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Rift Wizard 2 News

Beta Branch Patch 2

Fixed crash involving Scepter of Sorrows
Fixed crash involving casting blazerip or chill wind on oneself (usually via Ritual of Revelation upgrade)

Beta Branch Patch 1

Beta Branch Build:

Armorer- armors one unit per turn instead of requiring metallic spell casting.

Starfire- now redeals 100% of arcane damage to up to 4 adjacent enemies
Holy Fire - redeal 50%->100%
Holy Thunder - redeal 50%->100%

Hatebolts - now shoots bolts of either fire or dark damage, dealing only one damage type and no longer getting double scaling bonuses. Corrected max channel duration to 5 from 7 (tooltip said 5 all along).

Toxic Hatred upgrade reworked, poisons instead of dealing poison damage now.

Reworked spell upgrades for:

Underworld Passage
Dragon Roar
Ritual Of Revelation
Spikeball Factory
Spider Queen
Mystic Memory (spell reworked as well)
Lightning Storm
Floating Eye
Wyrm Eggs
Gates of Helheim
Horde of Halfmen
Searing Orb
Word of Undeath
Word of Chaos
Word of Beauty
Word of Madness
Word of Ice

Thunderblink upgrade- now targets nearest enemies in LOS as per tooltip instead of random enemies in LOS (as per tooltip)

Cleaned up some variant boss naming and tag stuff. Removed some restrictions on spawning somewhat redundant variants (ie burning fire imps can now spawn.) The name changes make it less silly.

Rift Rerolls are now cleared on entering a level

Equipment now shows extra tooltips like spells and passives

(This patch is a beta branch patch- it might be less stable than the patches that go to master. Balance may be questionable as well.
If you want to try it out and give feedback, right click Rift Wizard 2 in your steam library and go to properties-> betas and select 'beta - beta branch'.)

EA Patch 1

Todays build is a small one, mostly consisting of bugfixes and small QoL fixes. Thanks to all those active on the discord reporting these and other issues. Still lots of stuff on the todo list but I wanted to make a build with the lowest hanging fruit:

HP spent on blood magic is now mentioned in the combat log
Tile sprites now properly refresh when terrain changes
Allied summons have a 20% chance to dissapear each turn after a level is over, up from 10% (RE: Brain Trees)
Healing is now capped at the difference between a unit's current and max hp
3x3 monsters can no longer be swapped (which crashed the game)
Treants no longer spend a turn trying to heal themselves at full hp

Fixed a bug where the rift preview sometimes showed two copies of same monsters
Fixed a bug where moving the mouse even 1 pixel would reset the pgdn/pgup index
Fixed a bug where immortal units could gain hunger multiple times
Fixed similtaneous win/loss scenarios leading to infinite loop
Fixed a bug where a spell could appear multiple times in the end of level summary
Fixed Volcanic Eruption flow range upgrade doing nothing
Fixed Heaven Call upgrade not returning charges between natural and buffed max charges
Fixed Prince of Ruin not getting damage bonuses
Fixed many, many tooltip/help/intro text typos, ty to all who reported these!

Tweak your crazy spells in this tough, traditional roguelike wizard simulator




Rift Wizard 2 hit Steam this week, calling itself a "tough as nails traditional roguelike wizard simulator" and sporting the colorful graphics and complex pile of character builds to back that claim up...
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Early Access Begins

The game is live.

I hope you enjoy it :)

Either way be sure to head over to the discord and let me know what you think.

-Dylan