The build for patch 1.4 has been sent out, which means that the platform holders for the consoles will review the build, and find any possible issues. Once they give us a green light, the patch is ready to be published on the the planned date, which for 1.4 is June 19th.
Would you like to know more about what’s included in patch 1.4? Let’s go!
A new Season
With patch 1.4 comes Season 4: Splash up! Like you can probably guess, this is a Season filled with pool parties, beach sunsets, chill activities and summer fun.
It’s a Season for splashing around and not fighting the current, but rather following it! There will be two events during this Season, one of them our first ever Pride event, that comes with some extra freebies, and another secret one later along the road, which will make the delight of players who love their Tems!
Also, there’s a slight change to Seasons’ length from this patch onward: Seasons will now last a month longer. We’d like to have more time to polish the content we put out. Some features have gotten out of hand and were becoming too big to cleanly launch in three months, leaving us with no leeway to fix issues or quickly react to unforeseen circumstances. There’s always something popping up from behind us, be it bugs, failures in the certification process, unexpected interactions… so we’d like to have some time to polish both the current patch and previous patches that might need our attention, without that eating into the next Season and patch’s time.
With this, Season 4 will last from June 19th to September 25th, when Season 5 will begin.
The Arcade Bar has been postponed
Some bad news, but we promise it’s only this one! Due to development load and unexpected delays, we’re postponing the Arcade Bar. It’s a huge task, both technically and artistically, so we’re waiting on a more suitable season. We understand this might make 1.4 less interesting for PvE players , but we try to balance PvE and PvP each season. Since last patch, 1.3, had the Challenge Modes, and 1.5 will have the new Mythical, with it’s Lair, quest and route, patch 1.4 is more PvP oriented. We’re, at the time, unable to confirm for which patch it’ll be scheduled, but we’re currently looking at 1.6 or 1.7, since 1.5 is packed. We’ll let you know as soon as we have that secured and well decided.
Dojo Wars v2
Dojo Wars have long been a prickly topic within the community, so a few months ago we asked for your focused feedback on the matter. Following that conversation, we’ve made a handful of changes to Dojo Wars that we hope will make them a bit more enjoyable and less demanding to keep up with:
Dojo Wars will now take place monthly instead of weekly. The sign-up period where players can subscribe to a Dojo War will be a week instead of a day, and it’ll be the week before the Dojo Wars take place. Clubs who sign up for a DW but don’t show up on the actual Wars will be penalized by taking Pansuns away from their Club Vault (you can go into debt if you don't have Pansuns in your Club Vault, and you can't join DW if you're in that situation).
The King of the Hill system that allowed current regents to only fight in the finals has been discarded. Regents will have to compete for the Dojo again from 0 with everyone else. Besides changes to the main format, there are also several more changes that concern Dojo Wars rounds:
The matchmaking system will now prioritize matching different players in each round, instead of matching players purely based on points. If a player has already faced another specific player, the system will prioritize not matching them again over their points.
The timing of rounds has changed as well. Instead of having a set date for all matches, rounds will start 5 minutes after the last combat of the previous round has ended. That is, once the last match of the round ends, a 5-minute timer sets off, and commences the next round. This means you’ll have to pay attention during the day of your rounds, but rounds will be much faster and dynamic.
Dojo Wars finals will require 9 players instead of the previous 11.
Players will now also get individual rewards for each match won during Dojo Wars, on top of the Club rewards they might get. Individual rewards include juicy stuff like ETCs, hotfixes, Feathers and even Novas.
Important notice! The first week of the patch would overlap with the first week of Dojo Wars, and with this new system it wouldn’t work. For this reason, there won’t be a Dojo War in the month of June, and the first Dojo War will be on the week of July 24-30. This means the last Club to hold the 1.3 Dojos on the week of June 12th to 18th will hold them for an entire month. They’d only get the rewards for the week they play, but they’ll keep control of Dojo Parks.
Recommended teams on Showdown
During this last patch cycle we’ve been considering how to make it easier for players new to PvP to jump into the competitive scene, as we consider PvP to be a really strong suit of Temtem, but we know how hard to fully grasp it can be. That’s why, working with the balance helper team and the new analytics we’ve been working on, we have created an automatic recommendation system and some pre-defined builds to choose from; both will surely help make the jump into Ranked ladder much easier and interesting.
When you head over to Showdown to create a Ranked Showdown squad and choose your first Temtem, you’ll now be offered recommendations. The system will suggest Tem options as you go building your team, and it will shift and readjust its recommendations to accommodate the Tems you choose. The analytics that power this system drink from the actual PvP players of the game and what they’re building, so they’ll change and adapt to each Season.
After picking each Tem you’ll be able to fully customize it, as usual, but there will also be two pre-defined builds for each Temtem (single evo, or the last stage of the evo line). These builds have been made to cover their most common roles in Ranked matches, and sometimes it’ll incorporate two different roles, or one same role in a different way. These builds were hand-made by our balance team, keeping in mind the current meta, so they’ll be updated as it changes!
