[p]
Update 5: Eternal Cycles for
As We Descend is now live. This update includes substantial content and system changes, so your current runs in progress will NOT be compatible with the new patch!
This update focuses on streamlining the progression within a run, which means faster pacing and more focused cycles. The aim for these changes is to bring runs closer to an hour for most players, while also retaining most of the growth and progression that the game already had. The new cycle system has specialized cycles where you can only play certain types of cards depending on the cycle:
- Planning Cycle - Use your allies to talk to those in the City.
- Scouting Cycle - Deploy your expeditions.
- Resting Cycle - Make final preparations for the boss.
- Final Cycle - Face the boss.
The new cycle system also contains a short helper for all players, and features a revised tutorial for new players.
Due to the progression changes, the way that the Guild is unlocked is slightly changed. This means you'll have to re-unlock it if you're a returning player!
As usual, many cards have been adjusted or reworked in this update. Since the game has over 400 cards and many characters, the Early Access is a great time to keep fine-tuning the selection until only the right cards remain.
Due to the new pacing changes, higher Descension levels may vary a bit in difficulty compared to prior patches. This update does include some changes to try to shift some of the difficulty spikes away from lower Descensions and moves it to higher Descensions instead.
If you're an achievement hunter, it's good news for you: I've added in 8 new achievements. Throughout the Early Access, we'll continue adding in Steam achievements until 1.0 release.
Let us know here in the Steam discussion or in
the official Discord if you are enjoying the patch.
Cheers,
Kev and the team at Box Dragon[/p]

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[v.470393][/p]
[h2]The Cycle System[/h2]
Design notes: The cycle system has received an overhaul to achieve more streamlined pacing. Instead of cycles being uniform and always consisting of playing expeditions and allies, each cycle now has a signifier that exclusively indicates the type of city cards you can play during that cycle.
- [p]Pacing has been overhauled[/p]
- [p]There are now always 4 cycles per Depth:[/p]
- [p]Planning Cycle – Use your allies to shop and interact.[/p]
- [p]Scouting Cycle – Send expeditions into the ruins to gather items.[/p]
- [p]Resting Cycle – Convert your items into resources.[/p]
- [p]Final Cycle – Face the boss to advance.[/p]
- [p]Whenever there is an upcoming wave, you must Break the Siege[/p]
- [p]Healing is handled differently now; instead of automatically healing as Votive or using allies as Guild, you'll be able to find Supplies that allow you to heal[/p]
- [p]Defeating a siege wave also grants Supplies[/p]
- [p]Significantly increased the animation speed for progressing between Cycles[/p]
[h2]First Run "Tutorial" and Tips[/h2]
- [p]Tutorial events have been adjusted to better fit the new cycle system[/p]
- [p]New tutorial presents the primary objective slightly less ambiguously; you no longer need to solve a power crisis. You also get into the first battle just a bit faster[/p]
- [p]The Summons replaced with Special Envoy[/p]
- [p]Fixed an issue where the proceed button for tip popups would sometimes need to be pressed twice to advance[/p]
[h2]City[/h2]
- [p]Starting Favor capacity increased from 10 -> 12[/p]
- [p]Innkeeper reworked to accept only Supplies[/p]
- [p][New] Cook (Market Building)[/p]
- [p]Rally Point adjusted[/p]
- [p]Work Pit adjusted[/p]
- [p]Fountain adjusted[/p]
- [p]Mycologist adjusted; also accepts Amorphous Ore rather than Dreamfruit[/p]
- [p]Workshop adjusted[/p]
- [p]Undermarket adjusted[/p]
- [p]Atelier accepts Amorphous Ore rather than Lantern Modules[/p]
- [p]Crossroads events now grant an additional reward in addition to giving you a Brute/Investigator/Advocate[/p]
- [p]Many events are moved around to better balance the collection distribution[/p]
- [p]Many events that didn't previously give ally stat bonuses now give bonuses[/p]
- [p]Abandon Expedition adjusted[/p]
- [p]Prepare the Defenses events are now triggered by collection on the Final Cycle rather than by turning in Prepare the Defenses (which no longer exists)[/p]
- [p]Reliquary gives additional Favor for turning in Artifact Half[/p]
- [p][New] Break the Siege (Action)[/p]
- [p][New] Makeshift Expedition (Action)[/p]
Market Events
- [p][New] Shield Duel[/p]
