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Major Patch

Hello everyone! Our next major patch is out. This patch contains a lot of changes to balance, together with some additions that should spice up the gameplay


[h4]Lineage[/h4]
  • We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds.
  • This feature becomes available once the player has defeated Act I on any character or school.
  • The player is given three options, two of which are lineage choices, and the third is decline and play standard.
  • The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon.
  • There will be six different lineages for each school; here is a list of upcoming lineage choices:


      Blood:
    • Your AP regeneration per turn is reduced to three, but gain 1 immortal lineage and maximum blood is increased by 10 permanently at the end of every night
    • Everytime you deal critical damage, you gain 1 fortified and crystalize in combat, lose 20% of your max HP.
    • Start the combat with 20 crystallize, lose 30% dodge chance
    • Gain 2 intelligence end of every night, start the combat with -20 strength
    • Gain 2 strength end of every night, start the combat with -20 intelligence
    • Lose 50 blood start of every turn, gain 1 power for every AP used in combat

      Ferocity:
    • Start every combat with 50% of your max HP, gain 5 strength every turn in combat
    • Gain 5 fortified and 5 thorns but lose 2 strength every turn in combat.
    • Weak can not be dispelled
    • Gain 2 finesse at the end of every night, lose %30 of your max HP
    • Start each combat with 20 intelligence and 1 vulnerable
    • Your AP regeneration per turn is reduced to 3, gain 3 strength everytime an AP is used during combat

      Necromancy:
    • Decay is undispellable.
    • Necrolord no longer does aoe damage but gives 1 power to all minions per stack.
    • Immune to burn and frostbite, start with -1 max AP
    • Every minion is summoned with 1 HP remaining, gain 10 intelligence every turn in combat
    • Every minion is summoned with 1 block and 20 power, start the combat with -30 intelligence

[h4]New visitor events[/h4]
  • There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples:


    • Gain 1 stre and 1 int every night, lose 30% maxHP.
    • Merchant prices rise by 100%, but gain 5 power permanently.
    • Every night, you lose 10 maxHP but gain 15 int and 15 stre.
    • Double current strenght but lose 10% MaxHP.
    • Current HP becomes 1, but gain 10 power permanantly
    • Gain 10 MaxHP for every empty room in castle



[h4]Perks[/h4]
  • Perks will now have common, rare, and epic rarities.


[h4]New Radiances[/h4]
  • Radiance 9–12 is now available.
  • We have tuned Radiance 1-8 so that the difference in difficulty between the radiance feel more meaningfull.
  • Enemy HP scale per night changed from 1.07 to 1.10


[h4]Traps Rework[/h4]
  • We have worked on a traps overhaul; goal was to make them more viable.
  • Traps now work against bosses aswell, however only the traps in the room your lord is placed effect the boss.


[h4]Elite Enemies[/h4]
  • We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them.
  • We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances.
  • Elites appear from radiance 9-12. Radiance 9 having 25% chance to spawn a nomal hunter as elite, and each radiance after that increase that chance by another 25, which becomes 100% on Radiance 12.

    Here are passives elite units have
  • Elite Knight: Gives 20 strength to all allies on death.
  • Elite Priest: Heals all allies to max HP on death.
  • Elite Footman: Gain 1/2/3 blocks every turn.
  • Elite Mage: On death, silence two random vampire lord skills.
  • Elite Huntsman: This units attacks always deals critical damage
  • Elite Villager: If you kill it in the first turn gain 1 lifesteal, if not villager will gain 5 strength
  • Elite Spearman: Everytime this unit takes damage gains 2 strength
  • Elite Pikeman: Starts with 10 thorns


[h4]Balance[/h4]
  • Merchant prices in Castle 2 now costs double, and 2.5 in Castle 3
  • "Riposte" base damage increased from 6 to 9
  • Cavalary HP has been increased
  • Scarlet revenge trinket cooldown increased from 2 turns to 5
  • Heart of pestilence cooldown increased from 4 to 5 turns
  • Golem enemies attack patterns has been changed
  • Quadlumiel HP has been increased, she now gets 1 turn immunity everytime she changes phases. She only casts her ultimate ability after a certain HP treshold. Rapid strikes hit 2 additional times
  • "Blow" no longer resets its count after used and between turns.
  • "Mirror" skill has been changed to: deal damage equal to current crystalize x2, empowered x4
  • "Vampiric embrace" now gives 1 stre or 1 int for every 20 blood in blood pool.
  • "Blood Armor" now gives +3 crystalize when empowered
  • "Thirst" empowered now gives +3 damage per 10 blood
  • New "Rupture": if AP is at 0 deal 35 damage, has 20 blood cost. empowered 60 dmg
  • "Blood for blood": deal damage equal to current thorns x3, empowered x5
  • "Slam" now does 3 weak instead of 1
  • "Wake" no longer removes weak stacks on target
  • "consecutive pummeling" changed into: if target is 0 morale do x4 times damage
  • "rapid gash" hits 1 additional time
  • Pirate boss gamble skill now gives more strength
  • VIking boss eagle now applies 1 vulnerable, his wolfes HP has been increased and they give 1 vulnerable stack to boss on death
  • Squire HPs now also scale
  • Archon lord all attacks strike 1 additional time
  • Inquisitor HP has been increased, he casts exterminatus every 4 turns now
  • Pikeman call to arms now gives 5 fortified and 5 crystalize to all allies.



[h4]Seduction Rework[/h4]
  • The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1.
  • Some levels now give crystalize stacks.
  • Able to seduce people has been moved to 18th level instead.(which makes it sooner than other reputation equivalents.)


[h4]Improvements[/h4]
  • new combat ui -> skill bar, trinket bar and end turn button
  • Tooltips improved, extra status effects explanations show up as a second tooltip box.
  • Enemy units now show their names if you hover them with mouse
  • Set all and Remove all buttons has been added for decors,traps and minions.
  • Added an icon under HP bar showing what lineage choice buff is on, This icon also shows if theres a permanant buff gained from a random visitor event
  • Combat ability log screen now has tooltips.
  • Every skill now has a button that shows what their empowered versions do
  • Buffs under units now has a priority order when they are shown.
  • Castle select button no longer shows if selected castle is not unlocked from heritage.
  • Added an icon when traps and minions hit Bosses
  • Status effects that cannot be dispeled now shows in tooltip that they are undispellable
  • You can now see your castle layout during merchant screen if you press "m" button


[h4]Bug fixes [/h4]
  • fixed an issue where empty room sizes UI would show up on nonempty room after save and load
  • Quadlumiel now gives her achievement even when she shows up in act2
  • Fixed an issue where enemies would still show up on the UI on the right even after they are terrified, seduced or bribed.
  • Combat ability log screen
  • Enemies beaten by bond links now properly die.
  • Trinkets and perks bought from merchant now proplery show on character panel
  • Bosses that have multiple phases now properly scale their HP in their second/ third forms in infinity mode.
  • The "1 free room" heritage trait is completely useless on the smallest map because it keeps giving me rooms larger than my largest room slot.- steam discussion -> this has been fixed. You now always get room that match castle room sizes.
  • Fixed an issue where movement speed is buged after succesfully seducing an enemy group
  • Berretal Meadlion now properly stuns.