Both of these systems are fully integrated within Showdown, so it only works on Showdown squads. Of course, we encourage you to investigate on the reasoning behind these recommendations, as learning a new playstyle is complex and takes time but it’s the only way to know how to make it work. We hope this will help onboard new players into PvP!
To top this off, we’ve also been working on a series of official video tutorials for players who want to have a guide to take that next step into competitive. It has been created with a lot of help from our pro community, and it covers the less evident, more complex strategies that are played in the higher tiers of the Ranked ladder.
Changes to the rotating Premium Store
The Premium, rotating store will now have 2 Premium item slots as opposed to 3. In exchange for this, we’ve duplicated the daily item rotation, from 4 to 8. As it already happens, 2 slots out of those 8 will be purchasable with Feathers, following the current pattern.
We’ve noticed the 3 featured items were always unbalanced between each other, and that the rhythm was hard to sustain for both purchasing players and the dev team. We’re giving you more options on the daily, because soon the items from previous Tamer Passes will start population them and it’ll be a huge pool, and we’ll be spacing out the featured ones so we can have more time. We’ll still be working on them, and nothing has been scrapped out, it will only take a little longer to appear in the weekly featured shop.
Plus! The mounts available through the Premium Store and the Tamer Pass (both free and premium) will let you pre-visualize the surf version of the mount before you buy it. No more asking about the surf version in the Discord server! We know there’s more pre-visualization stuff to work through, but we hope this is a step towards clarity and that it’ll be good!
Battle camera toggle option
Following community feedback, we’ve decided to include a battle camera toggle option in patch 1.4. You’ll be able to turn on and off your idle battle cameras from the Settings option in the main menu! Although this is not a huge change to the game as a whole, we understand it’s very important for some players and wanted to give it a bit of a spotlight here, since we know some peeps are really hoping for this.
Sponsoring community-created events
Historically, us at Crema have not been able to support or sponsor community-run events, because we lacked a way to do so without getting in legal shenanigans and because we were too caught up in development. In the past month we received a petition from a community member to let them split their TemCS prize into more codes so they could give them as prizes in a tournament they were organizing. This sparked a conversation, and we’ve decided to create an official form to ask Crema for prizes to encourage and motivate people to take part in community-made events. This doesn’t mean we’re going to be supporting all the events that pop up, but we’re hoping to be able to help a little and champion the events we love and would like to see more of.
There are some rules to all this, like prizes can only be already existing in-game items, that the community-run event has to fit certain standards, and that we’ll keep the right to choose what events we support. We’re also for now only considering events that have a reputable and trusty history, so we encourage you to create community events of your own and share them in our community-event channel!
A huge surprise one week after launch!
There’s something else, an extra new thing, coming a week after 1.4 that we haven’t done before and are very excited and nervous about! We’ve been secretly working on it for a while now, and it’s taken a toll on our development time so we’re really eager to talk about it, but it’s not the right time yet. It’s arguably a new feature to the game, and we believe it’ll help us expand Temtem, its user base and its longevity. It won’t be as exciting as a proper new feature for existing players, but we hope everyone will join us in the excitement this represents and the shared goals it covers. Since it won’t be available until one week later, expectedly on the 27th, we hope you’ll help us build up hype for the new players this will (hopefully!) attract, and that you’ll show them around.
And more!
As usual, there’s more than we can fit here! From changing the amount of players required for in-game tournaments to happen, to including the community guidelines in-game, to reducing the price of teleports, a new OX indicator in battle, a lot of balance changes and more! Read the patch notes once they’re live on the 19th to get the full gist of it!
Hello, Tamers! Season 3 is still in full-blown, but, following community feedback, we're showing you the end-of-season rewards a bit earlier this time, so you're encouraged to aim for the rank you want. This Season's rewards are themed around victory and glorious laurels, to commemorate the competitive theme of the Clash of Tamers Season.
Seals:
Banners:
These rewards will be given out when Season 3 ends and Season 4 begins, expectedly on June 19th, so you still have time to grind the ladder if you want to aim a bit higher!
Remember that you'll obtain a title that displays the highest rank you achieved, a seal for each rank you achieved, and a banner for each rank you achieved; also remember you need to have won 10 games in a rank to be considered part of that rank.
Have fun and see you soon for some info on Season 4!🌊
Long gone are the times when being a geek was something to be ashamed of! Flaunt your nerdier interests in Temtem's new and current event, Geek Pride, and obtain exclusive rewards that will make gamers, collectors and film geeks stand out from the crowd.
Filled with references, in this event you'll be able to obtain the following exclusive and limited rewards:
ːtempigepicː A super game-y Holo ːtempigepicː A Holo to remind you of where you started this journey. ːtempigepicː A delightful retro Seal. ːtempigepicː The cutest pop statue of your first Temtem friends. ːtempigepicː An emote for those days when you feel a little... invaded. ːtempigepicː An awesome retro backpack.
