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Duelists of Eden News

Patch 2.49 - New Characters Perilla & Terrable! Season 2 starts Now!

Season 2 Starts Now!



[h3]Patch v2.49[/h3]

New Spells:
Wind Burst - 3x3 knockback spell
Rake - double pull melee spell

Chiretta w2 - cooldown 46f->52f, recovery 27f->28f

Harissa w2 - cooldown 36f->46f
Maypul w1 - startup 8f->7f, recovery 14f->13f
Seed duration 360f->300f

Neera w1 - startup 13f->12f, recovery 25f->23f, active frames 5f->6f
Neera w2 - recovery 16f->15f, added shadow warning

Reva w2 - shots 3->2

Selicy w2 - hailblade touch dmg 2->3

Shiso - reworked

Terra w2 - summon dark matter dmg 2->3

Amplifier - now only fires in the casted direction, hp 7->6, now triggers off of damage instead of hit
BombToss - explosion dmg 12->11
BowSnipe - startup 24f->28f, recovery reduced to match, dmg 17->14, now pierces
BreakShot - velocity 8->7, tiles now break on frame 6 instead of frame 1
ColdMedicine - velocity 8->9
Collapse - startup 22f->24f, adjusted visual
Crackroots - startup 13f->12f, now hits horizontally instead of vertically, dmg 3->2
Crevasse - dmg 9->13
CrystalRifle - now +1 dmg for frost dmg on summons, +2 if player. dmg cap 14
Dark Grasp - mana cost 2->1, dmg 4->2
Fadeaway - dmg 12->11
FreezerBurn - num shots 1->3, adjusted frame data
FrostSlash - startup 13f->11f
Glitter - dmg 7->8, tiles 11->12
GolfBomb - dmg 10->9
Harrier - shots 5->6, recovery 3f->9f
Harvest - recoveyr 40f->35f, mana restore 4->5
HyperBeam - startup 14f->12
Jackhammer - recovery 6f->9f
Knife - changed to melee
Kunai - poison 5->4
InfinityBeam - dmg 4->5, mana 2->1
Innervate - mana cost 4->3
Inverter - recovery 3f->9f, dmg 4->3
LastLetter - Z slash startup 16f->12f
Lockdown - startup 16f->18f, dmg 10->11, updated sfx
ManaCatch - active frames 12f->9f
Meteors - recovery 26f->23f, increased summon hp by 1
Miasma - changed to hit two back rows, shot interval 24f->20f, shots 6->4
Needler - recovery 3f->9f
Perforate - recovery 19f->18
PunchCannon - changed to a 3x1 and fires piercing hitboxes
Sacrifire - self dmg 3, dmg 10->9
Salvo - shot interval 13f->11f
ScatterSpear - mana cost 2->1, num spears 3->2
SentryTurret - mana cost 3->2, laser dmg 4->5
Skewer - range 4->5, self stun 60f->55f
Snowfall - dmg 5->6
Slowball - dmg capped at 20
Starburst - hitbox sizes increased, no longer framewalkable
StepLance - 1st hitbox startup 6f->5f
Study - duration 45f->40f, mana cost 1->0
SwallowSpear - mana restore 1->2
Tailwind - recovery 16f->14f
Tremor - also cracks on hit
TurretLux - now dmgs self for 4 dmg instead of full hp
Twinferno - recovery 34f->32f
Unleash - recovery 36f->32f, startup 16f->15f
Venoshock - dmg and poison removal capped at 16
Vivisection - dmg 5->4
Volley - pellet interval 6f->3f
Vortex - travel time 30f->28f
Whirl - shots 6->7, shot interval 5f
WreckingBall - dmg 3->2, airtime - 20f->22f
Zenith - dmg 10->11

Poison - no longer cures during hitstun

Removed:
Fling
SD Turret

Ranked ratings have been soft reset

QoL:
Hitstop now extends buffered inputs
Improved vfx for some spells
UI Cycling - PlayerName text moved down one stage, health numbers moved down one stage
Mana number on cardtridges is now smaller and transparent
Added fx for blocked summon from broken tile
Added 2nd color to Terra's hair for palettes

Japanese Localization is placeholder for now. I can make changes but official localization should be done within a couple weeks.

