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Update 6: Caustic Calamity

[p]Greetings Wardens, Update 6: Caustic Calamity is now live! This update includes metaprogression adjustments and system changes, so your current runs in progress will NOT be compatible with the new patch.

The "Vault Configuration" screen has been overhauled and split into three parts:
  1. The Origin select screen allows you to get an overview of your origin choice, and how that impacts your starting card pool and units.
  2. The Modifier Configuration screen allows you to configure the modifiers that are active on the current run for your chosen Origin. There's a new summary on the right-hand panel. You can enable certain modifiers when they are alternate loadouts for existing units; there's also more information on these to show the before/after to make the choice more explicit. All other modifiers are just permanently enabled once unlocked.
  3. The Descension Configuration screen allows you to tune your difficulty on your current run. This largely remains the same as before, but also includes the summary on the right-hand panel.

In order to acrue progress on any given modifier, you'll need to unlock all prerequisites first. Many modifiers have had their conditions lowered or adjusted in order to accomodate this. This change is retroactive; you may find some modifiers now locked again due to this but it shouldn't take long to unlock everything if you're a veteran player.

Speaking of veteran players who may have reached the end of the descension track, descensions have now been increased from 18 levels to 20. There is also the new Caustic Commando boss of depth 3 that will threaten reactive actions that will force you to stay on your toes. Good hunting!

This update also includes iterative changes on the pacing changes from Update 5; notably, Supplies usage has been moved from the Resting Cycle to the Scouting Cycle, making it more apparent regarding the risk-reward of the Scouting Cycle. Do you push ahead with more expeditions before healing? Or do you play conservatively. The choice is yours. You'll also get a free visit to the shop right before the final boss fight.

There are also 3 new Steam achievements, two for those who brave higher Descensions and one for slaying the new boss. Let us know here in the Steam discussion or in the official Discord what you think of the new patch.

Cheers,
Kev and the team at Box Dragon[/p]
Full Changelist

[p](Patch 0.11.0) [v.476822][/p]
[h2]Origin Selection & Unlocks[/h2]
  • Instead of being a single screen, origin selection, modifier unlocks, and descensions are now three separate screens
  • Unlock progression restructured for both the Votive and Guild to work with the new unlock screen
  • Unlocks can no longer be toggled unless they're specifically alternate configurations
  • [New] "Advanced Ranger"
  • [New] "Experimental Lantern"
  • [New] "Guild Armaments: S-Type"
  • Cards previously locked behind "Lantern: Lightning" are now locked behind "Experimental Lantern"
  • "Smith Mastery" unlock condition changed
  • "Arbalist Mastery" unlock condition changed

[h2]Descensions[/h2]
  • Maximum Descension Level has been increased from 18 to 20
  • Mainline descensions ("Descension X") have been renamed "Mutation X"
  • Mutation κ (Descension IX) moved to later in the progression
  • [New] Mutation ι, which decreases Scavengers on each expedition but grants an additional Expedition Force
  • [New] Stand As One, which afflicts Dread for sending lone units (effect separated out from a mainline descension)
  • [New] Market Shortage, replacing Market Depletion
  • Wasteland moved to earlier in the progression
  • Dire Afflictions moved to later in the progression

[h2]Scavenging & Cycles[/h2]
  • Supplies can no longer be found as rewards, you get other rewards instead
  • You get one set of Supplies at the start of the game; it can be used once per Depth
  • Supplies can now be used only during the Scouting cycle instead of the Resting Cycle
  • Scavenger cost increased from 2/4/6 to 3/5/7 for Basic/Rare/Mythic loot drops respectively (3/6/9 with the descension modifier enabled)
  • Forget ("Dream Fruit") rewards are moved from a rare loot drop to a basic one
  • Significantly reduced the chance that multiple of the same reward are offered in most ruins
  • Healing rewards are offered less consistently
  • Base copper reward yields slightly more copper
  • Failing a scavenge check for resources yields a percentage of resources based on 50% of your success rate rather than a flat 50%
  • Lantern card draft rewards are significantly more common for the Votive
  • Unit card draft rewards are significantly more common for the Guild
  • City cards now indicate which Cycle they're able to be played in with an icon

