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Update 4: Higher Gear

[p]Hail Wardens,

Update 4: Higher Gear for As We Descend is now live. This update has substantial content and system changes, so your current runs in progress will NOT be compatible with the new patch!

This update focuses on a combination of improving synergies, adjusting the challenge level of waves, and customization offered within each run. That means 30+ new cards, 80+ reworked cards, 20+ new perks, and 10+ new techs to try out. You'll also be able to view and collect all these things in your Codex, which registers cards, perks, and techs. Once you've won with a card in a run, it'll become mastered, adding an extra flair to that card in both future runs and in the Codex.

Additionally, Lantern cards can now be refined, improving their rarity and their effectiveness. This builds upon the Lantern replacement system from Update 3, which allows new Lantern cards to continually replace older ones. Lantern cards offered later in a run now have an increased chance of refined rarity to ensure that Lantern drafts remain compelling even late into a run.

Oh, and for those who are playing at higher Descension levels... there was a crucial bug fix on an issue that prevented minibosses and bosses from being as deadly as they should've been. This means greater Descension challenges await you at Descension I, V, and IX for those who dare. Word of warning: This is significantly more challenging than before, and not for the faint of heart.

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]

[p][v.450032][/p]
[h2]Codex & Card Mastery[/h2]
  • [p]Codex sections for Techs and Perks are now available[/p]
  • [p]Added Miracle cards and Consumables to the Codex under the special section[/p]
  • [p]Unit cards are now sorted by rarity order[/p]
  • [p]Lantern has new flavor text in the Codex[/p]
  • [p]Can now directly quit out from the Unit page of the Codex[/p]
  • [p]Cards can now be "Mastered" if you win a run with a card[/p]
  • [p]Mastered Cards have additional visual flare[/p]
  • [p]Revealing a name on a base card will now automatically reveal the name on the upgraded version of that card and vice versa[/p]
  • [p]The Codex will now tell you where to find newly unlocked things; cards will play a transition (techs and perks will not yet!)[/p]
  • [p]Fixed an issue where upgrade previews could show “this.LinkedUnit” in their description[/p]
  • [p]Fixed an issue where previews could sometimes show card/icons from the wrong Origin[/p]

[h2]Rarity Refinement[/h2]
  • [p]Lantern Cards can now appear with rarity refinement[/p]
  • [p]Rarity refinement increases the baseline stats of the card[/p]
  • [p]Many Lantern cards have been adjusted to accommodate the new rarity refinement, especially their upgraded forms[/p]

[h2]Starter Unit[/h2]
  • [p]Immediate unit draft unlock condition modified[/p]
  • [p]For each Origin, you immediately draft Starter units if you’ve retrieved the Fragmented Core for that Origin[/p]
  • [p]After you’ve unlocked the Starter unit draft, you no longer begin with the Vanguard (Votive) / Ranger (Guild); instead, you draft two Starter units[/p]

[h2]Unit Drafts[/h2]
[p]Design notes: This patch contains significant card pool overhauls for nearly every unit that also tends to push the complexity level higher. Additionally, multiple starter unit drafts are now offered. To reign in excess complexity and “analysis paralysis” through these factors, the number of units offered in each unit draft is now reduced.[/p]
  • [p]Number of units offered in each draft reduced from 3 to 2[/p]
  • [p]Once a Unit has been offered in a draft, the chance that it’s offered again in the rest of the run is significantly reduced[/p]
  • [p]Upon recruiting a unit, any cards with hidden names will now reveal their name[/p]
  • [p]Fixed an issue where the tooltip on the compact cards could show “this.LinkedUnit”[/p]

[h2]Card Drafts[/h2]
  • [p]Cards now have an increased chance of being Mythion rarity (the longer you go without seeing a card of Mythion rarity)[/p]
  • [p]Card drafts now have duplicate-protection (won't show you two of the same card option for two different units)[/p]
  • [p]Added animations/FX for when a card is drafted, including a name reveal when applicable[/p]

[h2]City Forcefields[/h2]
[p]Design notes: City Forcefields are now more worthwhile to continue turning in, while also increasing the siege risk of any individual battle.[/p]
  • [p]City Forcefield is no longer depleted when the Gate Lantern absorbs damage[/p]
  • [p]Reactor Rod turn-ins Forcefield amount reduced from 20 to 10[/p]
  • [p]All Events that add/modify Forcefield values have been adjusted accordingly[/p]

[h2]Healing[/h2]
[p]Design notes: Similar to the Forcefield adjustment, healing values have been boosted so that enemy attack power can be scaled accordingly. This should reduce the risk of going out on Expeditions slightly, while increasing the general danger of mini-boss and boss waves.[/p]
  • [p]Units heal more quickly out-of-combat now[/p]
  • [p]Innkeeper's Blessing has increased healing values[/p]
  • [p]Using the Innkeeper yields increased healing[/p]

[h2]Rune Builds[/h2]
[p]Design notes: Rune builds that play around with Redraw/Reserve are a powerful archetype, however it can be a bit slow to get started before eventually becoming overwhelming. To boost this archetype while preventing it from bogging down later turns, Runes are now more plentiful but capped.[/p]
  • [p]Rune values across many cards have generally been buffed this patch[/p]
  • [p]Rune now has a max cap of 9[/p]

[h2]Siege Battles & (Lack of) Descension Scaling[/h2]
[p]Design notes: If you were the type of person to wonder why bosses and waves may have felt slightly easier than expected at higher descensions, look no further. There was in fact an issue where minibosses and bosses were not becoming deadlier or tougher at higher descensions. This has now been fixed, along with adding an additional tier of scaling at Descension IX (impossible bosses). There's additional notes further down below on specific changes to enemies.[/p]
  • [p]Fixed a major bug where miniboss waves and bosses were not scaling properly with Descension modifiers; this means there are now proper difficulty ramp-ups for these waves at Descension I, V, and IX[/p]
  • [p]At Descension I, all miniboss attack waves and bosses gain increased attack power[/p]
  • [p]At Descension V, all miniboss attack waves gain increased defensive prowess[/p]
  • [p]At Descension VIII, minibosses scale their attack power again[/p]
  • [p]At Descension IX (Impossible Bosses), bosses scale their attack power and defense prowess again in addition to gaining new behaviors[/p]