Bugfixes:
Dodging while moving will no longer sometimes get stuck in animation
MagicClaw no longer hit regens twice
Venoshock now hitregens
Adjusted step blaze preview to show hitbox
BladeHitCatch can no longer be countered
Pushes will now properly push based on closest tile even when hitting a step slashing target and their destination is behind an object
Harissa's telepad will no longer sometimes be in the wrong place when countered
Fixed palette overlap with violette jrock guitar
GolfBomb no longer unstunnable
Dodge opacity goes away 1 frame sooner to match actual invincibility
Changed some logic for Pyroblast and MagnaFlare, they should be less buggy now. Magnaflare will now fire all it shots even if it's target is dead (in case that didn't happen before)

Modding:
Added "AnchorOverride" effect. This cancels the anchor ending effect of the spell (Assuming a child spell will handle it) Shiso's Pistol Whip uses this.
Added "Knockback" effect. Pushes away from the spell's "touched Tile." Wind Blast uses this.


[h3]Hotfix v2.53:[/h3]

Perilla w1 frames adjusted to match normal step spells
Amplifier now triggers off hits only

Fixed an issue with hitstepping pulls
Chiretta w2 recovery reverted to 27f
Perilla palettes now appear properly in store
Perilla's web no longer sometimes cancels stun
Perilla's w1 idle frames adjusted to all be after the web shot
Shiso's bullets now strong push
Shiso w2 no longer snaps to top/bottom rows
Shiso w2 - dmg 1->2
Some description fixes
Stuns no longer go through Invincibility
Strong Pushes/Pulls now snap X to closest tile (to prevent collisions that aren't visually there)
Added difficulty ratings for Perilla/Terrable
Fixed unredeemable palettes for terrable/perilla
Fixed a bug where BouncingBlade catch was not counterable
Offline mode fixed
InfinityBeam - dmg 5->4
MagicClaw - recovery 20f->17f


[h3]Hotfix v2.54:[/h3]

Flame tile pattern order is now based on facing direction
Lockdown recovery 26f->28f (to match startup change)
Reva w2 shots reverted to 3, interval reduced 8f->4f
Perilla's w2 now stuns for shield stun amount on shield
Shiso's w2 bottom half now does 2 dmg
Stuns now interrupt dodges
WindBurst knockback directions fixed for step reverses




Had a great time going to some local events recently! We even gave away some Saffron plushies to the winners!

Thanks for all the support so far!

Patch 2.39-2.42 - Balance changes and Bugfixes


[h3]Patch v2.42[/h3]

Shopkeeper - w2 - now hit-steppable like other push/pull spells

Collapse - dmg 5->7
Dark Grasp - mana cost 1->2
FireBreath - recovery 26f->28f
Lockdown - dmg 11->10
Sacrifire - self dmg 3->5, dmg 11->10, now always spawns behind player (originally intended to be used with summons behind, should reduce how free it can be thrown out with shield/parry)
Triple Barrel - mana cost 2->3 (it lasts pretty long which lets you regen a lot of mana)

Other:
Added timestamps to chat messages

Discord:
Added !modbattle and !nomodbattle commands to #matchmaking


[h3]Patch v2.41[/h3]

DarkGrasp - dmg 4->3 for both hits
Salamander - now has half hit

Visual updates to match hitboxes for:
FrostSlash
Hailstone
Snowfall

Adjusted overriding buffered input to be more lenient (now only disables overriding attacks while ending a movement)

Updated multi keyboard branch to v2.41


[h3]Patch v2.40[/h3]

DarkGrasp - second hit is now always in front of first hit
Sacrifire - dmg 12->11
Whiplash - active frames reverted to 1f->4f since multihit bug is fixed

Other:
Queued actions can no longer be overridden if they are a spell/weapon (should solve some rollback flashes of spells)

Bugfixes:
Fixed a bug with replay saving
Whiplash can no longer be avoided inbetween hitboxes, no longer can multihit with tipper
Crossfire now deals bonus damage in one hit
Unrated/Ranked lobbies should now show up properly
Infinity Beam and other generating spells should no longer occasionally cause crashes

Modding:
Added amount type for GenericCounter
Added a parameter for useParentCastGuid, where the spell will use the parent's cast guid for checking single hits (whiplash fix)


[h3]Patch v2.39[/h3]
Whiplash - active frames 4f->1f to reduce multi hits

Other:
Made queen's dark chess pieces a bit lighter

Bugfixes:
Hitstop movement adjustments no longer occasionally skip parts of the movement
Fixed a bug with joining custom lobbies while they are starting
Replays will now get saved when players have incompatible characters in their names
Fixed character unlocks number display to be accurate
Gauntlet no longer flashes white between battles
Harrier is now non-lethal with spellpower
Seed status no longer gets stuck if applied during Wrap

