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  3. Patch 2.32 - Crack/Break adjustments, balance, and QoL/Bugfixes

Patch 2.32 - Crack/Break adjustments, balance, and QoL/Bugfixes

[h3]Patch v2.32[/h3]

Reva - w1 - dmg 3->2, now "fades" after hitting something and can now be caught
Flamberge back to single hit

Frost dmg no longer shield-able

Not doing anymore balance changes for a while so don't complain, thanks.

Added a yellow diamond icon for playing gauntlet for the first time

Bugfixes:
2nd part of pyroblast can no longer be countered
Starfield hitbox is now properly delayed by 2f
Lobby browser no longer shows matches above lvl 10 for players under lvl 10 and vice versa (unless it's a custom lobby)


[h3]Patch v2.31 Hotfix[/h3]

Bugfixes:
Fixed a bug where mortar spells might not get countered (mostly in the tutorial)
Fixed a bug where ranked rating might get messed up with joining custom lobbies
Fixed counter tutorial
Can no longer join ranked lobbies before lvl 15 in browser
Can now properly leave replays mid-game
Mine travel time properly increased to 56f+4f startup
Diag beam and other lerping projectiles no longer disappear when dodged on creation


[h3]Patch v2.30[/h3]

Neera - w1 - cooldown 40f->44f
Neera - w2 - total travel time 20f->22f, recovery 18f->20f active frames 6f->1f (active frames were accidentally too long, it left an empty gap and made the hitbox linger longer than intended especially since blocking summons still cause a hit now)
Reva - w1 - dmg 2->3, now destroyed on hit, adjusted visuals, added a visual for cooldown ending (it was confusing when the opponent could walk through after being hit)

Crackroots - dmg 2->3, recovery 28f->24f
Combust - dmg 7->8
DiagBeam - dmg 3->4, shots 3->2, now travels about 10% slower
Flamberge - now half hit instead of single hit
Guillotine - dmg bonus changed to +6 when 20hp or less. added crit sound
Mine - total travel time 50f->56f (it felt a bit weird allowing shopkeeper to combo into the landing of the mine which should be used for setplay, now there is a bit of a mixup involved or at least more spells required from SK)
TurretLux - hp 8->10, laser dmg 11->12

Cataclysm - increased hitbox height to reduce stepping through vertically, shot interval 4f->3f, dmg back to 5->6
Eruption - dmg 10->12
GolfBomb - dmg 1->3, explosion dmg 9->10, travel time 16f->18f, recovery 16f->18f
Starfield - travel time 12f->14f, added warning vfx, now counterable while traveling
WreckingBall - recovery 18f->22f

Most mortar spells - 4f of travel time moved to startup (so they are counterable for the first 3 frames)
Mortar spells no longer get countered if the hitbox will spawn
Crack/Break Changes:
Damaged tiles will now scales with number of damaged tiles while there are more than 4 damaged tiles on a side of the field (20% faster restore per damaged tile over 4)
Broken tiles now have up to 25% of their duration reduced based on how long the tile was cracked for before being broken.

These changes should help make playing against Break decks feel more interactive. Playing around a few Broken tiles is cool, having your field constantly broken can get annoying. Ideally this results in the Breaker's mana running out + the tiles being restored faster, so there are more times where you have an unbroken field. I don't think Break is too strong at the moment and I wanna keep it's overall power level in roughly the same spot.

Frost - dmg and stun is now shieldable (stun amount will be half of FrostStun duration (36f->18f), like how shieldstun is normally half of Stun duration (24f->12f))


QoL:
Leave Button for Ranked/Unrated will now "forfeit" the game instead of "disconnecting" (you can still leave with no penalty for the first 5 in-game seconds of the match)
Added an option to offer a Draw which will end the game with no results for either player
Added shadows to a bunch of mortar spells
Adjusted Dreadwyrm w1 vfx to be higher up again, now have slight shadows
Added weapon/subweapon prompts to RevaBot weapon sparring tutorial
Adjusted shopkeeper w2 vfx
Can now look at ranked info while searching for match
Changed "Custom" button to "Lobbies"
Added warning circle for Zenith
Can now hover over rank info button and it will animate size a bit
Lowered auto-disconnect match threshold
Loser rating inflation now scales from rating 300->2000 (with 25% inflation at 300 and 0% inflation at 2000)
Added frame data for startup and mid for step spells, recovery might come later
Shield bar now restores + half max shield after shield break stun is over instead of when shieldbreak happens

Bugfixes:
Mark damage now triggers the deflect animation, smoothed out end of mark vfx timer
Fixed a bug where local deck would use player 1 deck
Step slashes no longer get stuck in training mode with quick shuffle
Fixed locked lobby name after change
Y Axis closest tile calculations were off by 0.1f, making sacrifire shoot on the wrong tile sometimes
Local matches no longer show jitter
Sacrifire will no longer mess up in previews and possibly replays
Match found should no longer appear against self or empty players? Maybe.
Fixed a bug where dodges would not get canceled if hit with status damage
Fixed a queue where ratings would sometimes get mixed up between queues, possibly. If you run into it just dm me on discord and I can reset it for you.
Ties no longer show default 24HP in replay history
Can no longer join unrated/ranked lobbies with invalid deck
Can now navigate to copy deck buttons in replay history