[h2]City and Events[/h2]
  • [p]Market Plaza – Favor for turning in a Reactor Rod increased from 1 to 3[/p]
  • [p]Shops[/p]
    • [p]Shopkeeper can now sell occasional rarity refinements[/p]
    • [p]Artisan can now sell rarity refinements[/p]
  • [p]Reworked and reactivated various Market Events to work with new rarity refinement system[/p]
    • [p]Refinery (previously Declog)[/p]
    • [p]Lantern Dispersal[/p]
    • [p]Refinement Quandary (previously Size Quandary)[/p]
    • [p]Grid Overload[/p]
  • [p]Other Event Changes[/p]
    • [p]Trade In yields slightly more Copper, and prefers picking infrequently played cards (to better match the description)[/p]
    • [p]Harsh Lesson prefers picking units that match the description[/p]
    • [p]Strange Growth now boosts maximum Forcefield as well[/p]
    • [p]Miasma Breach now boosts maximum Forcefield as well[/p]
    • [p]Wall Maintenance is no longer in the event pool[/p]
  • [p]Workshop – “Level Up”[/p]
    • [p]The Mythion unit can now be upgraded multiple times before construction is finalized to increase its level, up to a maximum of level 3[/p]
    • [p]This can be done by turning in Computation Chips and Artifact Fragments, which also grants you 2 Favor[/p]
    • [p]You can turn in Computation Chips and Artifact Fragments before beginning Mythion unit construction, which will improve any eventual Mythion unit you craft later in the run. Favor gain reduced from 4 to 2[/p]
  • [p]Fixed an issue where you couldn't visit the Mycologist when few cycles remained[/p]
Full Changelist Below

[h2]Units and Cards[/h2]
  • [p]Upgrades now have a slightly different visual differentiator (previous Upgrade "crown" visual look has been exchanged to mean Mastery rather than upgrade status)[/p]
  • [p]Updated the acquire card animation when teaching units new cards[/p]

    [h3][New] Unit: Orbwheel (Mythion)[/h3]
    • [p]Can be built at the Workshop[/p]
    • [p]Has 2 unique innates and 10 unique cards (depending on Origin)[/p]
      [h3]Exosuit[/h3]
      • [p]Reinforce art fixed to use art unique to the Exosuit[/p]

      [h3]Lantern[/h3]
      • [p]Flowstone buffed to apply Barrier equal to the Barrier on Lantern plus 3[/p]
      • [p]Light Barrier+ reworked slightly[/p]
      • [p]Flow Barrier+ reworked slightly[/p]
      • [p]Shock Blast damage decreased slightly[/p]
      • [p]Flow Barrier+ reworked slightly[/p]
      • [p]Protectorate draw now requires Gate Bonus, can be upgraded to remove the Gate Bonus requirement[/p]
      • [p]Power Shield+ buffed[/p]
      • [p]Warped Light buffed[/p]
      • [p]Kindle the Lamp+ reworked slightly[/p]
      • [p]Caged Light+ reworked slightly[/p]
      • [p]Core Cycler+ reworked slightly[/p]
      • [p]Inner Radiance reworked slightly[/p]
      • [p]Illuminate buffed, and Illuminate+ reworked slightly[/p]
      • [p]Circulating Light+ reworked slightly[/p]
      • [p]Divination uses reduced from 2(4) to 1, and Divination+ discounts the card's Favor cost by 1 (uses can be increased by refinement)[/p]
      • [p]Seeker Beam reworked slightly (uses can be increased by refinement)[/p]
      • [p]Divine Authority reworked slightly (uses can be increased by refinement)[/p]
      • [p]Special Delivery reworked (uses can be increased by refinement)[/p]
      • [p]Layered Defense+ reworked slightly[/p]
      • [p]Prismatic Array+ reworked slightly[/p]
      • [p]Lightning Rod now has limited uses 1 (can be increased by refinement)[/p]
      • [p]Full Charge now has limited uses 2 (can be increased by refinement)[/p]
      • [p]Quick Boost now has limited uses 1 (can be increased by refinement) and Rune gain increased from 1 to 1(2)[/p]
      • [p]Catalyze now has limited uses 2 (can be increased by refinement)[/p]
      • [p]Shelter changed to Guild only (can no longer be learned by Lantern Votive)[/p]
      • [p]Lantern (Guild) can no longer learn Short Circuit[/p]
      • [p]Lantern (Guild) now has an innate to describe its behavior (no gameplay change; this used to be described using the Researcher’s Blessing tech)[/p]
      • [p]Aurora Beam now has new card art[/p]

      [h3]Vanguard[/h3]
      • [p][New] Shield Slam (reworked)[/p]
      • [p][New] Overpower[/p]
      • [p][New] Bust Open[/p]
      • [p]Rally reworked[/p]
      • [p]Dash Attack buffed[/p]
      • [p]Devastating Slash reworked[/p]
      • [p]Cleave reworked slightly[/p]
      • [p]Breaching Slash damage reduced from 11(15) to 10(14)[/p]
      • [p]Can no longer learn Break Open or Counterhit[/p]
      • [p]Number of Defend cards reduced from 2x to 1x when using the Vanguard: Guardsman modifier[/p]
      • [p]Added an animation for the Vanguard auto-action when recovering from Exerted[/p]
      • [p]Fixed an issue where Lunge and Defend showed Basic rarity rather than Starter rarity[/p]
      • [p]Fixed an issue where the Guardsman modifier was swapping out the Reposition card rather than the Resolute modifier[/p]

