2 Update

Hello Wizards!

Today is the launch of the Enshrinement 2 patch.

With enshrinement, the balance of the game shifted tremendously. Mostly it was much better, but there was still lots of polish I wanted to do to get the game into a nice state before I did any more new systems or big content updates.

This patch is a bit smaller than the previous two, focusing on balance and content. It contains 14 new shrines, and 3 new passives skills. It also contains some changes core gameplay mechanics. Lastly, and perhaps most notably, it contains extensive balance tweaks to player spells and skills.

Full notes follow.

Gameplay changes:

Lairs renamed to gates, and have a new sprite which is much easier to distinguish from walls Gates have 2x as much hp as lairs had, to make it a bit harder to destroy them without effort via global spells and triggers.

Resistances over 100% no longer cause healing upon taking damage, they just resist it entirely

Damage over a unit's remaining HP no longer counts as being dealt for the purposes of skills and buffs. So if you devour mind a 4 hp goblin with Cracklevoid active, you'll only splash out 4 damage to nearby enemies, and shrines that trigger per damage dealt are now a bit harder to activate.

Shrine rarity is no longer constant, common uncommon and rare shrines now spawn with a 5:4:3 ratio. The rarity of a shrine is generally based on its complexity, so you'll see more swords and shell shrines and fewer toxic agony and butterfly wing shrines.

Made tileset selection based on terrain, not on spawns. Some tilesets now only spawn on levels without too many walls, or on levels with enough chasms. The focus is on making the game more aesthetically pleasing overall. Removed some tilesets that didn't usually look good (mostly the bright red ones)

Added some new levelgen mutators- wizards may now encounter circular levels, diamond levels, and sectioned levels.

14 new shrines: Stormcharge - IL - deals 9 lightning or ice damage to a random enemy unit for each 15 damage dealt Disintegration - ALD - deals 1 arcane or physical to all enemy units for each 30 damage dealt Alchemist - all - gain 1 charge on item use Warped - T - Deal 11 arcane damage around the caster before and after spell resolves Troubler - T - On cast, summon 1 troubler per spell level for 7 turns near cast location Sphere- B - +2 max charges, +4 range, +9 minion health Fireclaw - NR - Redeal minion physical damage as fire damage Iceclaw - NR - Redeal minion physical damage as ice damage Faewitch - AD - On killing a unit, if that unit had a debuff, summon a faewitch for 7 turns Bomber - AF - On kill, summon a fire or void bomber Sorcery Shield - S - When this spell deals damage, gain 100% resistance to that damage type for 3 turns Frostfae - AI - Summon a frost faery for each 33 damage dealt Essense - DAL - On kill, temporary summons gain 1 extra turn of duration Chaos Conductance - FLO - Whenever this spell deals damage to an ally, redeal that damage in a 2 tile burst around that ally.

3 New passive skills:

Moonspeaker- holy allies amplify arcane damage they witness as holy damage Voidthorns- allies deal arcane damage to attackers Necrostatics- gain +lightning damage per undead minion

Spell Balance:

Annihilate range 4->5 can no longer target empty tiles

Flamegate fixed bug where you could cast fan of flames and move one tile and keep flamegate

Petrify range 5->8 now has 3 SP glassify upgrade, which glassifies instead of petrifies the target

Wolf charges 9->12 health 9->11 pounce cost 5->4 pounce range 4->3

Orbs Now pause instead of explode if they get blocked Now use minion damage instead of damage stat (so they can be improved by arch conjurer and various shrines) No longer explode on expiration (this was theoretically cool but made them very hard to aim, often resulting in self death, and eventually, in a widespread lack of interest in orbs)

Glass Orb Glassilution cost 2->1

Orb Control charges 5->11

Lightning Halo duration 4->9 damage 10->15

Mystic Vision Now has a 5 SP upgrade that applies it to your minions as well

Chain Lightning level 4->2 damage 16->8

Touch of Death Touch of Vampirism spawns now properly get minion bonuses

Seal Fate now uses delay instead of duration (so arch enchanter no longer makes it worse)

Soul Swap level 3->2 charges 6->9 charges upgrade 2 charges for 4 SP -> 9 charges for 2 SP

Magic Missile charges 28->20 can no longer target empty tiles

Death Shock can no longer target empty tiles

Melt can no longer target empty tiles

Word Spells: These are now all level 7 spells. They have been adjusted to attempt to give each one an effect worthy of spending 7 SP for 1 charge.

