over 2 years
ago -
Lucía Prieto
-
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This patch is focused on addressing balance changes long requested by the community, as well as implementing a new system for stages. This patch will likely be the last patch of CU1, and we’re now fully focusing on 1.0 launch.
- We’ve extended the Trait filter to cover eggs in the Trade House as well.
- This patch introduces the new 8-stage system.
- Currently, there is a maximum of 5 stages that can give you up to +250% or -71% in a certain stat except for SPD. Each +1 increases each stat by 50%, and decreases it by a variable number (read more here to know the specifics). The maximum of 250%, when reached, can be very oppressive and too much of an advantage. Since each level up was done in steps of 50%, it was difficult to balance and tweak accurately and precisely, and we believed a middle point might be the key. Because of this, and after reading several community suggestions talking about a similar solution, we thought that an 8-stage system, one of the many possible reworks for the stages, would open the chance to a better balancing. We consulted our community on some specifics, and the resulting change affects all Techniques, Traits and Gears that increase or decrease stages in the game.
- This means Stages can now reach +8 and -8 instead of +5 and -5. A +8 situation will mean an increase of 200%, and a -8 situation will be a 66% decrease, as opposed to the previous maximum 250% increase and 71% decrease.
- All stats now follow the same pattern the Speed value, that was originally the odd one out, was following. This means SPD now shares the same formula, and can be increased up to 200%. All stats work in the same way now.
- Techniques up until now could only increase or decrease two stages of a specific stat. With this change, Techniques can now increase or decrease up to 4 stages of a specific stat.
- Like with the Stamina change in the past, we’ve listed all the specific changes to each Technique, Trait and Gear here, so all of you who are interested can check them out without turning these patch notes into a bible.
- With a change this big, we’ve also tweaked and revisited a handful of other Traits, Gears and Techniques that were scarcely used and that could use some improvements.
Temtem
- #004 – Chromeon (Neutral)
- Awful Song has been added to its move pool.
- #018 – Granpah
- STA increased from
39⇒ 44.
- STA increased from
- #045 – Babawa
- DEF increased from
57⇒ 60. - SPDEF increased from
49⇒ 52.
- DEF increased from
- #061 – Piraniant
- SPDEF increased from
37⇒ 42.
- SPDEF increased from
- #068 – Osukai
- SPDEF increased from
43⇒ 46.
- SPDEF increased from
- #075 – Innki
- Sparks has been added to its move pool.
- #110 – Volarend
- STA increased from
38⇒ 42.
- STA increased from
- #116 – Yowlar
- HP reduced from
84⇒ 81. - ATK reduced from
80⇒ 77.
- HP reduced from
- #123 – Nessla
- HP increased from
50⇒ 58.
- HP increased from
- #124 – Valiar
- HP increased from
43⇒ 50.
- HP increased from
- #133 – Tuvine
- ATK increased from
74⇒ 78. - HP increased from
57⇒ 58.
- ATK increased from
- #142 – Akranox
- Soil Steam has been added as a Technique Course.
- #156 – Vental
- Beta Burst has been added to its move pool.
- #158 – Arachnyte
- Awful Song added as a Technique Course.
- #162 – Anatan
- HP increased from
56⇒ 62.
- HP increased from
Techniques
- Leech
- Healing reduced from
35%⇒ 30%. - Fixed damage reduced from
35%⇒ 30%.
- Healing reduced from
- Savage Suplex
- Damage reduced from
150⇒ 140.
- Damage reduced from
- Metabolize
- Hold turns reduced from
2⇒ 1.
- Hold turns reduced from
- Revitalize
- Healing reduced from
25%⇒ 20%. - STA Cost reduced from
23⇒ 20.
- Healing reduced from
- Revitalize (Synergy)
- STA Cost reduced from
17⇒ 15.
- STA Cost reduced from
- Ampere Outburst
- STA Cost increased from
11⇒ 15.
- STA Cost increased from
- Cooperation
- STA Cost reduced from
4⇒ 0.
- STA Cost reduced from
- Feather Gatling
- STA Cost reduced from
25⇒ 21.
- STA Cost reduced from
- Hyperkinetic Strike
- STA Cost reduced from
34⇒ 28.
- STA Cost reduced from
- Hypoxia
- STA Cost reduced from
35⇒ 32.
- STA Cost reduced from
- Outgrowth
- STA Cost reduced from
28⇒ 24.