      [h3]Arbalist / Shock Trooper[/h3]
      • [p]Arbalist starts with an additional Reposition[/p]
      • [p]Arbalist can no longer learn Suppressive Fire or Giantslayer[/p]
      • [p]Shock Trooper innate changed from Dead Shot to Suppressor[/p]
      • [p]Shock Trooper can no longer learn Easy Trigger[/p]
      • [p][New] Strike True (Basic)[/p]
      • [p][New] Find Weakness (Rare)[/p]
      • [p]Guided Shot damage decreased from 12 to 10, but draws cards if the weakpoint is destroyed[/p]
      • [p]Pincushion buffed slightly[/p]
      • [p]Locked and Loaded also draws 2 cards[/p]
      • [p]Giantslayer bonus effect reworked slightly[/p]
      • [p]Rapid Fire art swapped out[/p]
      • [p]Fire Bolts, Target Fire, and Full Quiver all set to Votive exclusive (no gameplay change since these were only available to the Arbalist and not Shock Trooper; this will just clean up the entries in the Codex)[/p]

      [h3]Dauntless[/h3]
      • [p]Innate changed from Empowered Phalanx to Empowered Challenge[/p]
      • [p]Base armor increased from 0 to 1[/p]
      • [p]Dauntless starts with an additional Reposition[/p]
      • [p]Can no longer learn Armored Warfare, Whistling Spear, Spear Point, or Piercing Thrust[/p]
      • [p][New] Core Seeker[/p]
      • [p][New] Weighted Spear[/p]
      • [p][New] Takedown[/p]
      • [p]Impale buffed slightly[/p]
      • [p]Barbed Javelin reworked slightly[/p]
      • [p]Spiker Formation reworked slightly and renamed Spike Formation[/p]
      • [p]Oath of Thorns reworked slightly[/p]
      • [p]Thorn Skewer reworked slightly[/p]
      • [p]War Spear reworked and upshifted from Common to Mythion[/p]
      • [p]Javelin (Special Card) cost reduced from 1 to 0, and Damage and Rupture values reduced from 6 to 4[/p]
      • [p]Puncture reworked[/p]
      • [p]Spear Throw and Infinite Spears both set to Votive exclusive (no gameplay change since Dauntless is Votive exclusive)[/p]

      [h3]Technician[/h3]
      • [p][New] Examine[/p]
      • [p]Field Study improved from 1(2) to 2(3)[/p]
      • [p]Set to Stun upshifted from Basic to Rare and effect increased from 2(3) to 3(4)[/p]

      [h3]Bombardier / Demolisher[/h3]
      • [p][New] Dry Powder[/p]
      • [p][New] Dismantle[/p]
      • [p][New] Junk Barrage[/p]
      • [p][New] Opening Draw[/p]
      • [p]Bombardier starts with an extra Signal Shot[/p]
      • [p]Demolisher can no longer learn Incendiary Sweeper[/p]
      • [p]Can no longer learn Powder Cannister, Cranked Up, Opening Salvo, or Ten-Ton Barrage[/p]
      • [p]Fully Loaded reworked[/p]
      • [p]Incendiary Sweeper buffed slightly[/p]
      • [p]Shrapnel Blast buffed slightly[/p]
      • [p]Short Fuse all buffed slightly[/p]
      • [p]Field Ingenuity buffed slightly[/p]
      • [p]Overdrive buffed slightly[/p]
      • [p]Well-Greased Engine cost reduced and effect adjusted[/p]
      • [p]Recoilless Cannon buffed and upshifted from Rare to Mythion[/p]
      • [p]Recoil and Well-Greased Engine have new art[/p]

      [h3]Forge Smith / Chemist[/h3]
      • [p][New] Hardened Plate (Forge Smith only)[/p]
      • [p][New] Chemical Fire (Chemist)[/p]
      • [p]Forge Smith starts with a Reposition[/p]
      • [p]Ember Smash reworked[/p]
      • [p]Copper Cast cost reduced[/p]
      • [p]Light the Fuse damage increased slightly[/p]
      • [p]Sludge Hammer damage increased slightly[/p]
      • [p]Smokescreen buffed slightly[/p]
      • [p]Tar Bomb buffed slightly[/p]
      • [p]Procession of Ash cost increased from 1(1) to 2(1), has a new {Formation Bonus} Reduce cost by 1, and Procession of Ash+ no longer has Retain; also fixed an issue where it affected the Forge Smith[/p]
      • [p]Battle Forged reworked[/p]
      • [p]Smolder reworked slightly[/p]
      • [p]Tar Splatter reworked slightly[/p]
      • [p]Tend the Hearth reworked slightly[/p]
      • [p]Pyrolysis reworked slightly[/p]
      • [p]Conflagration and Battle Forged set to Votive-only (Chemist can no longer learn)[/p]
      • [p]Forge Smith can no longer learn Bestow Armor[/p]
      • [p]Chemist can no longer learn Firestarter[/p]
      • [p]Added a Fading keyword for Copper Cast and Hardened Plate[/p]

      [h3]Knight / Custodian[/h3]
      • [p][New] To Battle![/p]
      • [p]Knight starts with an additional Heavy Slice[/p]
      • [p]Critical Edge now has an additional effect, damage changed from 15(15) to 14(20), and cost changed from 3(2) to 3(3)[/p]
      • [p]Can no longer learn Bellow[/p]
      • [p]Tempered Steel reworked[/p]
      • [p]Clobber has new(ish) art[/p]

      [h3]Commander[/h3]
      • [p][New] Lead the Assault[/p]
      • [p][New] To Battle![/p]
      • [p]Can no longer learn Bellow or Frontline Leader[/p]
      • [p]Chain Sword damage increased[/p]
      • [p]Embolden reworked slightly[/p]
      • [p]Field Promotion reworked slightly[/p]
      • [p]Martial Mind upshifted from Basic to Rare[/p]
      • [p]Tactical Move, Warcry, Field Promotion, Martial Mind, All-Out Attack, Chainsword, Commanding Presence, and Retake Control all set to Votive exclusive (no gameplay change since Commander is Votive exclusive)[/p]