The event will last from today until June 4th, and this is the only time the rewards will be available. Don't miss it!
Fixed a softlock occurring when a Trait that is activated when a Temtem faints is triggered.
Fixed getting softlocked when using certain techniques with Striking Transmog Mimit during a Randomlocke run.
Fixed a softlock after scrolling down in the Showdown's Tempedia if the Temtem shown filled exactly one entire row.
Fixed Scent effects being transferred from the main file to the Challenge Mode save.
Fixed swapping a Temtem for another in a Showdown team would show the Techs of the previous Temtem on the new one.
Fixed Zaobian/Arachnyte being banned on the TemSafari if they'd changed their secondary Type through their traits, and it ended up matching one of the banned Types.
Fixed Status Condition order not being the same in battle and in the Squad Menu.
Fixed having the mount animation be displayed if a Player entered a cableway while on a mount without an aquatic version.
Fixed the Megazizare Steed animation when entering the teleport tubes at Atoll Row.
Fixed Player's running animation being played while being on a mount if a Ranked match started when the Player was on a mount.
👥We've added an indicator for the Nuzlocke and Randomlocke modes that will show you the number of captures left for the zone you're currently in. It's located next to the Minimap.
👥We've added an Species Clause to the Nuzlocke and Randomlocke modes: When running into a Temtem they have already tamed before as the first encounter on any given zone, the player can defeat it or run away without wasting one of their allowed encounters. If the player decides to capture that Tem despite already having it, it will count as a valid encounter and it'll consume one of the allowed encounters. The game will check for the entire evolutive line, so if you have a Granpah in your squad and encounter a Paharo, you will be able to defeat it without using one of your allotted encounters.
We've added new internal rules to the Techniques of starter Temtem to prevent insta-failed runs in the Randomlocke mode. Starters must now have at least one Technique that fulfills all of these requisites: Damage greater than 1, Hold 0 and STA Cost less than 20.
These changes will be applied to all existing Challenge Runs, and any Challenge Run created from now onward.
Improvements
We've changed the message you get when trying to capture a Temtem once you'd surpassed the capture limit in Nuzlocke and Randomlocke modes. It's now a new message created specifically for the Challenge Modes.
The Anahir given to the player during the story will now be full HP in the Nuzlocke Mode, and the random Temtem given instead of Anahir will follow suit in the Randomlocke Mode.
We've improved and clarified the process of choosing a name for your character. It should now be more clear when the name you've picked is already in use or otherwise not fit to be picked.
The Trait and Technique textbox is now scaled based on the description text.
Balance
Economy
The price in Novas of all Premium musical instruments and Premium emotes has been reduced by 40%.
👥We've adjusted the Luma Drop rewards given by the species located in the Tuwai Shrines. They will now reward higher amounts of Luma Drops.
Temtem
These changes were meant to be included with patch 1.3, but didn't make it in due to a bug. After checking the competitive community's feelings on it, we've decided to include them in this patch to place us closer to the idea of balance we had for this Season.
#101 – Kauren
STA has been increased 45 ⇒ 54.
SPDEF has been increased 51 ⇒ 57.
#121 – Broccolem
HP has been increased 74 ⇒ 79.
STA has been increased 63 ⇒ 67.
Gaia has been added to its move pool.
Bug fixes
All platforms
👥The LFG chat tab has returned! It lives!
👥Fixed a hardstuck situation at the Evershifting Tower after defeating a floor boss and getting healed.
Fixed getting hardstuck if, during the Randomlocke, once the player runs out of captures in a zone they encounter two Temtem, capture one with the TemCardX and then run away from battle.
Fixed a softlock after changing the language in the Settings menu.
Fixed getting softlocked when receiving the plot of land for housing in a Challenge Mode.
👥Fixed getting softlocked if the Coward's Blanket was active and, in a dual wild encounter, the player captured both of them with only one free slot on their squad and released the first one captured.
Fixed a softlock after receiving a Temtem that the player is not the OT for in the Locke modes.
Fixed getting softlocked by the renaming pop-up when receiving any gifted Tem from an NPC in the Nuzlocke and Randomlocke modes. It won't be possible to rename these Tems from now onwards.
Fixed a crash that could happen when moving between empty slots in the Tempedia.
👥Fixed getting stuck when interacting with another's player co-op emote while sitting.
Fixed getting stuck in battle if the move Piercing Wheel was used in the Randomlocke mode.
👥Fixed getting stuck behind Distracted peasant or Studious Yamabushi if the battle against them was started directly in the opposite direction they were looking at.
Fixed a black screen if there was a disconnect while attempting to reconnect when seeing the preview of the Challenge Mode rewards.
👥Fixed getting disconnected when a player cleared 33 notifications or more at once.