- STA Cost reduced from
- Photosynthesis
- STA Cost reduced from
7⇒ 0.
- STA Cost reduced from
- Ultrasound
- STA Cost reduced from
23⇒ 18.
- STA Cost reduced from
- Petrify
- Hold Turns reduced from
2⇒ 1. - Trapped Turns reduced from
5⇒ 3.
- Hold Turns reduced from
- Noxious Bomb
- Damage increased from
95⇒ 100.
- Damage increased from
- Darkness
- Priority increased from
Very High⇒ Ultra.
- Priority increased from
- Turbo Charge
- Priority reduced from
Very High⇒ Low.
- Priority reduced from
- Cheer Up
- Priority reduced from
Very High⇒ Normal. - STA Cost increased from
7⇒ 10.
- Priority reduced from
- Antitoxins
- Priority reduced from
Normal⇒ Low. - It will now also apply 2 turns of Vigorized to the target.
- Priority reduced from
- Meteor Swarm (Synergy)
- Burn turns increased from
1⇒ 2.
- Burn turns increased from
- Sanative Rain (Synergy)
- Healing to allies increased from
18%⇒ 20%. - Healing to enemies reduced from
12%⇒ 10%.
- Healing to allies increased from
- Soil Steam
- STA Cost reduced from
24⇒ 21.
- STA Cost reduced from
- Horror
- Damage increased from
165⇒ 175.
- Damage increased from
- Hibernate
- Healing reduced from
40%⇒ 35%.
- Healing reduced from
- Humiliating Slap
- Damage reduced from
90⇒ 80.
- Damage reduced from
- Perfect Jab
- Damage reduced from
40⇒ 30. - STA Cost increased from
17⇒ 19.
- Damage reduced from
- Cold Breeze
- STA Cost increased from
9⇒ 14.
- STA Cost increased from
- Divine Inspiration
- Healing reduced from
20%⇒ 15%.
- Healing reduced from
- Earth Wave
- Damage increased from
90⇒ 100.
- Damage increased from
- Intimidation
- STA Cost increased from
16⇒ 18. - It now also applies 1 turn of Evading to the caster.
- STA Cost increased from
- Paralysing Poison
- Poison Turns increased from
2⇒ 4.
- Poison Turns increased from
- Paralysing Poison (Synergy)
- Poison Turns increased from
4⇒ 6.
- Poison Turns increased from
- Seismunch’s Wreck
- Damage reduced from
110⇒ 105.
- Damage reduced from
- Seismunch’s Wreck (Synergy)
- Damage reduced from
125⇒ 120.
- Damage reduced from
- Hallucination (Synergy)
- Damage increased from
50⇒ 100.
- Damage increased from
- Untangle
- It will now grant +1 DEF and +1 SPDEF to the target when removing the Trapped Status Condition.
- Brace
- STA Cost increased from
5⇒ 13. - It will now also heal 10% HP of the target if they had the Alerted Status Condition.
- It will now also remove the Alerted Status Condition after applying the tech’s effects.
- STA Cost increased from
- Look Out
- Priority increased from
Normal⇒ High. - It will now remove the Sleep Status Condition.
- With the changes made in this patch, Look Out will always refresh the remaining turns of Alerted the Tem has. Instead of merging with the amount of turns left like other Status Conditions work, Look Out will always add +5 Alerted turns. We will review Look Out in the future to make it consistent with the behavior of all the other Techs in the game.
- Priority increased from
- Pollution
- It now also drains 10% STA of the target.
- Drought
- This technique will now affect every Temtem in the battlefield but the caster.
- It now also applies 2 Turns of Seized.
- Nimble
- Priority increased from
Normal⇒ High.
- Priority increased from
- Diamond Fort
- STA Cost reduced from
32⇒ 25.
- STA Cost reduced from
- Penance
- Priority increased from
Low⇒ High. - Damage dealt to the target increased from
10%⇒ 20%.
- Priority increased from
- Quicksand
- STA Cost increased from
14⇒ 16.
- STA Cost increased from
- Flood (Synergy)
- STA Cost reduced from
26⇒ 22.
- STA Cost reduced from
- Sparks
- Priority increased from
Normal⇒ High.
- Priority increased from
- Chains Hit
- It is now a Fire technique.
- It now also traps the target for 2 turns.