      [h3]Overseer/Dive Suit[/h3]
      • [p][New] Lifeline (Basic)[/p]
      • [p][New] Drill Through (Basic)[/p]
      • [p]Overseer starts with an additional Assist[/p]
      • [p]Dive Suit starts with an additional Fusion Strike[/p]
      • [p]Ballast Shot upgrade no longer decreases cost, but increases damage instead[/p]
      • [p]Pressure Release damage increased from 5(7) per 5 to 8(11) per 5[/p]
      • [p]Lateral Barrier cost reduced from 2 to 1[/p]
      • [p]Harpoon upshifted from Rare to Mythion[/p]
      • [p]Can now learn Nerves of Steel[/p]
      • [p]Can no longer learn Impact Drill or Air Cannister[/p]
      • [p]Overseer has new flavor text[/p]

      [h3]Zealot / Surgeon[/h3]
      • [p]Sadism Bonus now triggers on enemies with 3+ different debuffs (to make it easier to track); cards adjusted accordingly[/p]
      • [p]Zealot can no longer learn Bloodletting[/p]
      • [p][New] Cross Contamination (Surgeon only)[/p]
      • [p]Surgeon innate changed from Bloody Blade to Laced Scalpel[/p]
      • [p]Surgeon can no longer learn Shock Infusion, Ambush, Execute, Cheap Shot, and Exsanguinate[/p]
      • [p]Blood Poisoning buffed[/p]
      • [p]Sinister Plot reworked (and also fixed an issue where Sinister Plot+ did not match the effect of its unupgraded form) and marked as Votive-only (no gameplay change, Surgeon could not learn it previously)[/p]
      • [p]Pursuit reworked slightly[/p]
      • [p]Bloodletting reworked slightly[/p]
      • [p]Fixed bug where Empowered Slicer wouldn't work against weakpoints sometimes even if the enemy was affected by Fixation[/p]

      [h3]Wayfinder[/h3]
      • [p]Empowered Bonus now triggers for total Empowered among all friendlies (and not just Wayfinder); cards adjusted accordingly[/p]
      • [p][New] Psyche Harvest (Basic)[/p]
      • [p][New] Interference (Neutral, Basic)[/p]
      • [p][New] Precognition (Neutral, Rare)[/p]
      • [p][New] Upheaval (Mythion)[/p]
      • [p]Channel reworked[/p]
      • [p]Riptide reworked[/p]
      • [p]Tracer Line improved from 1(2) to 2(3) Empowered stacks[/p]
      • [p]Repeater Beam damage reduced from 4(6) to 3(5) per hit[/p]
      • [p]Future Sight cost readjusted to use Favor[/p]
      • [p]Psionic Blast reworked[/p]
      • [p]Impulse Wave reworked[/p]
      • [p]Fluid Mind reworked[/p]
      • [p]Jumpstart upshifted and Empowered stacks increased from 3 to 4[/p]
      • [p]Atomic Disruption reworked[/p]
      • [p]Siphon Strike reworked[/p]
      • [p]Growing Barrier reworked slightly[/p]
      • [p]Can no longer learn Copper Infusion, Pulse Cannon, Revelator, or Prescience[/p]

      [h3]Navigator[/h3]
      • [p][New] Psionic Disruption (Basic)[/p]
      • [p][New] Flooded Memories (Basic)[/p]
      • [p][New] Interference (Neutral, Basic)[/p]
      • [p][New] Precognition (Neutral, Rare)[/p]
      • [p]X Ray slightly reworked[/p]
      • [p]Brainstorm slightly reworked[/p]
      • [p]Psionic Disruption reworked[/p]
      • [p]High Tide and Stasis Ward have new card art[/p]
      • [p]Can no longer learn Prescience or Copper Infusion[/p]
      • [p]Fixed an issue where X Ray couldn't be learned[/p]

      [h3]Electrocannon[/h3]
      • [p][New] Packed Bags[/p]
      • [p]Voltmeter reworked[/p]
      • [p]Erratic Arc reworked[/p]
      • [p]Flow Reserve buffed[/p]
      • [p]Can now learn Shock Bomb[/p]
      • [p]Can no longer learn Short Fuse[/p]

      [h3]Lancer[/h3]
      • [p]Fixed an issue where Exertion Bonus wouldn't count units that were affected by Recoilless[/p]
      • [p]Fixed bug where the active Exertion bonus icon had incorrect transparency[/p]

      [h3]Cataphract[/h3]
      • [p][New] Coursing Lance[/p]
      • [p][New] Awestruck[/p]
      • [p]Shock Lance reworked slightly[/p]
      • [p]Flanking Strike and Blitz no longer show up in the Codex for Cataphract (no gameplay change, they were already unlearnable)[/p]

      [h3]Purifier / Docent[/h3]
      • [p][New] Intangible Virtue (Purifier only)[/p]
      • [p][New] Extol[/p]
      • [p][New] Procession[/p]
      • [p][New] Ephemera (Unique Affliction)[/p]
      • [p]Penitence reworked slightly[/p]
      • [p]Shimmer reworked slightly[/p]
      • [p]Healing Surge reworked slightly and upshifted from Rare to Mythion[/p]
      • [p]Cleanse reworked slightly and now has distinct art from Purge[/p]
      • [p]Purifier has new flavor text[/p]

      [h3]Fire Maiden / Bell Maiden[/h3]
      • [p][New] Bell Ringer (Rare)[/p]
      • [p][New] Deflecting Stroke (Rare, Fire Maiden only)[/p]
      • [p]Lantern Keeper changed to Neutral (can now be learned by Bell Maiden)[/p]
      • [p]Can no longer learn Accelerate[/p]
      • [p]Fire Maiden can no longer learn Blast Wave[/p]
      • [p]Scouring Light no longer shows up in the Codex for Bell Maiden (no gameplay change, was already unlearnable)[/p]