Fixed not being able to skip the capture requirement to unlock the Temessence in the Randomlocke Mode.
👥Fixed Temtem with catch rate 0 appearing in the wild in the Randomlocke Mode.
Fixed eggs opening when changing between the main save and the Challenge mode accounts.
Fixed a spike of lag after using the incubator machine at the Breeding Center.
Fixed the Temtem Plus benefits not being applied in the Challenge Modes.
Fixed consumable items running out when a Player switches from their normal save to a Challenge Mode.
Fixed Glossy Tempedia, Bright Tempedia and Shiny Tempedia Kudos not updating correctly in the server.
👥Fixed Dojo Rematches and Kudos not being granted when the player finished the battle with a transformed Mimit.
👥Fixed PvP daily, weekly and per-match rewards not being given properly server-side.
Fixed some issues related to Showdown Squad configuration and cross-progression.
Fixed being able to continue playing with an unlinked account until the primary account is booted if the unlink for the cross-progression was made from the secondary account's Settings menu.
👥Fixed TCs not disappearing after being used in the Challenge Modes.
Fixed Feathers not updating in the "Select Amount" UI of the shop at Tamer's Paradise.
Fixed getting a random Temtem from the Ukama Lover in the Nuzlocke Mode.
👥Fixed getting a different face in the Challenge Modes if the Main Save has a specific Face set
Fixed visually spending one Tem Renaming Voucher when trying to change a Temtem's nickname using Pansuns.
👥Fixed Trade House's filter not having into account the secondary typing of Chromeon and Koish.
👥Fixed Mimit having DNA Extraction in Randomlocke instead of whatever tech it had after transforming in battle.
Fixed being able to pick an empty squad in a competitive battle.
Fixed mouse input not working if a player ended a PvP Match with the emote wheel enabled.
Fixed Reactive Vial not healing the holder when proccing.
👥Fixed Rejuvenate not working properly on Multi Target techniques.
👥Fixed Techniques that apply 2 Status Condition and have an extra effect not copying the 2 Status Condition through Traits.
👥Fixed Adaptive users being able to receive a Status Condition that should be avoided with the typing change this Trait triggers.
👥Fixed not seeing correctly the HP recovered with the Inductor Trait when attacking a Temtem with the Toxin Skin Trait.
👥Fixed an interaction between Kaleidoscope and Bright Beam while the user had the Seized Status Condition.
Fixed Misogi's Synergy not applying Regenerating.
Fixed Bully doing more damage when the target had 2 Status Conditions applied.
👥Fixed Neutrality and Resistant users losing their Invigorated Status Condition when a 1 Turn Exhaust was applied on them.
Fixed Dreaded Alarm not showing the sign that it was triggered when attacking an asleep Temtem.
Fixed the Acid Reflux technique (signature move of Noxolotl) was being played when used by other Tems in the Randomlocke mode instead of the default VFX animation.
Fixed several bugs involving a Temtem dying because of the Dreaded Alarm trait.
Fixed once per battle traits triggering twice when a player who doesn't have the Speed Arrow swaps in an Intimidator Tyranak and a Temtem with a once-per-battle trait, keeps them in battle for one turn, swaps those Temtem out and then brings back the Temtem with the once-per-battle trait.
Fixed STA not being updated when a Temtem that was already in the battlefield enters again automatically after one Temtem faints due to being the last Temtem in the bench.
👥Fixed the Battle Log showing the Gears Temtem have in the TemDeck/Squad instead of the ones assigned on the Pro Battlebox if the third Pro Battlebox was the one being used.
Fixed activity club log was not displaying the most recent activity when a club surpasses the log limit.
Fixed not being able to scroll down using keyboard or gamepad when moving between specific slots in the Tempedia UI.
👥Fixed Galvanid not following the player the first time it spawns in the world.
Fixed that Tems captured in the Evershifting Tower could stay with no Techniques assigned if the player closed the game without assigning any Technique.
Fixed Luma Drops icon appearing in the Boutiques/Housing Stores after buying something in Nanto Labs.
Fixed hidden NPCs being shown if the player has a battle in the zone this NPC is.
Fixed not being able to equip the default battle outro correctly if the player had another battle outro already equipped.
👥Fixed Spectate Mode having two Exit buttons in the Settings Menu.
Fixed being able to claim already-claimed Housing items from events while doing a Lair.
Fixed Megazizare Steed's jump animation not being shown properly when doing big jumps.
Fixed being able to overlap Seals in their preview if a player switched one for another in Temtem's details.
Fixed Luma Koish and Chromeon's preview in the TemCard thrown during the intro animation not matching the secondary type of the Temtem.
Fixed player not showing animations when entering a building using a mount that does not have a matching surfboard when on water.
Fixed a wall covering the door of the Royal Castle Construction's interior if the house was placed in one of the bottom slots of a section at Atoll Row.