[h2]City & Events[/h2]
  • Powered Forge now grants an immediate reward
  • Powered Research now grants an immediate reward, and refines Lantern instead of upgrading them
  • Rebuild Workshop favor reduced from 3 to 1
  • Market Plaza has a new option for turning in Supplies once Fatigued is enabled
  • Innkeeper options when turning in Supplies modified once Fatigued is enabled
  • Reliquary options when turning in Contaminated items no longer offers the delayed option if you're in the final depth; cleansed items are also immediately returned to your hand
  • Artisan options for applying Empower or Overbarrier now trigger a cooldown on the location
  • "Descending Beyond" (Victory event after defeating a boss) now features new art
  • "End of the Line" (Victory event at the end of Depth 3) has more lore-friendly text
  • Fixed an issue where you could get softlocked at AVA's Mercy when turning in Envoys for a revival (the option was not meant to exist, the location gives out automatic revivals instead since Update 5)
  • Fixed an issue where you could get softlocked if you skipped the first cycle during the tutorial

[h2]Cards[/h2]
  • Seeker Beam slightly reworked
  • Hyper Beam+ slightly reworked
  • Divine Authority slightly reworked (Divine Authority+ unchanged)
  • Burst Lightning bonus effect reworked
  • Overflow bonus effect reworked, now locked behind new unlock "Experimental Lantern"
  • [New] Under Pressure, uses Dredge art (Overseer / Divesuit)
  • Can no longer learn Preparation
  • Pressure Release reworked and upshifted to Rare
  • Dredge, Packed Bags art swapped out
  • Fusion Strike slightly reworked
  • Wither slightly reworked
  • Exosuit health reduced
  • [New] Reinforcement (Exosuit)
  • Power Link art swapped out
  • Orbwheel health reduced from 20 to 15
  • Orbwheel auto-action in the Guard Zone changed from applying Flurry to applying Fleeting Flurry (only lasts this turn; if used during auto-combat, it applies for next turn)
  • Orbwheel can now learn Wild Volley
  • Powerslide cost increased from 0 to 1 and no longer has Quickdraw; Powerslide+ has Quickdraw
  • Revved Up favor cost increased from 0 to 1
  • Rechamber rune gain increased from 1 to 2 and Flurry stacks increased from 1 to 1(2)
  • [New] Concussive Shell (Ranger advanced)
  • [New] Rallying Cry (Ranger advanced)
  • Pointblank Shot now requires Advanced Ranger unlock, and has adjusted art
  • Lead Shot, Tracer Round, and Shock Round changed to Guard Zone bonus
  • Lead Shot damage buffed, Lead Shot+ command gain buffed
  • Take Aim slightly reworked
  • Examine rarity upshifted
  • Detain reworked
  • Helping Hand reworked
  • [New] Brutalize (Knight)
  • Knight can no longer learn Clobber
  • [New] Pulverize (Custodian)
  • Custodian can no longer learn Chop
  • Fine Tuning slightly reworked
  • Packed Bags draw increased from 2 to 3
  • Live Current flow gain increased from 2 to 3
  • Psionic Disruption feeble increased from 3(5) to 4(6)
  • Stasis Ward reworked
  • Wayfinder can now learn Stasis Ward
  • Navigator can no longer learn Brainstorm; but can learn Fluid Mind (which was changed to neutral) and Reality Tear (which was already neutral)
  • Shocker reworked
  • Ascetic and Herald have new descriptions
  • Fury Bash and Five Point Strike have new art
  • [New] Static Force (Electrocannon)
  • Electrocannon can no longer learn Improvise
  • Fixed an issue where Belted Ammunition didn't discount offense cards properly

[h2]Perks[/h2]
  • Bleeding Edge perk renamed Impaler
  • [New] Bleeding Edge (Surgeon alt starter perk)
  • [New] Overflowing Surge (Herald alt starter perk)
  • [New] Microbiology (Docent alt starter perk)
  • Fixed an obscure issue where Lanterns could sometimes have perks that they aren't supposed to have