      [h3]Ascetic / Herald[/h3]
      • [p][New] Storm Signal (Herald only)[/p]
      • [p][New] Crackling Might (Herald only)[/p]
      • [p][New] Tempest (Herald only)[/p]
      • [p][New] Shock Infusion (Herald only)[/p]
      • [p]Jolt reworked slightly[/p]
      • [p]Potential Energy upshifted from Starter to Rare and buffed[/p]
      • [p]Rising Uppercut upshifted from Rare to Mythion[/p]
      • [p]Can no longer learn Brick Break, Blast Barrier or Sunder[/p]
      • [p]Herald can no longer learn Five Point Strike (since it's set to Votive only)[/p]
      • [p]Herald can now learn Unbreakable, Solemnity, and Short Circuit[/p]
      • [p]Shatter now uses Blast Barrier art[/p]
      • [p]Inner Might now uses Shatter art[/p]
      • [p]Quarter Circle, Reckless Strike, Low Strong, and Battle Focus set to Votive-only (no gameplay change since only Ascetic could learn these)[/p]
      • [p]Fixed an issue where Potential Energy couldn't be upgraded[/p]
      • [p]Fixed an issue where Inner Might couldn't be upgraded[/p]

      [h3]Ranger[/h3]
      • [p]Pointblank Fire, Snipe, Gun Down, and Markerlight all set to Guild exclusive (no gameplay change since Ranger is Guild exclusive)[/p]
      • [p]Gun Down also draws a card when its bonus is triggered[/p]
      • [p]Tracer Round inflicts Marked 1(2) instead of Draw 2(3)[/p]
      • [p]Snipe damage increased from 10 to 13[/p]

      [h3]Multiclass[/h3]
      • [p][New] Quick Thinking – Learnable by all Guild units[/p]
      • [p]Solid Footing cost reduced from 1(0) to 0, Redraw increased from 1 to 1(2), has new card art and is set to Votive exclusive (no gameplay change since Solid Footing was only learnable by Votive units)[/p]
      • [p]Quick Blade buffed[/p]
      • [p]Dust Bomb now has limited uses 2(3)[/p]
      • [p]Fire Bomb now has limited uses 2(3)[/p]
      • [p]Shock Bomb now has limited uses 2(3)[/p]
      • [p]Shock Round bonus effect slightly reworded (no gameplay change)[/p]
      • [p]Rupture description simplified (no gameplay change)[/p]

[h2]Perks & Techs[/h2]

    [h3]Perks[/h3]
    • [p][New] Oathsworn (Votive only) - Reworked and brought back[/p]
    • [p][New] Trailblazer (Votive only)[/p]
    • [p][New] Vengeance (Votive only)[/p]
    • [p][New] Molten Fury (Votive only)[/p]
    • [p][New] Deliberation (Guild only)[/p]
    • [p][New] Stashed Portal (Guild only)[/p]
    • [p][New] Enlightened[/p]
    • [p][New] Resistance[/p]
    • [p][New] Cranking Device[/p]
    • [p][New] Steady Hand (Arbalist only)[/p]
    • [p][New] Lightning Blitz (Shock Trooper only)[/p]
    • [p][New] Bladed Cloak (Zealot only)[/p]
    • [p][New] Visceral Study (Surgeon only)[/p]
    • [p][New] Pristine Artifact (Special Votive only)[/p]
    • [p][New] Servitor Arm (Special Guild only)[/p]
    • [p][New] Mythion Gauntlet (Special)[/p]
    • [p][New] Mythion Bearings (Special)[/p]
    • [p][New] Durable Plating (Special)[/p]
    • [p][New] Command Vehicle (Special)[/p]
    • [p][New] Broadcast Relay (Special)[/p]
    • [p]Sword and Board, and Premeditation are now Votive exclusive[/p]
    • [p]Undulating Barrier and Absorbent Mass are now Guild exclusive[/p]
    • [p]Fleetfoot is now limited to Armor classes[/p]
    • [p]Suppressor is no longer learnable (due to being reworked into a Shock Trooper innate)[/p]
    • [p]Flanker, Magnetic, Fleetfoot, Vengeful, Brawny, Laden Magazine, Crossbow Crank, and Violent Entry are no longer learnable[/p]
    • [p]Quick Guard now also grants +1 Armor[/p]
    • [p]Windrunner draw increased from 2 to 3[/p]
    • [p]Empowered Juggernaut, Empowered Lance, Storm Blade, Static Shock, and Heavy Metal now have new icons[/p]
    • [p]Javelineer and Spearmaker now marked as Votive exclusive (no gameplay change since Dauntless was Votive-only)[/p]
    • [p]Fixed a bug where Heroic could trigger from non-targeted cards[/p]
    • [p]Fixed a bug where Perk order would arbitrarily shift around[/p]
      [h3]Techs[/h3]
      • [p][New] Darkened Scope (Artifact)[/p]
      • [p][New] Petrified Moth (Artifact)[/p]
      • [p][New] Pale Reflector (Artifact)[/p]
      • [p][New] Blunted Blade (Artifact)[/p]
      • [p][New] Shade Refiner (Artifact)[/p]
      • [p][New] Essence Bolas (Votive-only Artifact)[/p]
      • [p][New] Capsizing Counterpart (Votive-only Artifact)[/p]
      • [p][New] Photon Clasp (Guild-only Artifact)[/p]
      • [p][New] Folded Passage (Guild-only Artifact)[/p]
      • [p][New] Holo Caster (Guild-only Artifact)[/p]
      • [p][New] Seeing Stone (Guild-only Artifact)[/p]
      • [p][New] Particle Lure (Guild-only Artifact)[/p]
      • [p][New] Grand Calibrator (Guild-only Boss)[/p]
      • [p][New] Accumulator (Guild-only Boss)[/p]
      • [p]Vulnerability Seeker replaced with Vulnerability Exploiter[/p]
      • [p]One Finger Discount renamed Coinage of Plenty[/p]
      • [p]Imprisoning Keep can no longer Exert the Lantern (to match its description)[/p]
      • [p]Imprisoning Keep, Blazing Effigy, Gushing Poppet, Soma Tablets, Everlasting Resolve, and Shock Absorber are now Votive-only[/p]
      • [p]All Origin-specific techs now show up at a higher frequency than neutral techs[/p]
      • [p]Researcher's Blessing description changed to describe the alternate Draft behavior (gameplay remains the same)[/p]