Fixed the icon of the dye bundles to show correctly the last dye.
👥Fixed a floor item in Malachite furniture shop with prize set at 0 Pansuns.
👥Fixed the grid on the Comfy Corner layout
Fixed Tamers' banners appearing with no sprite in the Tournament Finals' UI.
Fixed Tamers' banner appearing with no sprite in the cross-progression UI.
Fixed previews of battle outros having a black and white club banner behind the player.
Fixed the Leprechaun's Eve emote sound not playing in the Event Rewards preview.
👥Fixed the dialogue lines of Musa after fighting him for the weekly rematch. No more confusion.
Fixed a wrong dialogue from one of the new NPC trainers at the Arissolan Dojo.
Fixed some technique descriptions that were not updated.
👥Fixed a bonus default text appearing the first time the players enter in a DigiLair at Tamer's Paradise
Fixed that the competitive battle outros obtained when changing the animation style at the beauty center did not have names.
Fixed "Objective" and "Global" texts being shown in English regardless of the language set in the Speedrun Mode.
Fixed the "Retry" button on Challenge Modes wasn't showing the text properly in all languages but English.
👥Fixed Q/E prompts in the Temdeck being shown scaled after opening a UI that requires the player to choose a Temtem to show/give to an NPC with a controller, and then opening the TemDeck with a controller only to then change the input to Keyboard/Mouse.
Xbox
Fixed the text of the Radar Expert Xbox Achievement was showing 400 radar encounters instead of 300.
Fixed a white transparency overlapping the battle intro for a PvP match in Xbox.
PS5
Fixed being able to access the Competitive Menu from the Ranked PS5 Activity while having the PS-Only option on.
Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and other socials.
Tamers, the time has come to face challenges like we'd never seen before! Patch 1.3 is here with a new Season, three new Challenge Modes, a new currency, new location and new usage for Luma Tems.
Ready to dive in?
Challenge Modes
Have you ever considered Temtem to be tough? Yeah, me too. But what if we managed to make it even harder? The new Challenge Modes are here to add a new layer of complexity for those who love a good challenge, extreme limitations, and a taste of pure randomness.
These challenge modes will run on a different server, and have a different save slot. You will not be risking your 3-year-old Lumas in the Nuzlocke mode, not any Luma, for that matter: there won’t be Lumas in the Challenge modes. There won’t be trades, either.
You can only have one challenge run active at any given time, so you’ll have to finish or abandon your current one if you want to try another mode. There’s no cooldown or restriction of any sort, so you’ll be able to drop and restart a Challenge run anytime you want to.
You’ll be able to co-op through the Challenge modes, although be aware there will be limitations, like a limit to Tamer Level difference, and you won’t be able to switch between Co-op and solo once you start a run in Nuzlocke and Randomlocke mode. Rules will adapt slightly for the Co-op version.
Completing these challenges will grant you really neat and exclusive rewards for your main save slot, the one you normally play on. Except for the rewards, you won’t be able to share anything between your main save and the challenge run.
Nuzlocke
The Nuzlocke mode imposes heavy and hardcore rules on the player. You only get to catch the first 2 Temtem you see per route (1 Temtem each if you’re playing Co-op!), and any Tems that faint during your adventure will be released after the battle. Seeing Tems and defeating them or running from them will still count as having seen them, do keep this in mind for your playthrough! Tems you catch won’t have any fertility left, so no breeding, and you can lose the run if all your Tems are KO’ed.
We’ve of course tweaked some previously impossible battles, so it really will be a matter of skill!
Randomlocke
Chaos? We like chaos. Almost anything that can be random will be random in the Randomlocke mode, which shares the rules of the Nuzlocke mode. From Temtem (including your starters and quest-obtained Tems!), to Techniques, items gathered around the world, NPC squads, untamed encounters… The only few things that will remain as they naturally are (for mostly technical reasons) will be Temtem species, with their stats and evolutionary lines, their Traits, and Gears. This way, Tems will remain part of their identity even in this chaotic Challenge mode.
Speedrun
In Speedrun mode your goal will be to clear the game as fast as possible. There will be a timer for sections, one for each island, and a general timer; both will be visible at all times. Loading times won’t be counted, and the game will skip anything and everything that can be skipped, but you’ll still have to battle your way through the entire story. If you manage to beat the game before the time goal, you’ll be in for some sweet and speedy rewards in your main save slot. Can you beat the clock, Tamers?
New Kudos to pair
Of course, since completing the Challenge Modes is not going to be easy, we've added some new Kudos to your main accounts as an extra reward for completing any, or all of them. We've also tweaked some Elite Kudos to make them a bit more accessible and doable, even if Elite still.
A new area: Nanto Labs
The door of Nanto Labs will open to all curious Tamers in 1.3! Inside, you will be able to exchange your Lumas for a very sus new currency, called Luma Drops.