- Nito Seiho
- We’ve added a new effect: it now applies -1 DEF to the target.
Traits
- Scavenger
- Healing reduced from
20%⇒ 17%.
- Healing reduced from
- Mirroring
- Damage returned to the attacker has been reduced from
40%⇒ 35%.
- Damage returned to the attacker has been reduced from
- Cold-Blooded
- It now works with the Frozen Status Condition too.
- Regenerating turns reduced from
2⇒ 1.
- Spreader
- Damage reduction reduced from
33% ⇒20%.
- Damage reduction reduced from
- Callosity
- The once-per-turn restriction has been removed.
Gears
- Refreshing Diabolo
- Healing reduced from
50%⇒ 40%.
- Healing reduced from
- Handcuffs
- Trapped turns reduced from
3⇒ 2.
- Trapped turns reduced from
- Nutrition Bar
- Healing reduced from
7%⇒ 6%.
- Healing reduced from
- Kaleidoscope
- Status Conditions redirected onto an ally now have one less turn.
- Chamomile
- Immunity Turns reduced from
4⇒ 0. - Apart from its previous effect, which remains, we’ve added a new effect: when the holder of this Gear leaves the battlefield, every Status Condition applied to them is removed.
- Immunity Turns reduced from
- Fixed getting disconnected from the game chat. Yessssssss at long last!
- Fixed a softlock when attacking Volgon with Magma Cannon in a Lair.
- Fixed a softlock caused by the Spectate Mode.
- Fixed getting softlocked if a Player that already had the “Saipark Scout” achievement closed the game during a battle with one of the two special Temtem from the Saipark and then captured it once they opened the game again.
- Fixed a black screen after a battle in the Dojo Park if one of the members of the Co-op party reached the weekly encounter limit while the other had encounters remaining in that Club Dojo.
- Fixed players being able to go beyond the Dojo Park avatars without fighting them while in Co-op.
- Fixed getting stuck in several parts of the map across the game while using mouse movement.
- Fixed not being able to use the mount if a Player was on a Mount, then started climbing and used a Smokebomb while climbing that led them to a exterior zone of the world.
- Fixed Dozing Hit working on targets with the Nullified Status Condition.
- Fixed not being able to access the Advanced Details in the Trade House’s filter if a filter with the Egg Check was cleared by changing between sections in the Trade House menu.
- Fixed Temtem’s TVs color in the trade house.
- Fixed luma Temtem not appearing with their luma portrait at the “My Auctions” section in the Trade House.
- Fixed ETCs and WishYouWell Coins not being included in the list of items available to auto-complete in the Trade House search.
- Fixed Trade House’s filtered view showing Temtem that shouldn’t be included by filter specifications if the total number of Temtem species was 50 or more.
- Fixed not being able to scroll when applying a filter in a section of the Trade House, going to the second page of the filtered list and then going to a different section and coming back.
- Fixed Dojo Park’s avatars appearing without the holographic texture.
- Fixed Dojo Wars’ UI not showing the correct zone of the bracket for the current round.
- Fixed some parts of the map not loading due to a specific movement when entering a new zone. This is one of the oldest bugs in the game, from back during the Alpha. So long, pardner.
- Fixed Temtem portraits appearing white in the battle log after opening the bonuses UI during a Lair combat.
- Fixed getting the wrong dialogue after defeating a tamer in the Dojo Park challenge if the Player quit the game while in the Pick/Ban phase.
- Fixed that revalidating a Club Dojo ownership removed all the furniture from the Dojo.
- Fixed losing furniture if a Club removed a furniture item of which they had 99 units in their Club Vault.
- Fixed Neutral Chromeon’s color resetting to the Digital one.
- Fixed NPC Bitrus not being at Kilima Peaks after starting the Twin Peaks quest.
- Fixed Adia mentioning Mines of Mictlan instead of Uhuru in the cinematic that happens before entering Uhuru.
- Fixed that one of the cosmetic stores was selling a hair piece not meant to be sellable. It has now been substituted by another hair piece.
- Fixed one player’s position was not resetting correctly if there was a server reset while in Co-op.
- Fixed Player names’ swapped in the Club’s Activity Log when retrieving an item.
- To avoid possible issues, players won’t be able to set Ready in a Dojo War until every battle of a round has ended.
Fixes, features, and improvements marked with the icon are originally suggested, inspired by, or reported by our community in our Forums.