[h2]Enemy Adjustments[/h2]
  • [p]Enemies now gain increased Stagger Resist after being Staggered based on how early you got the Stagger; generally this will even out the number of Staggers you can trigger in a long fight by preventing a string of early staggers[/p]
  • [p]Crushed Barrier debuff replaced with new Guardbreak debuff that also zeroes out Armor[/p]

    [h3]Thrasher[/h3]
    • [p]Raging Thrasher effect reworked into Battering Thrasher[/p]
    • [p]Hunting Horn damage decreased[/p]
    • [p](Descension V) Afflicts greater amounts of Pheromones[/p]
      [h3]Siege Spire[/h3]
      • [p]Chimney weakpoint health increased from 8 to 10[/p]
      • [p]Spew Gunk intent Gunk count decreased from 3 to 2 (but increased by +2 at Descension V)[/p]
      • [p](Descension I) Base attack power increased[/p]
      • [p](Descension V) Splinter Strike applies extra stacks of Attack Bonus[/p]

      [h3]Bane Piper[/h3]
      • [p](Descension I) Sundering Song siege damage scales faster from Fool’s Worship[/p]
      • [p](Descension v) Immediately afflicts Dread x2[/p]

      [h3]Behemoth[/h3]
      • [p]Base attack power increased[/p]
      • [p](Descension IX) Earthquake and Upheaval apply an extra stack of Exerted[/p]
      • [p](Dire Afflictions) Fixed an issue where Aftershock wouldn't upgrade into Aftershock+[/p]

      [h3]Plague Soldier[/h3]
      • [p]Weakpoint health adjusted; Scouter health increased and Stabilizer health decreased[/p]
      • [p]Base attack power increased[/p]
      • [p](Descension IX) Wheeze and Undying Spite scale more quickly with Wrath[/p]

      [h3]Dire Vermin[/h3]
      • [p]Leap damage slightly increased[/p]

      [h3]Kraken[/h3]
      • [p]Base health increased[/p]
      • [p]Capsize Beam siege damage increased[/p]
      • [p]Fathom Tide also applies barrier[/p]
      • [p]Fixed an issue where Struggle would return to Deck when Redrawn/Reserved[/p]

      [h3]Molter King[/h3]
      • [p]Base health slightly increased[/p]

      [h3]Abomination[/h3]
      • [p]Base attack power increased[/p]
      • [p]Mass Slime no longer causes Withered; instead, it applies Guardbreak[/p]
      • [p]Fixed an issue where Slime Quake and Slime Barrage didn't apply Exerted[/p]

      [h3]Nemesis[/h3]
      • [p](Descension IX) Starting Psychic Drain stacks reduced from 7 → 5[/p]
      • [p](Descension IX) Bane Surge: Attack Bonus stacks increased from 2 → 3[/p]

      [h3]Molter Matriarch[/h3]
      • [p]Base health decreased[/p]
      • [p]Base attack power increased[/p]
      • [p]Capture intent now also deals Siege damage to better threaten checkmate[/p]
      • [p](Descension IX) Development scales Attack Power faster[/p]

      [h3]Dire Vermin[/h3]
      • [p]Base health increased slightly and visual size increased slightly[/p]
      • [p]Stab applies Guardbreak[/p]
      • [p]Vermin Vomit now applies Plague rather than afflicting Gunk[/p]
      • [p]Afflicts Gunk when recovering[/p]

      [h3]Warlock Queen[/h3]
      • [p]Glamour: Exerted stacks reduced from 2 → 1, but now dispels all units of buffs (Descension IX increases the Exerted stacks by +2)[/p]
      • [p]Poisoned Chalice: Attack Power increased from 0.5x → 0.67x (12 → 16), Plague exchanged for Devouring Swarm and stacks reduced from 0.5x → 0.33x (12 → 8)[/p]

      [h3]Genesis[/h3]
      • [p]Agonizing Howl: Debuff values reduced from 4 → 3 (Descension IX increases the debuff stacks by +2)[/p]
      • [p](Descension IX) Charging Up: Attack Bonus stacks increased from 5 → 10[/p]

[h2]Vault Configuration[/h2]
  • [p][New] Guild Gear: V – Unlocks an alternate starter perk for the Custodian, Cataphract, and Shock Trooper.[/p]
  • [p][New] Ranger: Guerilla – Unlocks an alternate starter config for the Ranger.[/p]
  • [p]Dire Afflictions unlock threshold reduced from 13 Afflictions to 9 Afflictions; Dire Afflictions also affects Dread from Descension IV and afflictions you generate (i.e. Erosion & Ephemera)[/p]
  • [p]Reworked and reworded the Lantern: Torchbearer modifier to being unlocked by swapping out cards on the Lantern, and Empowered Flame now applies Fiery Weapon 1 rather than Burning Weapon[/p]
  • [p]Tooltips are now more concise; full information can still be found by right-clicking on a modifier[/p]
  • [p]Modifiers where unlock is in-progress will no longer show what they will unlock[/p]
  • [p]Changed the Guild unlock animation slightly to make it clearer[/p]
  • [p]Fixed bug with the unlock condition for Lantern: Torchbearer not counting Lantern starter card swap events[/p]
  • [p]Fixed the description on the Lantern: Flowstone modifier to reflect the actual behavior of card swap[/p]
  • [p]Fixed the description on the Descension VII modifier to include the note about Artifact Fragments requirement for unlocking new tech increasing from 2 to 3[/p]