The amount of Luma Drops you’ll receive for each Luma will depend on the Temtem species, and whether or not you’re the OT for them, or are soulbound to them. The more you want, the more you have to sacrifice: such are the laws of equivalent exchange.
A new currency, too: Luma Drops
If you’re one of the like 6 Tamers that have more Lumas than they want, 1.3 is a nice update for you. Exchange your Lumas for Luma Drops, which in turn can be used in a brand new shop to purchase previously un-purchasable items, like the special Dyes that used to be in the shop, the TemCardX and more. We’ll continue adding stock to the Luma Drop shop in future updates.
A new Season
Of course, new patch and new Season go hand in hand whenever possible! Days of Yore comes to an end, and gives way to Season 3, called Clash of Tamers.
Clash of Tamers celebrates healthy competition and warriors of all shapes and sizes. Expect fierce clothes, mounts covering the eras, and a lot of friendly rivalry! With it, a new Tamer Pass (remember you can always check how long you have to complete it on the upper right corner) full of new cosmetic surprises, mounts and emotes, and a heap of new items in the Premium shop.
A new event!
The aptly titled Leprechaun's Eve has just started, along with the patch! Don your greenest clothes and keep your eyes peeled for boots of gold. Celebrate St. Patrick's Day with us from today until April 2nd and make sure to obtain all the exclusive rewards!
A ton of balance changes!
This is the first Season where the community balance helpers have really had a hand in things, and the balance team has gone in-depth on rebalancing Tems, Techs and Traits. Since there are over 100 changes, we've created this nifty infographic to give you a general idea of what's gone down for this Season.
Our balance team said: The changelog for balance this patch could be one of the biggest we have ever had, so there’s a lot of stuff to unpack. There are many things we wanted to tackle, and some we just wanted to start work on, so there’ll be a bit of everything and some changes are going to be more meaningful than others.
We have reviewed almost every Temtem in game and made changes to its stats, Techs or Traits. Our main objective has been to dethrone the top tier Temtem, but not bury them, all while pushing new faces into the group of frequently-seen Temtem. You will discover 3 new Traits and a brand new Tech that were created to support this intention.
On top of that, we analyzed some mechanics that felt unfair to a majority of players and we have started taking action to test and measure the impact they really have in the game. The principal mechanics we have adjusted are Freeze and Healing. Both are going to be a little less free to abuse: Freeze has been capped at 2 turns, and healing has been reduced in a handful of techniques. We are going to keep an eye on them and, if needed, we’ll make adjustments on following seasons.
To close this message, we’re already working on season 4! Our objective for Season 4 is to revisit Stall and its lack of interaction.
Improvements to some activities
Mythical Lairs were underwhelming in the eyes of our players, so we've tweaked them a bit. You'll be able to earn Mythical Eggs in every run, Feather rewards have been improved and we've lowered the price of entry! They also have a 118% more chance to drop an ETC, and a 37% less chance of dropping Telomere Hacks.
Likewise, we've tweaked some of Tamer's Paradise activities to make them more rewarding keeping in mind the time the time they consume. All of them have had the price for their tokens reduced, and we've upped their Feather rewards.
PvP activities have also gotten a review, with Weekly and Daily challenges grating more Pansuns and Feathers, and PvP battles granting less of the same to place PvP battles at a fairer place.
And more!
From reducing the price of Boutique items and useful items, to equalizing the chance of ETCs, softening quests and correcting NPC teams, there are a lot of smaller changes sprinkled into this patch.
As usual, you can find all of the balance changes, improvements, QoL changes and bug fixes in our complete patch notes. They're long, though, so we advise you grab a sippy drink before giving them a read.
Best of luck with the Challenge Modes, Tamers, and Temtem up!
Surprise surprise, Tamers! Don your greenest clothes and keep your eyes peeled for pots of gold. Celebrate St. Patrick's Day in Temtem with a new event that will commence on the same day season 3 and patch 1.3 arrive!
You can earn:
ːtemloveː A new banner showing the way to the gold ːtemloveː A new lucky holo ːtemloveː A new event-themed furniture for your little abode ːtemloveː A new seal to display your Tems' worth ːtemloveː A new hat to really embrace the green ːtemloveː A new emote of joy and abundance
Leprechaun's Eve will last from March 13th until April 2nd, so make sure to play often to get all the rewards!
Come join the merry Leprechauns all over the Archipelago!
Hello, Tamers! Time flies, huh? It seems like it was just yesterday when we were spoiling the contents of version 1.1 and 1.2, but we're already here, sharing some insight into the upcoming 1.3! We're hoping to be able to launch this patch on March 6th. We'll keep you posted if anything happens!
Let’s jump into the bigger, most interesting features this patch will bring.
Challenge Mode
Have you ever considered Temtem to be tough? Yeah, me too. But what if we managed to make it even harder? The new Challenge Modes are here to add a new layer of complexity for those who love a good challenge, extreme limitations, and a taste of pure randomness.