Patch 2.38 - Six New Spells and buffs

**Hotfix: Patch v2.38**

Bugfixes:
MagnaFlare no longer anchors on projectile hit
Harrier with Spellpower no longer stuns, dmg display number fixed
Fixed a bug in training mode where opening/closing deckbuilder would cause errors occasionally (that old Queen training bug @windfall had)


**Patch v2.37**

New Spells:
Collapse - pull to center in a wide column
InfinityBeam - shoot a laser, on hit teleport to a random tile and recast (yes, infinite times)
Harrier - non-lethal 5 shots
MagnaFlare - fire a shot that teleports target to random tiles, prioritizes Flame tiles
Miasma - hit 4 back center tiles and Poison
Whiplash - hits in a hook shape, bonus dmg at tip

Balance Changes:
Dreadwyrm - w1 - recovery 24f->22f
Dreadwyrm - w2 - recovery 13f->12f

Harissa - w1 - recovery 17f->16f
Harissa - w2 - recovery 15f->14f

Neera - w1 - recovery 26f->25f
Neera - w2 - dmg 1->2

Compactor - dmg 8->10, recovery 32f->26f
Crackroots - all hitboxes now come out at the same time, startup 14f->15f
Earthquake - dmg 6->7
Escalation - shot interval 6f->5f
Flurry - recovery 10f->6f
FreezerBurn - overall a bit faster
Glitter - tiles 10->11
HyperBeam - recovery 44f->40f
Innervate - mana cost 5->4
Knife - dmg 3->4
Lasso - dmg 1->2, travel time 18f->17f
PowerDrain - dmg 4->5, startup 9f->7f
PunchCannon - dmg 7->9
QuadClaws - startup 10f->7f
Reaper - recovery 8f->6f
Rocket - mana 2->1, recovery 18f->22f
Sacrifire - dmg 9->12
Salvo - recovery 30f->26f
Snowfall - dmg 4->5
Starfield - hitbox duration 4f->2f (to reduce multihits during movement)
StepBlaze - now has a 1x1 hitbox that deals 6 dmg
Strangle - dmg 3->4
Sweeper - recovery 30f>28f
Tremor - dmg 6->7, recovery 16f->15f
TriThunder - now always hits 3 tiles even during stepslashes, interval 5f->3f
Vinepull - dmg 3->4, snare dmg 2->4 velocity 3->4
Volley - startup 8f->5f, dmg 6->7

Other:
Win/Loss stats are now tracked for custom and unrated matches, behind the scenes

Bugfixes:
Flame and poison damage no longer interrupt dodges
Going from Local to Learning no longer bugs the ui out
Spectator replays will now autosave

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

Patch 2.29 - Lobby Fixes, and 500 Reviews Reward Banner

[h3]Patch v2.29[/h3]

Bugfixes:
Fixed a bug where turrets would keep shooting after death
Fixed a bug where training queue would not resume if cancelled
Training mode no longer restarts sometimes when stepping back
Running from pinned taskbar should now startup properly
Fixed some lobby issues
Keyword tips should no longer cover decklists
Lobby refresh time actually increased now


[h3]Patch v2.28[/h3]



Thank You for 500 Reviews:
Added a thank you banner and title on login for the next couple weeks. You guys are awesome!

Hazel w2 - widened hitbox to match other wave spells

Cataclysm - dmg 6->5
Jackhammer - shots 6->5
Reaper - dmg 7->8
Snowfall - changed to hit in a small column, shots 3->1, dmg 2->4
Transmute - dmg 7->8

QoL:
Can now recast spells while they are still ongoing, they will just stop and restart when casted again. (Notably affects Monsoon)
Added palette names to character info screen
Peak rating is now shown on rank info screen (Peak rating tracking starts now, sorry if it's late!) May swap leaderboard to use this later on.
Improved quality of japanese characters and added support for more text symbols
Slightly reduced rating loss multiplier (finally, inflation.)
Battle loading panel now shows flags
Slightly darkened ice bg
Ties now give slightly more rating

Bugfixes:
Fixed a bug where buffered inputs would sometimes not be cleared
Fixed a bug where Frost damage wasn't stunning at the end of Shields
Deflecting Frost damage should work properly now
Replays should now save for spectators
Battle loading banner no longer flipped for opponent
Fixed an issue with distance filter sometimes not working for custom lobby list