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v0.30.0 patch notes

The whole game, rebalanced. On purpose this time.

A big one about fairness and family. Bosses stop swapping the attack they showed you, speed finally does something, and every boss and class was refit around your family's legacy. New players get a starter kit. Our analysts ran several million simulated funerals so you didn't have to.

Fairer fights

Five combat rules changed so that what you see is what hits you. Any remaining unfairness is now fully intentional and has been signed off by legal.

  • A boss that enters a new phase keeps the attack it was showing you, instead of swapping it for one you never saw.
  • Enemy heavy attacks can no longer crit.
  • Knight's oath and Deathless crown only save you from a lethal hit taken while you are above half HP.
  • Speed now dodges hits. Each level has a par speed of 11 plus 0.5 per level, and anything faster than par can dodge.
  • Dodge chance is 60% of how far you are over par, up to 25%. At 25% over par you dodge 15% of hits.
  • Dodge reads your speed in the fight, so Haste, Slow, forms and weather all count.
  • Heavy attacks, damage over time, thorns and companion hits can never be dodged.
  • The rule works both ways, so a few quick monsters on the earliest roads can dodge you too.
  • When a summon joins the fight, enemies now consider it when they pick targets for their upcoming moves.

New players

A new account's first heroes no longer walk out of town in their underwear. The family pays for the next ones itself.

  • An account's first 6 lives start with a newcomer kit.
  • The kit holds the general store's tier 1 weapon for your class (Notched Axe, Militia Spear, Dog-Eared Grimoire, Chapel Hammer or Kitchen Knife) and a Leather Jerkin.
  • It also packs 14 rations and 1 Minor Healing Potion.

Healing

  • Winning a road fight from tier 3 on heals 35% of max HP, down from 50%.
  • Tiers 1 and 2 still heal 25% after a won road fight.
  • Camps, potions, meals and healing boons matter more from tier 3 on as a result.

Family legacy

Your bloodline got slightly less handsome. The Echoes are in the post.

  • Family resemblance I: +2% → +1% to all stats.
  • Family resemblance II: +2% → +1% to all stats.
  • Family resemblance III: +2% → +1% to all stats.
  • Family resemblance IV and V are unchanged at +2% each, so the full line now gives 7% instead of 10%.
  • Families that own Family resemblance I to III keep the nodes and get half of each node's cost back in Echoes, once.
  • The refund is 25 Echoes for I, 50 for II and 88 for III, up to 163 for all three.

Classes

Every class moved. Most of the new HP went to the classes that kept dying before lunch.

  • Warrior: base HP 145 → 150, base attack 14 → 16, attack per level 1.35 → 1.32.
  • Warrior, Shield Bash: atk × 0.9 → atk × 1.25 damage.
  • Warrior, Rend: bleed atk × 0.4 → atk × 0.45 per turn.
  • Mage: base HP 128 → 138.
  • Mage, Arcane power talent: Hex Empowers you for 2 → 3 turns.
  • Cleric: base HP 140 → 170.
  • Cleric, Divine Shield: shield mag × 2.0 → mag × 1.7.
  • Druid: base HP 165 → 225, HP per level 12.8 → 11.
  • Druid, Thick Hide: shield 25% → 40% of max HP.
  • Druid, Thick pelt talent: +3% → +5% defense per rank.
  • Druid, Bloodletting talent: Shred +15% → +25% power per rank.
  • Necromancer: base HP 125 → 150, magic per level 1.6 → 1.5.
  • Paladin: HP per level 12.5 → 13.5, defense per level 1.15 → 1.25.
  • Paladin, Lay on Hands: heal mag × 1.4 → mag × 1.6.
  • Ranger: base HP 135 → 195, base attack 17 → 20, HP per level 8 → 6, attack per level 1.58 → 1.66.
  • Ranger, Steady aim talent: +3% → +2% attack per rank.
  • Ranger, Hardy talent: +4% → +2% max HP per rank.
  • Ranger, Survivalist talent: shield atk × 2.0 → atk × 1.2.
  • Ranger, Wolf: attack per level 1.05 → 0.8.
  • Rogue: base HP 220 → 370, HP per level 9 → 8.2, attack per level 1.36 → 1.3.
  • Rogue, Eviscerate: atk × 1.0 → atk × 0.85 per combo point spent.
  • Rogue, Backstab: atk × 1.3 → atk × 1.2 damage.
  • Whisperglass Rod: magic 26 → 25.

Bosses

Bosses now play favourites. Each one rewards a different class or element, so the hero who walks in matters as much as the gear they walk in with.