These new Challenge modes willeach force you to push your skills to the limit. All three of them run on a different server, and have a different save slot. You will not be risking your 3-year-old Lumas in the Nuzlocke mode, not any Luma, for that matter: there won’t be Lumas in the Challenge modes. There won’t be trades, either.
You can only have one challenge run active at the same time, so you’ll have to finish or abandon your current one if you want to try another mode. There’s no cooldown or restriction of any sort, so you’ll be able to drop and restart a Challenge run anytime you want to.
You’ll be able to co-op through the Challenge modes, although be aware there will be limitations, like a limit to Tamer Level difference, and you won’t be able to switch between Co-op and solo once you start a run in Nuzlocke and Randomlocke mode. Rules will adapt slightly for the Co-op version.
Completing these challenges will grant you really neat and exclusive rewards for your main save slot, the one you normally play on. Except for said rewards, you won’t be able to share anything between your main save and the challenge run, so you can rest assured that you won't be losing anything in any challenge mode.
Nuzlocke
The Nuzlocke mode imposes heavy and hardcore rules on the player. You only get to catch the first 2 Temtem you see per route (1 Temtem each if you’re playing Co-op!), and any Tems that faint during your adventure will be released after the battle. Tems you catch won’t have any fertility left, so no breeding, and you can lose the run if all your Tems are KO’ed.
We’ve of course tweaked some previously impossible battles, so it really will be a matter of skill!
Randomlocke
Chaos? We like chaos. Almost anything that can be random will be random in the Randomlocke mode, which shares the rules of the Nuzlocke mode. From Temtem (including your starters and quest-obtained Tems!), to Techniques, items gathered around the world, NPC squads, untamed encounters… The only few things that will remain as they naturally are (for mostly technical reasons) will be Temtem species, with their stats and evolutionary lines, their Traits, and Gears. This way, Tems will keep part of their identity even in this chaotic Challenge mode.
Speedrun
In Speedrun mode your goal will be to clear the game as fast as possible. There will be a timer for sections, one for each island, and a general timer; that will be visible at all times. Loading times won’t be counted, and the game will skip almost everything that can be skipped, but you’ll still have to battle your way through the entire story. If you manage to beat the game before the time goal, you’ll be in for some sweet and speedy rewards in your main save slot. Can you beat the clock, Tamers?
Challenge modes will be covered in-depth in the patch notes and corresponding post on the update, so stay tuned for that for all the details!
A new area: Nanto Labs
The door of Nanto Labs will open to all curious Tamers in 1.3! Inside, you will be able to exchange your Lumas for a very sus new currency, called Luma Drops.
The amount of Luma Drops you’ll receive for each Luma will depend on the Temtem species, and whether or not you’re the OT for them, or are soulbound to them. The more you want, the more you have to sacrifice: such are the laws of equivalent exchange.
A new currency: Luma Drops
If you’re one of the like 6 Tamers that have more Lumas than they want, 1.3 is the update for you. Exchange your Lumas for Luma Drops, which in turn can be used in a brand new shop to purchase previously un-purchasable items, like the special Dyes that used to be in the shop, and more TemCardX. We’ll continue adding stock to the Luma Drop shop in future updates.
Season 2 Ranked Rewards
Take a look at all the flashing new rewards for Ranked performance this Season 2, sword-themed to match the Medieval vibe of Days of Yore! These rewards will be given out when Season 2 ends and Season 3 begins, expectedly on March 6h, so you still have time to grind the ladder if you want to aim a bit higher!
Remember that you’ll obtain a title that displays the highest rank you achieved, a seal for each rank you achieved, and a banner for each rank you achieved; also remember you need to have won 10 games in a rank to be considered part of it.
And the seals, too!
As with every change of season, TMR will be soft-reset in the change between seasons. This means your TMR won’t fall to 0 or to 1000, but rather to a middle point between your TMR at the moment and 1000.
A new Season
Of course, new patch and new Season go hand in hand whenever possible! Days of Yore comes to an end, and gives way to Season 3, called Clash of Tamers. With it, a new Tamer Pass full of new cosmetic surprises, mounts and emotes, and a heap of new items in the Premium shop.
Can you guess what this new season will be about?
And more!
This is but an appetizer, and you know there’s always more! We’ve balanced the price of some items, tweaked the rewards in some Tamer’s Paradise activities, improved performance on the Switch a bit more, sparkled a few new items and NPCs here and there, balanced a lot of Tems, Techs and Traits, and, of course, fixed over 60 bugs.
Make sure you read the full post and patch notes when the time arrives! See you very soon!
Really unfortunate news, Tamers. The Valentamers' Day event is postponed, likely until next year, due to a bug.
We've found a bug that is client-sided, meaning it requires platform approval to launch a fix. That can take up to three weeks, so the fixes would not come in time for the event, and it would likely overlap with version 1.3.