[h2]Techs[/h2]
  • [New] Synthetic Logic Node (Guild)
  • Fixed Targeting Scanner's Target Command buff so it's more visible in general, and especially on Lantern and Murks

[h2]Enemies & Afflictions[/h2]
  • [New] Caustic Command (Depth 3 boss)
  • Molter Matriarch gains slightly more attack power when using "Promote" after the Molter King has died
  • Molter King has slightly more health and stagger resist during the Molter Matriarch boss fight
  • Nemesis health boost for "No Rest for the Wicked" slightly increased
  • Nemesis weakpoint health slightly increased
  • Mesmer splash attack and anti-lantern attack have higher base power
  • Murk Lancer withered stacks reduced to 2(3)
  • (Mutation κ) Behemoth also gains barrier when using "Magnitude Rising"
  • Dread art has been changed

[h2]Localization[/h2]
  • The Japanese localization will be incomplete for the new content, but will get patched in as soon as it's available
  • Fixed a few typos in the English copy
  • Fixed a few translation errors in various languages
  • Fixed an issue where the error message (when trying to play invalid cards) would contain glyphs that were unavailable in Ukrainian and other languages; it uses a different font now

[h2]Fixes[/h2]
  • Adjusted the deck/discard overviews a bit to reduce the amount they get overlapped with other UI elements
  • Fixed a soft-lock issue where a player could get stuck when they had too many cards on a cycle where a mandatory Break the Siege was not drawn

[h2]Steam Achievements[/h2]
  • [New] Descend 15
  • [New] Descend 20
  • [New] Basic Chemistry


If you've been enjoying your time with the game, please make sure to leave a review. It means a lot for a small team like ours. We're at 952 now, and it'd be amazing to get to 1k (and beyond)!
[dynamiclink][/dynamiclink]

Patch 0.10.2.0

[p]We're rolling out some more fixes.[/p][p]This update will NOT clear your in-progress runs from Update 5 (Patch 0.10.0) and forward.[/p][p][/p][p]\[v.473352][/p][h3]Various Fixes[/h3]
  • [p]Fixed an issue with Line of Fire's attack power tooltip[/p]
  • [p]Fixed an issue where the display of the freebie Scavenge item would sometimes just be the functional reward icon rather than the thematic icon[/p]
  • [p]Fixed an issue where Lantern Hearthstone could sometimes grant an extraneous buff of Empowered Echo / Empowered Flame at the start of combat[/p]
  • [p]Fixed an issue with the Cook's delayed reward[/p]
  • [p]Fixed an issue with Dismantle where it would give ~3 more Command than expected[/p]
  • [p]Fixed an issue where there wasn't anywhere to turn in Super Grub[/p]

