
Patch Notes
5 days ago
PATCH NOTES #7
BALANCING
SPELLCASTERS

- Polarity Capsule now slightly auto-aims toward enemy Spellcasters.
- Fixed an issue where the Technomancer could heal itself with Polarity Capsule.
- The Technomancer now Infuses Creatures with Thunder faster by using Polarity Capsule.
- Increased the damage and Thunder effect from the Technomancer passive Final Discharge.

- Fixed an issue where the Iron Sorcerer’s auto-sprint could be triggered while Rune Shield was active.
INCANTATIONS
SPELLS
- Elemental Rays (Fire Ray, Thunder Ray, Poison Breath, Ice Ray)
- Significantly increased Infusion speed.
- Increased damage against Creatures to 125% (previously 120%).
- Madness
- Increased duration from 15s to 20s.
- Blizzard
- Increased duration from 10s to 20s.
- Holy Arrow
- Damage per projectile increased from 60 to 80.
- Healing per projectile increased from 125 to 150.
- Increased auto-aim range and tracking speed.
- Fixed an issue in the deckbuilding description displaying incorrect damage and healing values.
- Fixed an issue causing enemy Creatures to be auto-aimed.
CREATURES
- Skeleton Warrior
- Increased capture speed bonus from +25% to +80%
- Juggernaut
- Added a 2,500 damage threshold: any damage received exceeding this value is now reduced by 50%.
- Siren
- Applies Madness (confusion effect) more quickly through its scream.
- Gnoll Spearman
- Staggers Creatures much faster.
- Steam Tank
- Added auto-aim against Spellcasters.
- Adjusted auto-aim to be more efficient against Creatures.
BUILDINGS
- Ballista
- Increased damage vs Buildings from 10% to 100%.
- Increased damage vs Creatures from 90% to 100%.
- Increased auto-aim accuracy.
- Trap
- Increased damage per explosion from 700 to 1000.
GAME RULES CHANGES
- Thunder Effect - Electrified
- Increased damage and range when triggered on Rank I and II Creatures.
- Reduced damage when triggered on Rank III and higher Creatures.
- Decreased the Electroshock overall max number of targets.