The bug caused players to not be able to claim the rewards, thus defeating the sole purpose of the event, so it's with a heavy heart that we're forced to postpone Valentamers' Day event. The next few events are already planned and scheduled, and we cannot find a suitable spot for a Valentines-themed day event. We're very very sorry for this, and really sad to have this happen to such a cute and sweet event.
We're giving away 1000 Feathers and the Lovestruck Seal reward for free, to all players who have logged in in the past week, as an apology and compensation gift. Please redeem the code below to claim it. It will be available until the end of February.
Code: VLNT-WITH-WAIT-SRRY
You can redeem the code by selecting the Redeem option in the Lobby screen upon starting the game. The Seal will be available to pick up in your Vault.
We'll create a new reward to fill that spot next year, when the event runs its normal course. You'll be able to obtain all the rewards then.
We deeply apologize for the inconveniences caused.
We've taken this chance to re-synchronize the status of the Tempedia and the Kudos. This should improve, and hopefully eradicate, any discrepancy between the Kudos that involve capturing Tems and Lumas, and your actual Tempedia number. This is an issue we've been after for a while, so please let us know if you still experience any bug with it.
Improvements
We've improved the issue with crashes on the Switch.
Most of the crashes on Switch were happening due to memory issues. The game would use up all the memory available in the console (the amount varies depending on the console), and then it'd crash. We've implemented a series of optimization changes that will substantially ameliorate the current issues.
Crashes will still happen from time to time, but now that we've dived deep into the issue we will be carrying out more optimization in future patches, so as to improve performance even more.
👥We have made some improvements and changes to the dye system:
We've added a confirmation pop-up when trying to apply a dye to a cosmetic.
We have added a confirmation pop-up when trying to remove a dye from a cosmetic.
Players cannot use the same dye twice in the same slot of a cosmetic; the game will now show a pop-up error when attempting to do so.
A preview of the dyes will now be shown at the Tamer Pass UI and the Premium Store UI.
We have added a new label to dyes in the Tamer Pass UI and Premium Store UI to clarify they're a one-time use item.
Dyes were the source of a lot of community feedback and unrest. With these changes we hope to make the experience better and easier to navigate. This doesn't mean dyes are coming back to the Premium Store, as we're still deciding whether that's the right place form them or not.
We have reworked Skail's animations so they look better and our little dude has more prep in its step.
The Dulcimer instrument now has a new texture.
Balance
PvE
Stowaway no longer has a Temtem with the Straw Shield gear in their Archtamer pool.
We have reduced the Co-op bonus experience from 20% to 15%.
Since launch we've been monitoring the experience gained by playing alone and the experience gained by playing in Co-op, and we've come to realize the initial bonus we implemented was a bit too strong, and was causing an imbalance between the two. Tamers playing in Co-op were over-leveled and had an advantage over Tamers playing solo. We want to offer all playstyles a balanced and fair experience, so we've tweaked the percentage a little bit.
Wild Umishi and Ukama no longer have Water Blade in their move pool, following the changes made to these Tems in 1.2.1.
Bug fixes
Fixed a softlock when defeating the Digilair boss.
Fixed a case where players could get stuck in a black screen after a battle in some places, for example at The Highbelow.
Fixed the chat automatically swapping to the Local tab when entering buildings or leaving combat.
Fixed the Tamer Pass' Weekly Challenge about buying or selling at the Trade House for a value of 10k Pansuns, that could not be completed by buying before the fix.
Fixed that Temtem on the fourth, fifth and sixth slot of a player's Squad were receiving EXP and TVs through the Co-op Bonus even when that Temtem had the Ignoramus Cloak equipped.
Fixed not being able to clear the notifications that were sent manually by using the "Clear all notifications" button.
Fixed the scroll in the Cosmetics' menu not working properly if there was an empty row at the end.
Fixed Tihani having two Temtem with the Sweatband gear.
Fixed the props of some emotes not being displayed in the Shop preview.
Fixed the Settings' UI overlapping with the Ranked UI that appears after a Ranked match if the Player had Settings opened while their opponent conceded.
Fixed that the Club Banner colors were being changed just by hovering over their icons instead of by clicking the buttons.
Fixed that, when changing cosmetics, the new one was keeping the old one's dye colors for a few frames.
Fixed the description of the technique Lifeful Sap to better explain that it gives 5 turns of regeneration.
Fixed the description of the technique Hallucination showing the wrong status condition in the description.
Changed the name of the Magma Eruption seal to something that better reflects the seal animation. Only in English so far.
Fixed the Subscribe prompt appearing in sections of the Trade House where it doesn't have functionality.
Fixed a typo in the title Surferfolk in English.
Fixed some localization bugs in dialogues with NPCs in Portuguese
Fixed level numbers overlapping the "Lv." text when playing in French or Chinese.
Fixed that the "Ready for Picnic" table furniture was not localized in English.
Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community.