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Rift Wizard 2 News

Beta Branch Patch 17

Todays patch:

Added new 3x3 spider boss
Added new hivemind boss type- all damage is shared amongst all same named hivemind enemies
Bloodflame is now a passive skill which grants fire and blood spells quickcast instead of an enchantment
Multicast no longer procs off of freecasts
Fixed rainstorm healing enemies
The game will no longer queue more than 3 visual effects on one tile
Sight of Blood can now target allies
Fixed hp cost modifiers crashing
Fixed various PRNG bugs that caused non same weekly results
Fixed mass immortality targeting
Final boss list is now more mod friendly
Fixed many typos and tooltip ambiguities, thanks for all those who reported them!

Beta Branch Patch 16

Weekly run is back! With a discord channel for it and everything.

Added Staff abuser trial- start with any staff you want, but -1 SP per realm

Mega annihilate now has distinct and working upgrades from annihilate
Arcane amplifier can now (theoretically) amplify non spell damage as per its description
Show modified rather than base hp cost of spells in tooltips
Flame maw -50 ice resist and +1 spawn tier
Moon glaive electroblade upgrade now uses radius and numtargets bonuses

Show duration remaining on rain cloud tooltips

fixed floating eye not getting minion bonuses
fixed flesh fiend belly flop upgrade not having a cooldown
fixed ice drake not getting duration bonuses for freeze duration
fixed dragon mage being able to cast scale weave on your summons
fixed weekly runs sometimes being impossible due to multiple respawnAs modifiers
fixed menagerist trial crash

various other small tooltip fixes

Beta Branch Patch 15

Beta is back and being updated again. Build 14 introduced variant levels: 30% of levels were either filled with wizards, mutants, 3x3 bosses, or just absolute hordes of normal enemies, but patch notes were not posted on steam.

Build 15 patch notes:

Default summon radius limit 4->5

Wizard levels have fewer wizards
Mutant levels no longer have extra monster spawns and no longer have boss mutants

Flesh colossus got more offensively dangerous and is less of an inert bag of hp now

Mod loading is now deterministically alphabetical
Refactored transform asset loading to allow modded transform graphics
Refactored cloud asset loading to allow modded cloud graphics
Refactored tag filter list to use a global table instead of a hardcoded table inside of a function
Refactored reward generation to use a global table instead of a hardcoded table inside of a function

Added cmd line arg 'newgame' to instantly launch new game
Added cmd line arg 'modfolder' to change what folder mods are loaded from

Fixed Crown of Bony fingers not being able to target 3x3s
Fixed Wyrm eggs having a cast range
Fixed Stormcaller ignoring duration bonuses
Fixed a crash that could occur if save and reload occur after portals are unlocked but before they are entered
Fixed Blinding Light halting light halting allies
Fixed starwhale not having tags

EA Build 3

New debuff: Silence. Disables ability usage other than melee abilities.
New debuff: Fear. Forces the afflicted unit to run away from the closest enemy.
New debuff: Soaked. Lowers fire and ice and lightning resist, but increases fire resist. Removed on taking fire damage.

Quick cast abilities: can now cast only 2 per turn (previously was unlimited)

New Spell: Rain Cloud. Soaks enemies in the aoe, reducing their ice and lightning resist (but increasing fire resistance). Can be upgraded to heal, deal poison damage, or summon water elementals.
New Spell: Wave of Dread. DS3. Deals dark damage and applies fear in a cone aoe. Can be upgraded to poison, grant domination charges, or summon fearfaces.

Skills:
Horror now applies fear instead of stun
Ghostfire now clears its tracking list on pre_advance instead of on advance for more intuitive results

New Skill: Sonic Shielding. Deals physical and arcane damage and applies silence to 2 nearby enemies whenever a shield on an ally is removed.

Tag Wands are no longer randomly generated, instead coming with reasonable bonuses that are not super OP but are actually always useful.

Bladestaff damage bonus 4->6
Hordelord num_summons bonus 1->2
Staff of memory max_charges bonus 1->100%

New items:
Mathamabacus: Staff. On cast, freecast a cantrip on a random enemy in LOS if your previous cast was exactly one level lower.
Multicolored Ragerod: Staff. All spells and skills get +1 damage for each unique tag amongst all spells you have cast this level.
The Boiler: Staff. Each turn, all soaked enemies take 6 fire damage.
Jormancrown: Helm. Whenever an allied dragon dies, it spawns a two headed flametouched, stormtouched, chaos touched, or metallic snake.
Evermelting Cube: Trinket. Whenever an enemy is unfrozen, it is soaked for 3 turns
Dwarf Hat: Helm. Each level, when you cast your 7th unique spell, summon 7 duergar.

Item usage on longer triggers spell cast events

New enemies:
Flame Maw: fire arcane enemy with a channeled fire beam
Gremlin: Low level dark demon with a fear causing ranged attack
Wailing Banshee: Ghostly undead with a fear aura
Fearface: A trouble who causes fear
Breathstealer: A displacer beast that silences on attack
Fae Sniper: A ranged fae creature whos crossbow inflicts silence
Silent Specter: Ghostly undead with a silence aura

New bosses, adapted from RW1 monsters:
Ogre Thunderbones
Serpent Philosopher
Shru the Nightmare Sorcerer

Fireball/Lightning scrolls no longer spawn as normal enemies

Added trials:
Limited Spellbook: 80% of spellbook randomly removed
Improvisor: 75% of spellbook and 75% of skills randomly removed
Pyromancer: Only fire spells
Electromancer: Only lightning spells
Necromancer: Only dark spells
Phytomancer: Only nature spells
Manamancer: Only arcane spells
Sanctumancer: Only holy spells
Ferromancer: Only metallic spells
Hemomancer: Only blood spells
Menagerist: All level rewards are exotic pets
Oner: You may purchase one and only one spell all game, it costs 0 SP
Mutant Masher: Every level has extra variant monsters
Giant Slayer: All levels past the 5th have 3x3 boss monsters
Ogre Mage: Cannot buy skills, all levels have ruby heart

Mutated Run: Generates a random trial

Added shop filter for spells that the player has not yet won the game with

Added summon tooltips to conjuration spells that were missing them

Ice monsters can no longer gain the Icy modifier
Dark monsters can no longer gain the ghostly modifier
Fire monsters can no longer gain the flametouched modifier

Fixed melt getting mass melt upgrade with any num_summons bonus for free
Fixed Iceball getting faeball upgrade for free
Fixed death shock shield burn crash
Fixed word echo upgrades not stacking properly
Fixed poison sting stinger barrage hitting friendlies, fixed it being a free upgrade if any radius upgrades were possessed
Fixed flame burst flame rave dealing heal damage instead of actually healing
Fixed boneguard ignoring jarred boneguards

Fixed various typos, ty to all who reproted them!

-Dylan

Beta Branch Patch 13

Todays patch reverts the repeat keys change (it fixes a rare but frustrating issue but made the game feel overall worse), and updates many spells with extra tooltips for monsters summoned.