- [p][New] Potions Galore[/p]
- [p][New] Predicament (another use for the Vestige of Nobility)[/p]
- [p][New] A Strange Collection (with Descension II enabled)[/p]
- [p]Lucky Find reworked[/p]
- [p]Cycle of Radiance reworked[/p]
- [p]Miasma Seepage adjusted[/p]
- [p]Troupe of Clerics adjusted[/p]
- [p]Oppressed improved[/p]
- [p]Tool Schematic improved[/p]
- [p]Clear as Crystal only shows up with Descension II enabled[/p]
- [p]Impossible Weight has a new option[/p]
- [p]Equivalent Exchange doesn't show up if Courier has a stall in the market[/p]
- [p]Seek Champion copper amount buffed and added variance[/p]
- [p]Many events grant more Favor[/p]
- [p]Many events grant more Copper[/p]
- [p]Various new buffs can be acquired in the City[/p]
[h2]Scavenging and Items[/h2]
- [p]"Collect all and leave" is now the primary behavior of the leave button; an additional skip button has been added to the scavenging screen below the standard leave option[/p]
- [p]Scavengers increased from 6 to 8 for each Expedition Force[/p]
- [p]There is no Scavenger bonus for deploying fewer units than the maximum[/p]
- [p]Basic resources and items are now revealed behind rocks[/p]
- [p]Scavenging yields ~10 more Copper on average for Copper deposits[/p]
- [p]Scavenging yields ~1 more Favor on average for Favor deposits[/p]
- [p][New] Supplies – Item that can be brought back to the City to heal all units.[/p]
- [p][New] Life Pod – Once scavenged, heals a unit.[/p]
- [p][New] Evolving Symbiote – Item that can be brought back to the City to upgrade or forget cards on units.[/p]
[h2]Units & Cards[/h2]
- [p]Gate and Lantern health increased from 10 to 20[/p]
- [p]Gate health is now persistent across battles rather than always resetting to max each battle[/p]
- [p](Lantern: Votive) Alacrity buffed[/p]
- [p](Lantern: Votive Alternate) AVA's Chosen buffed[/p]
- [p](Lantern: Votive Alternate) Watchtower buffed[/p]
- [p](Vanguard) Devastating Cut+ cost increased from 0 to 1, damage increased from 15 to 20, and Exerted stacks reduced from 2 to 1[/p]
- [p](Dauntless Alternate) [New] Active Counter[/p]
- [p](Dauntless) Thorn Skewer bonus changed from Guard Zone to Support Zone; fixed an issue where its bonus triggered regardless of Zone[/p]
- [p](Dauntless) War Spear slightly reworked[/p]
- [p](Dauntless) Heartseeker now counts as a Counterattack[/p]
- [p](Arbalist Alternate) [New] Covering Fire[/p]
- [p](Wayfinder) [New] Reality Tear[/p]
- [p](Wayfinder) Impulse Wave can no longer be learned[/p]
- [p](Wayfinder) Revelation adjusted[/p]
- [p](Zealot) Empowered Bleed stacks increased from 1 to 2[/p]
- [p](Forge Smith) Empowered Tar stacks increased from 1 to 2[/p]
- [p](Forge Smith) Hardened Plate upshifted from Basic to Rare[/p]
- [p](Commander) Starts with Mobilize instead of Tactical Move; Mobilize is no longer learnable by other units except units that start with it[/p]
- [p](Commander) Tactical Move reworked into High Ground[/p]
- [p][New] Consecration (Fire Maiden / Bell Maiden)[/p]
- [p](Fire Maiden / Bell Maiden) Spectrum Beam can no longer be learned[/p]
- [p](Fire Maiden / Bell Maiden) Hyperlight Barrage art swapped for Spectrum Beam's art[/p]
- [p](Purifier) Starter cards changed[/p]
- [p][New] Turn to Cinder (Purifier starter)[/p]
- [p](Purifier) Scorching Judgment reworked[/p]
- [p](Purifier / Docent) Penitence reworked and upshifted from Starter to Basic[/p]
- [p](Docent) Starter cards changed[/p]
- [p](Ascetic) Jab buffed[/p]
- [p](Herald) Short Circuit is now a Lantern starter card for its alt setup, and no longer learnable for the Herald[/p]
- [p](Herald) Static Shock debuff stacks increased from 1 to 2[/p]
- [p](Cataphract) Shock Lance reworked[/p]
- [p](Cataphract) Meteor Smash reworked[/p]
- [p](Cataphract) Coursing Lance adjusted[/p]
- [p](Custodian) Electrosword reworked into Equalizer[/p]
- [p](Custodian) Powersword reworked[/p]
- [p](Electrocannon) High Voltage reworked into Higher Voltage and can no longer learn Shock Hazard[/p]
- [p](Lantern: Guild) Lightning Rod is changed into a Lantern basic card that requires Lantern: Lightning config to be learnable[/p]
- [p](Lantern: Guild) Burst Lightning requires Lantern: Lightning config to be learnable[/p]
- [p](Lantern: Guild) Layered Defense adjusted to reflect the way it's written so it applies Barrier at 0 cost, and repeats for each Flow spent; Barrier amount decreased from 6 to 4[/p]
- [p](Ranger) Quickdraw reworked into Mythion Ammo[/p]
- [p](Ranger) Tracking adjusted[/p]
- [p](Ranger) Snipe reworked slightly[/p]
- [p](Shock Trooper) Starts with Mobilize instead of Reposition[/p]