[h2]Miscellaneous Fixes[/h2]
  • [p]Fixed bug where Gunk could trigger an ignore affliction tutorial[/p]
  • [p]Fixed bug where upgrade previews could rapidly flicker[/p]
  • [p]Fixed bug where upgrading a card would swap around its position in the learned card list[/p]
  • [p]Fixed an issue where Miasma and Aftershock didn't have SFX[/p]
  • [p]Effects that describe a number and higher now uniformly use the notation "X+" where X is the number[/p]
  • [p]Fixed an issue where values that were modified were not properly highlighted in descriptions[/p]
  • [p]When taking damage, the Dauntless and the Lancer are actionable slightly sooner from their take damage animation[/p]
  • [p]Fixed an issue where you would not get a revenge battle if all your units were killed while retreating[/p]
  • [p]Fixed bug where going on another Expedition at a location where you previously retreated would fail to generate Lantern cards for the battle[/p]
  • [p]Fixed bug where a 2 unit limit battle could appear adjacent to the City when the player was starting with only a single unit[/p]
  • [p]Fixed bug where an event panel could appear for a few frames and then vanish after taking rewards from various city locations[/p]


[p]Congrats, you made it to the end of some hefty patchnotes! Do consider leaving a review if you've had a good time with the game so far. And if you haven't played the game yet, what are you doing reading the patchnotes!! You can grab it now at the reduced price:
[dynamiclink][/dynamiclink][/p]

Hotfix 0.8.0.2a

[p][v.438262][/p][p]Tiny hotfix for an issue where starting Lantern cards had an unintended rarity gem displayed.[/p][p][/p][p]This update will NOT clear your in-progress runs from Update 3 (Patch 0.8.0) and forward.[/p]

Patch 0.8.0.2

[p]We're rolling out some additional improvements and fixes.[/p][p][/p][p]This update will NOT clear your in-progress runs from Update 3 (Patch 0.8.0) and forward.[/p][p][/p][p][v.438203][/p][h3]Changes[/h3]
  • [p]Librarian: Lantern card purchases now replace Lantern cards (as expected) with the option to cancel them before finalizing the purchase[/p]
  • [p]Lantern Card upgrade purchases from shops can now be canceled[/p]
  • [p]Unit Card forget purchases from shops can now be canceled[/p]
[h3]Fixes[/h3]
  • [p]Fixed a bug where you a card name could stay "unknown" if you drafted the upgraded version of the card directly[/p]
  • [p]Fixed a bug where you could preview the upgraded version of "unknown" cards in the Codex[/p]
  • [p]Fixed a rare crash issue that could happen when using a splash attack[/p]
  • [p]Fixed a crash that could occur when right-clicking cards in the Codex (when accessed from the main menu)[/p]

Patch 0.8.0.1

[p]We're rolling out some minor fixes and improvements.[/p][p][/p][p]This update will NOT clear your in-progress runs from Update 3 (Patch 0.8.0) and forward.[/p][p][/p][p][v.437439][/p][h3]Runic Card Names (until you discover them by drafting them)[/h3]
  • [p]Yes, this is an intentional (but experimental!) change. You can find out the name of combat cards by drafting them for your units, which also adds them to your collection in the Codex.[/p]
  • [p]Cards that have never been drafted before will now always show mythion runes instead of their actual name, even outside of the card draft screen.[/p]
  • [p]Card tooltips will now show a reminder on how to reveal the card name as the top tooltip.[/p]
[h3]Changes[/h3]
  • [p]Aurora Beam+ adjusted[/p]
  • [p]Riptide buffed [/p]
  • [p]Temporarily disabled a few more City events that could allow you to forget Lantern cards [/p]
  • [p]Changed powered-up Lantern Researcher to only allow Lantern upgrades (and not Forgets)[/p]
  • [p]Adjusted the Replace Card button visual for the Lantern Card Replace screen[/p]
  • [p]Holding right mouse button on codex cards will now also show their upgrade preview when possible[/p]
[h3]Fixes[/h3]
  • [p]Fixed an issue where the Shopkeeper wasn't restocking properly[/p]
  • [p]Fixed an issue where cards in the unit inspection screen no longer showed their upgraded version when holding right mouse button down[/p]
  • [p]Fixed an issue where the codex lantern page was not showing all possible lantern cards [/p]
  • [p]Removed triple pulse VFX when hovering cards in hand[/p]
  • [p]Fixed an issue where the Forgetfulness event could show a duplicate card for each side of the forget option[/p]
  • [p]Fixed various additional City locations that could sometimes prevent your Envoys from returning to you [/p]
  • [p]Fixed a crash bug[/p]

Update 3: The Third Law

[p]Hail Wardens,

Update 3 for As We Descend is now live. This update has a substantial system rework, so your current runs in progress will NOT be compatible with the new patch!

This update focuses on a bit of different things than the previous two updates. Rather than being a major content adjustment or expansion, we've focused on core gameplay adjustments to the Lantern, better functionality on retreating, improved sense of existing content in the game, and a pass on balance for both cards and enemies.

[v.437055]
Changes are below, along with additional design notes.