  • Every gate boss was retuned, all 26 of them.
  • Tier 1 and 2 bosses hit harder. Most tier 3 and tier 5 bosses hit a little softer.
  • The Sand-Dread Leviathan and The Fallen Inquisitor have 30% more HP and hit softer.
  • Cinder-Grasp the Smothered is now weak to holy.
  • The Blue-Flame Wight is now weak to physical.
  • Root-Heart the Blighted is now weak to fire.
  • General Mordecai the Shadow-Stalker is now weak to holy.
  • The Corsair-King Al-Zaman is now weak to arcane.
  • The Architect of Whispers now resists arcane.
  • The Revenant Frost-Giant is now weak to fire.
  • The Fallen Inquisitor is now weak to arcane and shadow.
  • The Fallen Inquisitor's Purging Blade now hits you and everything fighting beside you.
  • The Monk of the Silent Void is now weak to holy and arcane.
  • The Monk of the Silent Void's Void Palm now deals physical damage instead of shadow.
  • The gauntlet was retuned for every tier and class.

Elites and patrols

Elites now take longer to kill and longer to kill you. Bring snacks.

  • Every tier 4 to 6 elite has 50% more HP and deals about 28% less damage.
  • Tier 4 elites changed: Heartwood Warden, Slagborn Warden, Palace Assassin, Rookery Matron and Resonance Forgeguard.
  • Tier 5 elites changed: Drowned Bosun, Ribcage Colossus, Voidblade Exile and Forgotten Squire.
  • Tier 6 elites changed: Giantblood Warden, Penitent Executioner and Keeper of the Seal.
  • Most tier 1 and 2 road monsters hit slightly harder.
  • Kobold Tunneler, Hum-Struck Miner, Griffon Hatchling and Deserter Rider hit slightly softer.
  • Tier 3 road monsters hit harder, up to 38% for Star Moth, Mad Astronomer, Mirror Wraith, Quarry Golem and Chisel Imp.
  • Tier 4 and tier 6 road monsters hit a little softer. Tier 5 ones moved a little in both directions.

Boons

The strongest boons were trimmed. The chests have been informed and are taking it badly.

  • Shrine fervor: +15% → +3% attack and magic. The free first ability is unchanged.
  • Iron skin: 10% → 5% less damage taken.
  • Hedge thorns: enemies take 25% → 6% of a direct hit back.
  • Warding charm: starting shield 15% → 9% of max HP.
  • Sunlit relic: healing on you 20% → 10% stronger. The holy damage bonus is unchanged.
  • Berserker brand: damage taken +15% → +5%. The 25% damage bonus is unchanged.
  • Arcane overflow: +10% → +5% magic.
  • Gloam lantern: 20% → 11% more damage to elites and bosses.
  • Sunmane mantle: starting shield 10% → 5% of max HP.
  • Monk's silence: 8% → 5% less damage taken.
  • Penitent's scourge: defense +12% → +5%, thorns 20% → 6%.

Curses

Every curse now costs something. Free curses were a clerical error.

  • Sluggish: now also -10% defense.
  • Goblin's mark: now also -7% defense.
  • Tethered shadow: now also -10% defense.
  • Leaden feet: now also -8% max HP.
  • Stoneflesh: now also -8% max HP, and its defense upside is +20% → +10%.
  • Saint's burden: defense upside +15% → +5%.
  • Fever dream: magic upside +15% → +5%.
  • Butterfingers: crit chance -5% → -10%.
  • Jinxed: crit chance -8% → -12%.
  • Fool's gold: crit chance -5% → -10%.
  • Frail bones: max HP -10% → -7%.
  • Mimic's grudge: max HP -10% → -7%.
  • Sleepless: max HP -10% → -7%.
  • Hollow hunger: max HP -15% → -12%.
  • Hexed tongue: magic -15% → -8%.

Weather and mutators

  • Blood moon: enemies deal 10% → 5% more damage.
  • Glass road: enemies deal 25% → 15% more damage. You still deal 25% more.
  • Heavy packs: bonus gold 50% → 20%.
  • Bloodthirsty: enemies start Empowered for 2 → 1 turn.

Companions

  • Pickpocket ferret, Sticky paws: cooldown 3 → 6 turns.
  • Library mouse, Footnote: cooldown 4 → 8 turns.
  • Gate pigeon, Face flap: now makes a random enemy Vulnerable for 1 turn instead of Slowing it for 2.
  • Spiderling: Web shot is now Venom nip, which poisons for 2 turns instead of slowing for 2.

Shop

Potions cost more and fish cost less. The market has spoken, and it likes fish.

  • Minor Healing Potion: 15 → 30 gold.
  • Healing Potion: 35 → 75 gold.
  • Grilled carp: 15 → 5 gold.
  • Trout stew: 25 → 10 gold.
  • Eel pie: 40 → 30 gold.
  • Sun perch skewers: 50 → 15 gold.
  • Cavefish chowder: 65 → 45 gold.
  • Smoked char: 70 → 60 gold.
  • Bog eel hotpot: 90 → 80 gold.
  • Mackerel pie: 120 → 155 gold.
  • Hot-spring eel: 125 → 155 gold.
  • Lanternfish broth: 160 → 255 gold.
  • Ice pike supper: 175 → 310 gold.

Every release