- [p](Bombardier) Empowered Bombs splash damage increased from 50% to 100% per stack[/p]
- [p](Bombardier) Dismantle reworked[/p]
- [p](Bombardier) Short Fuse reworked slightly[/p]
- [p](Demolisher) Explosive Ammo splash damage increased from 50% to 100%[/p]
- [p](Orbwheel) Twin-Linked Cannons adjusted to only trigger on reserving Offense cards[/p]
- [p]Divination and Tracking have been reworded to use "draw" and both trigger draw effects (such as Quickdraw)[/p]
- [p]Fixed an issue where Attuned Strike showed the wrong Empowered value[/p]
- [p]Fixed an issue where Experimental Incision would apply the Rupture, then trigger its bonus effect when only having two other debuffs on the target[/p]
- [p]Fixed an issue where Invulnerable buff didn't appear in the buff bar[/p]
- [p]Fixed an issue where Heavy Slice had the incorrect upgrade[/p]
- [p]Fixed an issue where Weighted Spear didn't benefit from the Javelineer perk[/p]
- [p]Fixed an issue where First Light always applied the greater Burning amount versus weakpoints[/p]
- [p]Fixed an issue where Upheaval didn't work properly[/p]
- [p]Fixed an issue where Scouting wouldn't apply its draw bonus when targeting a weakpoint of an enemy with Fixation[/p]
- [p]Fixed an issue where enemies were highlighted when previewing targets for Procession of Ash[/p]
- [p]Fixed an issue where triggering Bonus Auto-Actions for a unit could unintentionally reduce the Exerted stacks of other units[/p]
[h2]Perks[/h2]
- [p][New] Untamed Chaos[/p]
- [p]Windrunner reworked into Quick Step[/p]
- [p]Fixed an issue where Molten Fury applied Fading Strength instead of Strength[/p]
- [p]Fixed Jet Turbine not working properly[/p]
- [p]Fixed Mythion Bearings not working properly[/p]
- [p]Fixed Unburdened not working properly[/p]
- [p]Fixed Uncapped not working properly[/p]
- [p]Fixed an issue where Flow Navigation, Daredevil, High Voltage, Static Shock, Shock Hazard, Laced Scalpel, and Catalyst were all unintentionally affected by the Warlock Queen's dispel[/p]
[h2]Techs[/h2]
- [p]Innkeeper's Blessing replaced with Mentor's Blessing (Votive)[/p]
- [p][New] Deadweight[/p]
- [p][New] Marble Pillow (Votive-only)[/p]
- [p]Pale Reflector changed to be Guild-only[/p]
- [p]Electrical Box reworked into Charging Station[/p]
- [p]Stealth Boots reworked into Dimensional Strider[/p]
- [p]Power Treads reworked into Hyper Treads[/p]
- [p]Writ of Passage - Command gain increased from 1 to 2[/p]
- [p]Wrapped Coil – Barrier enhancement increased from 1 to 2[/p]
[h2]UI[/h2]
- [p]Overhauled tooltip border visuals[/p]
- [p]Improved Tech and Perk tooltip borders[/p]
- [p]Squad up stat-previews are back again[/p]
- [p]End-Turn and End-Cycle button plays an animation when pressed[/p]
- [p]When you have no actions left, the End-Cycle button has an extra visual hint[/p]
- [p]Draw Pile and Discard Pile glow visual suppressed slightly[/p]
- [p]Added reference tooltips for Perks in the unit display[/p]
- [p]Extended Ally textbox visual[/p]
- [p]Streamlined Affliction frame visuals[/p]
- [p]Adjusted position of the Skip button in the Lantern replacement draft screen to reduce the chance that it's accidentally clicked[/p]
- [p]Fixed issue where tooltips of Techs/Perks in the Codex were always viewable (even when the Tech/Perk was unknown)[/p]
- [p]Fixed issue where reference tooltips of Techs/Perks could sometimes be incorrect for Guild-specific Techs/Perks in the main menu[/p]
- [p]Fixed issue where buffs could persist after the unit display was visually hidden[/p]
- [p]Fixed an issue where the visual preview for Damage-over-Time effects on the HP bar could be incorrect on the Gate Lantern[/p]
- [p]Fixed an issue where the refine screen would show a ghost preview[/p]
- [p]Fixed an issue where combat tooltips could expand out of the screen when an entity had many buffs/debuffs[/p]
- [p]Fixed various minor visual issues in the upgrade screen and HP hud[/p]
[h2]Formatting[/h2]
- [p]Ethereal renamed Fleeting and given simpler wording[/p]
- [p]Adjusted Forcefield tooltip to reflect that it regenerates between battles[/p]
- [p]Simplified the wording on Recycle/Reserve[/p]
- [p]Adjusted End Turn tooltip for the Guild[/p]
- [p]Unplayable no longer written out on cards (since implicitly, cards with no cost visuals are unplayable by default)[/p]
- [p]Fixed an issue where gaining Max resources didn't use the correct name in the event dialog panel[/p]
[h2]Enemies & Afflictions[/h2]
Design notes: Expedition enemies deal more siege damage to adjust for the fact that Lanterns have twice as much health as before.
