EDIT: These patch notes were mistakenly not published on Steam when this update when live on Tuesday. Sorry about that!
Monolith of Fate
Our aim with these changes is to improve the rewards for killing enemies in echoes when farming timeline boss drops and/or corruption.
Bonus stability
Echoes now grant bonus stability based on the number of enemies you kill, up to around double the normal amount of stability.
The maximum bonus stability for an echo is listed in the rewards section of its tooltip.
Fall of the Outcasts' 3rd quest echo now has slightly higher stability requirements. It requires 300 in non-empowered and 800 in empowered (from 250 in non-empowered and 750 in empowered).
Gaze of Orobyss
The first two quest echoes of each timeline are now optional in empowered timelines.
Completing the third quest echo in an empowered timeline now grants 1 Gaze of Orobyss.
Defeating a Shade of Orobyss that increases corruption consumes all Gaze of Orobyss to grant bonus corruption. However, if you die while fighting such a Shade, you will lose all Gaze of Orobyss.
Randomization
All regular monolith echoes now have multiple player spawn locations rather than a single fixed player spawn.
Most regular monolith echoes have a wider variety of objective spawn locations.
We have a system in place to prevent objectives from being placed too close to the player spawn location regardless of the randomization.
Arena Echoes
Now 10% less common for most timelines, and 28% less common for Ending the Storm, where they were previously 25% more common than usual.
Swarmblade Form
The reception to the summoning side of Swarmblade Form was originally that it was underwhelming. We attempted to fix this by adjusting numbers to make it more rewarding to consume Locusts for Locust Swarm.
However, the scaling duration of Locust Swarm, combined with some bugs and unintended mechanics, made a version of this build brokenly powerful. Regardless, abuse of these mechanics requires a playstyle that is really unenjoyable. We understand that many players want to play optimal, powerful builds, so we're making such an immediate change to avoid funneling players onto this build, especially as we increase rewards for clearing more enemies in Monolith echoes.
On account of this we're reworking the summoning aspects of Swarmblade Form and will be closely monitoring further feedback on its playstyle and balance. These changes involve limiting the number of Locusts while greatly increasing the ease of summoning them quickly, and making individual Locusts more effective and powerful. It will no longer be possible to gain increased damage per Locust for Locust Swarm so that increased damage from items and passives matters for the build.
Locusts
Last 12 seconds by default (from 9).
You are now limited to 12 active locusts.
Locusts deal 50% more damage.
Hives summon locusts 122% more frequently.
The summon hive skill has 35% more cast speed.
The summon hive skill has a 5 second cooldown (from 8) and can hold 3 charges (from 2).
You are limited to 3 active hives (from 2).
Locust Swarm and Swarm Strike
You are now limited to a single active Locust Swarm.
Fixed a bug where the added melee poison damage for Locust Swarm was actually applied as added melee physical damage.
Locust Swarm deals 25% more damage.
Locust Swarm gains 15 melee physical damage, 15 melee poison damage, 15% increased duration, and 15% increased area per locust consumes (from 12, 12, 12%, and 12% respectively).
Added melee damage is now applied at 350% effectiveness to Swarm Strike (from 300%).
Skill Tree
All Druids with Swarmblade specialized will receive a free respec for its tree.
Replaced Toxic Hum (20% increased swarm damage per locust, grants 2% poison chance per locust while swarm active) with Plague of Locusts (2% more swarm damage per locust, grants 4% poison chance per locust while swarm active).
Grand Colony now also grants +1 maximum locust, but no longer increases the summoning speed of hives, and can have 3 points allocated (from 4).
Hive Mind no longer increases the maximum number of hives or grants additional hive charges, but instead increases hive summoning speed and causes Locust Swarm to release locusts over time (a swarm does not lose damage as it releases locusts, but cannot release more locusts than were initially gathered to create it). It can have 3 points allocated (from 2).
Bountiful Hibernacula no longer increases cooldown recovery speed for Summon Hive, but now grants 10 health and 1 rage whenever a hive releases a locust.
Earth Stinger grants 3 melee physical damage to you and locusts, and 3 melee physical damage for Locust Swarm per Locust consumed (from 2, and 2 respectively).
Hornet Nest now halves the maximum number of Locusts rather than the maximum summoned by a Hive.
Army of the Tempest can have 2 points allocated (from 3), but now also grants procced tornadoes 40% more damage per point.
Other Changes
Using a skill that requires an accessible target location, such as a movement skill, while targeting an inaccessible location now casts the skill at an accessible location near the target. Previously the skill would fail entirely.
This should prevent movement skills from failing in Titan’s Rest, for example.
Soulfire Shield no longer scales with cast speed, but is 80% faster to cast. This improves how smooth it is to use, and makes it consistent across classes.
Scales of Eterra
Grants 8-20% increased Cast Speed (from 5-16%).