[/p][h2]Steam Achievements[/h2]
  • [p]There are now 5 Steam Achievements that can be unlocked.[/p]
  • [p]They are not backwards compatible, so you'll have to satisfy their condition after this patch to unlock them.[/p]
  • [p]We'll be adding additional Steam Achievements throughout Early Access as mechanics are solidified, and we can guarantee that an Achievement can be forward-compatible.
    [/p]
[h2]In-Battle Retreat[/h2][p]Design notes: As We Descend is not a game about winning every battle, it's about picking and choosing your engagements. A key to reinforcing that idea is the ability to retreat; retreating from expeditions is now more straightforward to use. While you can still retreat during the deploy screen if you think the encounter is unfavorable, you can test your luck in battle first before deciding to do a tactical retreat. Warning: In order to retreat, you'll have to do it before you play any cards for that turn, and your enemies will get to use one final action.[/p]
  • [p]You can now retreat from battle during a battle[/p]
  • [p]You can only retreat before you play any cards on a turn[/p]
  • [p]In-Battle Retreat is unlocked alongside the deployment screen retreat option (after you unlock emergency power, and every run thereafter)[/p]
[p]
[/p][h2]Lantern Draft[/h2][p]Design notes: This change is quite a substantial deckbuilding change that causes Lantern cards to now be continuously replaced rather than added on. While this means early game Lantern decks are slightly larger at eight cards, they won't scale out of control into the later parts of the game. This is a more experimental change, so I'm going to keep an eye on how this one plays out.[/p]
  • [p]Instead of drafting a new card for the Lantern, drafting new cards for the Lantern now replaces an existing card so you always stay at 8 cards[/p]
  • [p]Several Market Events have been temporarily disabled (Dispersal, Size Quandary)[/p]
  • [p]Several achievements have been adjusted accordingly so they don't add new cards, and instead replace existing Lantern cards (though the text descriptions may be slightly incorrect)[/p]
  • [p]Shopkeeper, Atelier now sell Lantern Upgrades instead of Lantern Removals[/p]
[p]
[/p][h2]Units[/h2][p]Design notes: Unit and card changes are a mix of balance changes to some underperforming cards and the adjustments that come as a part of the Lantern Draft change. The Vanguard now starts with one fewer card, since the Lantern starts with one additional one.[/p]
  • [p]New portraits/icons for Vanguard, Bombardier[/p]
  • [p]Improved portraits/icons for most Guild units (Ranger, Shock Trooper, Chemist, Custodian, Cataphract, Herald, Navigator, Docent, Surgeon)[/p]
  • [p]Vanguard no longer starts with Shield Slam[/p]
  • [p]Forge Smith squad size increased from 2/4 to 3/5, and health per squad member decreased from 13 to 11[/p]
  • [p]\[Votive] Lantern – Now starts with the additional new Aurora Beam attack x2[/p]
  • [p]\[Guild] Lantern – Number of Flow Barriers increased from 4x to 5x[/p]
[p]
[/p][h2]Cards[/h2]
  • [p]Enhanced Barriers cost decreased to [/p]
  • [p]Oath of Thorns buff stacks increased from 3(4) to 4(6)[/p]
  • [p]Thorn Skewer damage increased from 6(8) per hit to 7(10)[/p]
  • [p]Whistling Spear damage increased from 6(10) +6(7) per zone to 8(12) +6(8) per zone[/p]
  • [p]Well-Greased Engine barrier increased from 6(8) to 8(10)[/p]
  • [p]Opening Salvo damage increased from 10 to 14[/p]
[p]
[/p][h2]Encounters[/h2][p]Design notes: Multiple enemies in various encounters have reduced health overall, with reduced base health and some percentage of that health being moved into scaling health. Scaling health denotes increased stats on enemies on higher Descension levels or when faced later in a Depth on a given run.[/p]
  • [p]Hermitage (Depth 2: Hermit & 2x Vermin) made slightly easier[/p]
  • [p]Sand Trap (Depth 2: 2x Spikers & 2x Debaser) made slightly easier[/p]
  • [p]Death Watch (Depth 3: Assassin & 2x Watcher) only shows up on higher Descension[/p]
  • [p]\[New] Deadly Silence (Depth 3: Assassin & Watcher)[/p]
[p]
[/p][h2]Enemies[/h2][h3]Dire Skitterling[/h3]
  • [p]Base health reduced from 42-46 to 40-44[/p]
  • [p]Stagger threshold slightly increased
    [/p]
[h3]Molter King[/h3]
  • [p]Base health increased from 145 to 150[/p]
  • [p]Increased visual size of weakpoints
    [/p]
[h3]Watcher[/h3]
  • [p]Base Health reduced from 51-54 to 45-48[/p]
  • [p]Scaling Health increased from 6 to 8[/p]
  • [p]Gaze the Abyss intent (Unbroken Gaze debuff) cooldown increased from 1 to 2
    [/p]
[h3]Assassin[/h3]
  • [p]Base Health reduced from 61-65 to 49-53[/p]
  • [p]Scaling Health increased from 7 to 11
    [/p]
[h3]Molter Queen[/h3]
  • [p]Molter Queen now appears visually flying when Flying buff is active[/p]
  • [p]Blood Terroir now uses melee attack anim[/p]
  • [p]Glamour now displays an Exhaust intent rather than Debuff intent (to match the effect)[/p]
  • [p]Increased visual size of weakpoints[/p]
[p]
[/p][h2]The Codex[/h2]
  • [p]The “Units” button can now be used to view units and cards![/p]
  • [p]All units for all available origins can now be viewed, as long as you encountered the unit in-game[/p]
  • [p]All cards for each unit can now be viewed, as long as you found the card in-game[/p]
  • [p]As part of this change, cards now have mythion names until you draft them! [/p][p]
    [/p]
[h2]Settings Menu[/h2]
  • [p]Fixed the issue where the Default button was clickable, but wouldn’t do anything[/p]
  • [p]Fixed an issue where the game could become ultra-blurry upon exiting the settings menu[/p]
  • [p]Updated the visuals of the menu[/p]
  • [p]And a bunch of smaller bugfixes and QoL changes[/p]
[p]
[/p][h2]Bug Fixes[/h2]
  • [p]Fixed issue where Envoys could disappear when used in certain City events[/p]
  • [p]Fixed Battle Focus being self-target only instead of friendly target[/p]
  • [p]Fixed Earthbreaker AOE not affecting all enemies[/p]
  • [p]Fixed some French localization issues[/p]
  • [p]Cards are less blurry when using a lower render resolution than display resolution[/p]
  • [p]Fixed Death Moth's intent bubble positioning[/p]
[p]
Sincerely,
Kev and the Box Dragon team

P.S. This patch is a great time to jump into the game if you haven't already.
[dynamiclink][/dynamiclink]P.P.S. We've heard from a lot of people that they're interested in full Steam Deck support for the game. The game is already Steam Deck playable, though we're aiming to get it Steam Deck verified. It's ultimately up to Valve to decide which games are Steam Deck verified, but two major points will be controller support and appropriate button glyphs; we'll prioritize these things as we're able to. Thanks for your feedback![/p]