Patch 0.10.1.0

[p]We're rolling out some additional changes and fixes, notably to the soft lock issues introduced in Update 5 during scavenging.[/p][p]This update will NOT clear your in-progress runs from Update 5 (Patch 0.10.0) and forward.[/p][p][/p][p]\[v.471890][/p][h3]City Changes [/h3]
  • [p]Slightly increased the Favor cost of instant-revival at AVA's Mercy[/p]
  • [p]Courier location no longer goes on cooldown when a trade option is used[/p]
  • [p]Fixed an issue where Shopkeeper and Librarian would restock an inferior Favor product after the first visit[/p]
  • [p]Fixed an issue with the Workshop where you could be locked in cooldown and blocked from creating the ancient war machine depending on the order of resolution[/p]
  • [p]Fixed an issue with the Workshop where you could build the ancient war machine without the use of a Corrupted Core[/p]
[h3]Card/Unit Changes [/h3]
  • [p]Special Delivery - Cost reduced from 1 to 0. Planning reduced from 3(4) to 2(4)[/p]
  • [p]Null Barrier - Barrier reduced from 3 to 2. Fading Armor increased from 1 to 2[/p]
  • [p]Pincushion+ - Auto Flurry stacks increased from 3 to 4[/p]
  • [p]Strike True - Rarity upshifted from Basic to Rare[/p]
  • [p]Target Combo - Rarity upshifted from Rare to Mythion[/p]
  • [p]Fury Bash - Base stagger increased from 2(3) to 3(5)[/p]
  • [p]Low Strong - Damage increased from 7(11) to 10(14)[/p]
  • [p]Dive Barrier - Cost increased from 1 to 2. Fixed an issue with Dive Barrier+ where it didn't grant the minimum amount of Barrier[/p]
  • [p]Turn to Cinder - Can no longer visually target weakpoints (no functional change)[/p]
  • [p]Scour - Damage increased from 5(8) to 6(9)[/p]
  • [p]Nexus Point - Draw increased from 2(3) to 3(4)[/p]
  • [p]Fixed an issue with Dismantle where it drew cards instead of granting Command[/p]
[h3]Scavenging[/h3]
  • [p](Descension VII) Slight increase to scavenger cost of mid-rarity ruin rewards[/p]
  • [p]Fixed an issue where scavenging a lantern draft and unit card draft with the Collect All button could softlock the game[/p]
  • [p]Fixed an issue where scavenging multiple healing items with the Collect All button could softlock the game[/p]
  • [p]Fixed an issue during Scavenging where an item with 100% Scavenge Chance (with dangerous
[h3] Enemies[/h3]
  • [p]Kraken adjusted to be slightly more resilient (and has greater Barrier at high Descension)[/p]
  • [p]Molter King adjusted to be slightly harder to stagger[/p]
  • [p]Abomination boss nerfed (Base health reduced, Base attack power slightly decreased, Wormageddon Now attack power decreased, Spore Regeneration recovery healing decreased at low Descension and increased at high Descension, Shattered stacks decreased at low Descension)[/p]
  • [p]Genesis boss adjusted (Base attack power slightly increased, first two attacks during Face of Rage have lower attack power but increase the power of the third attack, Doom for All attack power slightly increased, Sustained Beam attack power slightly decreased)[/p]
[h3] UI[/h3]
  • [p]Buff SCT now shows the resultant buff stack value in parenthesis (e.g. "Burning (17)" would mean that there are 17 stacks of Burning after the latest instance of Burning has been applied)[/p]
  • [p]Fixed a HUD issue where various perks could cover up the main innate for a unit[/p]
  • [p]Fixed a HUD issue where the forcefield bar would still be visible even at 0 forcefields on the Gate Lantern and on bosses[/p]

Patch 0.10.0.4

[p]We're rolling out some additional fixes. This update will NOT clear your in-progress runs from Update 5 (Patch 0.10.0) and forward.[/p][p][/p][p]\[v.470741][/p][h3]Changes & Fixes[/h3]
  • [p]Attempting to fix the Tinker's broken tech no longer triggers a cooldown[/p]
  • [p]Visiting the Noble no longer puts the location on cooldown[/p]
  • [p]The Noble no longer offers re-investment if you are at Depth 3[/p]
  • [p]Fixed an issue with Impenetrable's bonus effect (causing it to trigger on Support Zone, rather than Max Flow)[/p]
  • [p]Fixed an issue with Depth Charge always triggering the bonus (even without Max Flow)[/p]
  • [p]Fixed an issue where Torn to Shreds was applying Rupture even without bloody bonus; also changed from 4(5)x3 to 4x3(4)[/p]
  • [p]Vastly increased the size of the Slimed VFX to make it easier to see, and made it spawn fewer particles (so it should be more performant on worse PCs)[/p]
  • [p]Fixed an issue where you couldn't rebuild the Workshop's War Machine if you delayed construction when turning in the Corrupted Core[/p]

Hotfix 0.10.0.3

[p]This patch includes some minor changes. This update will NOT clear your in-progress runs from Update 5 (Patch 0.10.0) and forward.[/p][p][/p][p]\[v.470585][/p][h3]Changes[/h3]
  • [p]Added an extra Expedition Force to the first depth, bringing the total up from 8 to 9 (compared to 13 prior to Update 5; with additional Makeshift Expeditions you can acquire at the Rally Point, this is a total of 12 expeditionary battles)[/p]
  • [p]Added a separate "back" button for the Lantern draft[/p]