- [p]Death Moth siege attack power increased[/p]
- [p]Nymph siege attack power increased[/p]
- [p]Debaser attack power increased by 1[/p]
- [p]Bane Turret siege attack power increased and barrier amount increased[/p]
- [p]Watcher siege attack power increased[/p]
- [p]Thrasher attack power decreased by 1[/p]
- [p]Plague Soldier's Deadeye always targets a unit with Provoke if possible; and cannot target the Lantern in single-target mode[/p]
- [p]Hermit's "Hermit Shell" ability is now considered an innate so it displays on the HUD[/p]
- [p][New] Defiance (Affliction)[/p]
- [p]Dread+ now drains Runes if ignored (rather than costing additional runes to Recycle/Reserve)[/p]
- [p]Fixed an issue where dying Murks would trigger an extra Vengeful buff application to already dead Murks (including themselves)[/p]
- [p]Fixed an issue where the second attack of the Siege Spire's/Molter Matriarch's/Warlock Queen's dual-zone combo attack would not be affected by Feeble[/p]
- [p]Fixed an issue where the Kraken would temporarily pause at the end of its intro animation[/p]
- [p]Fixed an issue where certain bosses could be obscured by the miasma while they were playing their spawn animations[/p]
[h2]Progression[/h2]
- [p]Backup Power has been removed[/p]
- [p]Lantern: Lightning Rod reworked into Lantern: Lightning[/p]
- [p]Fixed an issue where Ranger configurations couldn't be unlocked[/p]
- [p]Fixed the wording on Vanguard alternative configurations to indicate the cards swapped[/p]
[h2]Descensions[/h2]
- [p](Descension I) No longer makes bosses deadlier[/p]
- [p](Descension II) Fatigued reworked to afflict Defiance instead of impairing healing[/p]
- [p](Descension III) Favor alteration changed from 4/12 to 5/15 (Current/Max). Copper cost increase changed from +50% to +25%.[/p]
- [p](Descension IV) Now makes bosses deadlier[/p]
- [p](Descension VII) No longer increases the number of Artifact Halves needed. Instead, increases the difficulty of waves.[/p]
- [p](Descension VIII) Flying+ and Heavy Plating+ have their own specific tooltips to show the change where each effect resists both damage and stagger. No longer increases the difficulty of waves.[/p]
- [p](Dire Fatigued) replaced with (Cryptic Disease)[/p]
- [p](Contamination) Adjusted the chance of Contamination so it's more consistent over multiple ruins. On average, the Contamination risk is lower than it was before.[/p]
[h2]Steam Achievements[/h2]
- [p]Added 8 new achievements[/p]
- [p]One of them, Warden of the Wall, is backwards compatible and will be awarded on your first descent if you already met the criteria[/p]
[h2]Localization[/h2]
- [p]Fixed a few translation issues in the French, Japanese, and Russian localizations[/p]
- [p]Fixed an issue with "Replace Card" UI option[/p]
- [p]Fixed an issue with Attuned Strike[/p]
- [p]Fixed an issue with Tar Bomb+[/p]
If you've been enjoying your time with the game, please make sure to leave a review! We're beginning to approach 1000, which would be incredible. It means a lot for a small team like ours, every review helps.
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