Word of Undeath Completely reworked. Now doubles the current and max HP of all undead units, while halving the current and max hp of all other units, except the caster.

Word of Chaos damage 20->45 duration 5->6 level 6->7 damage upgrade 10 -> 20 damage

Word of Beauty Heal 50HP -> 100% HP damage upgrade 10 for 2 SP -> 17 for 1 SP level 6->7

Word of Madness Now also a chaos spell

Arc Lightning charges 6->5 level 3->4 damage 17->6 max arc upgrade cost 3 -> 4

Poison Sting Added Acidity upgrade- removes all poison resist from damaged targets.

Blue Lion charges 1->6 the lion itself is now also holy (was just nature/arcane)

Choir of Angels fixed tooltip to accurately list HP (10, not 22) fixed tooltip to accurately describe who gets healed charges 3->5

Gold Drake now works with range bonuses

Summon Archon charges 2->4 range 4->5 level 6->4

Aether Swap now swaps even if the target dies before the spell resolves

Conductance charges 6->12 duration 8->10

Plague of Filth fixed tooltip to accurately list fly damage (1, not 6)

Fiery Tormentor charges 4->5 level 6->5

Knightly Oath each knights spell now gets bonus damage from all applicable minion damage bonuses

Toxic Spore range 5->8

Ignite Poison base poison stacks/fire damage ratio 2->1 now shows impacted tiles properly pre-cast

Venom Beast fixed bug where it always got the venom skin upgrade

Spider Queen spawned spiders now get all applicable minion bonuses

Freeze charges 10->20

Deathchill Reworked. Is now an enchantment which deals dark damage to the target each turn, and does an enemy only ice explosion if the target dies while the enchantment is active.

Restless Dead Is now an enchantment instead of an upgrade, now applies only to living enemies, no longer cares about finishing damage type

Ice Weave removed

Upgrade balance:

Translocation Master charges 2->7 range 3->4

Orb Lord damage 4->5 (and now effects ball lightning and searing orb damage directly, rather indirectly through a ratio)

Pyrophilia Reworked- now heals allies for 50% of all the fire damage they witness enemies take

Minion Regeneration Now also a Holy upgrade

Natural Vigor Now also grants ice and lightning resistance

White Flame level 5->4

Hypocrisy Reworked. Is now 'when you cast a dark/hol spell, if your next spell is the other element and lower level, its charge is refunded."

Scalespinner No longer grants resistances to the wizard

Other small fixes worth noting:

Fixed a bug that was preventing some achievements from being set. Achievement and stat actions are now logged in stats_log.txt. If you notice something funny with achievements, please post this file with your bug report (on the discord ideally). Clouds now list duration remaining in their tooltips The turn order of units besides the player is now randomized each turn (previously it was based on the order units came into play, which was an annoying thing to encourage the player to memorize) Damage conversions now redeal damage to the unit they damaged, and only redeal damage if the unit they damaged is still alive. Fixed bag of bugs making its flies after deathshock/chain lightning rather than during Decreased teleport frequency for many teleporting enemies Mind Devourers are no longer poison immune Mushbooms are now vulnerable to Ice (-50 ice resist) Blood creatures now have 75 instead of 100 dark resist Removed glass reflection (it was a mechanic that mostly resulted in players one-shotting themselves if they faild to read the tooltip, with easy workarounds if they did- and glass monsters do enough other cool stuff anyway) Fixed Frostfire Wizard hydras being permanent summons instead of 18 turns Escape now saves keybinds rather than reverting them Chimera Familiar can no longer channel multiple spells simultaneously Fixed charge tooltips not showing bonuses to max charges Fixed a bug that deleted options files every time a patch was launched. This fix will not kick in until next patch, so you will have to redo options and keybinds for this patch- but not for the next one! Fixed bug where putting files in the savegame directory would crash the game Fixed various bugs that caused certain conjuration spells to not get shrine bonuses (if you find more report them!) Fixed many ambiguous or incorrect tooltips, far too many to list here. Megathanks to the Rift Wizard discord community for helping find these! Fixed Suspend Mortality using current rather than inherint minion duration for respawns Fixed flyin maturing/respawning units (vampires) not being able to respawn over chasms

Enjoy, and let me know what you think of the patch and the state of the game on the discord or the steam forums.

-Dylan

Читать в Steam ↗

Комментарии 0

Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.

Обсуждение ещё не началось.

    Настройки cookies

    Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

    Технологии, провайдеры и сроки хранения