Infusion grants 10% more damage of that element per stack (from 8%).
Bug Fixes
Fixed a bug where Vaion the Arsenal's Smelter's Wrath ability would still trigger if you killed him while it was charging up.
Fixed a bug where the quest list on the right side of the screen would appear empty at first when loading an existing character.
Fixed a bug where you could exceed the summon limit for a minion type if you summoned multiple minions with a single ability cast.
Fixed a bug where Void Rifts were creating duplicate visual objects, affecting performance.
Fixed a bug where Warpath's Apocalypse Whirl gave 10% Time Rot chance instead of the listed 30%.
Fixed a bug where it was possible in some cases to still deal critical strikes with Singularity equipped.
Fixed a visual bug where Shield Rush's Echoes of the Charge followed the player.
New Content: -2 New Golem Variants -New Tournament rewards, Gem Tournaments yield a Gem -New Items; Perfect Amethyst, Aquamarine, Emerald, Garnet, Diamond, Moonstone, Opal, Peridot, Ruby, Sapphire, Topaz. Turquoise, Eternal Ice, Gem Mote -Perfect Rubies can be smelted to produce 2 Ruby Bars -Perfect Diamonds can be smelted to produce 2 Diamond Bars (only after scientist quest) -Pouring Elf Fluid over a Gem Mote will produce a random Gem
Changes: -Alchemy benches display Potion names and Ingredients -Sand, Silver Bars, Perfect Rubies, and Perfect Diamonds placed in the Steel Furnace will yield an extra smelted version
Bug Fixes: -Fixed Harpy display error -Fixed Moth birth error -Fixed an error where dropping multiple Silver bars into the Furnaces at once would only register as 1 item -Tournament scoreboard was displaying the wrong name
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A new augment for Twins added to the Ultra Containers — «Plasma Disruptor».
[Note] This augment slightly increases the range of fire and applies the Jammer status effect for 1 second on each hit.
Battle team chats are enabled. You still cannot chat with opponents.
[Note] We realize that communication is important for you. We return the battle chats, but for now in a limited form. If we notice an increase in the number of violations of the rules, we will be forced to disable chats again.
Bonus box parachutes are replaced with cargo drones.
[Note] As yet we have not provided for the possibility of standing on drones ;).
Updated the design of bonus boxes and their zones on maps.
Increased the number of containers for completing weekly missions from 1 to 3.
Ricochet:
«Destabilized plasma» augment
Increased damage in the blast radius for non-critical shots;
«Minus-field stabilization» augment
Shot reload increase is now 10% instead of 15%;
«Plasma-torch» augment
Projectile speed decrease is now 40% instead of 35%;
«Berserk» augment
Instead of +20% increase of energy used per shot, shot reload duration decreased by 25%.
[Note] Previously, this augment only gave you an opportunity to shoot without reloading. Now it's both: no recharge and increased rate of fire! This change should make Berserk's performance be the same as for other augments.
Striker:
Critical damage decreased from 900-1800 to 850-1700 HP.
Thunder:
Critical damage increased from 405-810 to 450-900 HP.
Impact force increased from 2-5 to 2-6 units.
Terminator:
Railgun turret reload time increased from 1.4-1.2 to 1.8-1.5 sec.;
Time to reach max rocket speed decreased from 2 to 1.5 sec.;
[Note] Seeing the results of the latest changes, we came to the conclusion that it is worth making Juggernaut's fire modes have even more different roles. Railgun barrels are now designed to fire at long range and take more time to reload. And Striker missiles should slow down even faster to remain as useful as possible only in close combat.
Game modes:
CTF — availability rank changed from «Gefreiter» to «Corporal»;
ASL — availability rank changed from «Corporal» to «Master Corporal»;
SGE — availability rank changed from «Master Corporal» to «Gefreiter».
Added Legacy skins for Hunter and Twins.
[Note] These skins will be available in the upcoming challenges.
Matchmaking equipment change cooldown increased from 12 to 13 minutes.
PRO battle equipment change cooldown decreased from 10 to 9 minutes.
Added a new daily mission «Be in the winning team of 3/4/5 battles».
Daily «Get into the TOP-3 of the winning team» mission’s requirement on the number of battles will now only be 1 battle. The mission is now only available from the «Warrant Officer 5» rank.
Added a new weekly mission «Be in the winning team of 10/20/30 battles».
Weekly «Get into the TOP-3 of the winning team» mission’s requirement on the number of battles is now 3/4/5 battles instead of 5/7/10 battles. The mission is now only available from the «Warrant Officer 5» rank.
Weekly «Complete 3 daily missions» mission can now be received in any slot of weekly missions.
- Added legendaries to vendor and loot. - Improved vendor display. - You have a gold bonus for rewards related to your trophy numbers. - Improved bots. - Problem solving when returning damage.
Legendary items will probably receive balances as they go. More legendary items will arrive next week.