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0.19 Hotfix

[p]Fixed an issue causing the tutorial to not start properly due to the recent mastery update.[/p]

0.19 Language patch

[p]Added the localized text missing from the update 0.19 to the following languages:[/p]
  • [p]Simplified Chinese[/p]
  • [p]Japanese[/p]

Masteries QoL patch

[h3]Changes[/h3]
  • [p]The masteries button now appears locked from the start, with a tooltip telling you to get a mastery slot to unlock it. After getting your first mastery slot, or if you got it before this patch, the button will unlock with an animation.[/p]
  • [p]Unlocked masteries now show the challenge you already completed in their tooltip details.[/p]
  • [p]Locked masteries can now be seen in runs via the masteries toggle in the left panel[/p]

Demo Update: Masteries

[p]This monthly update finally introduces the main meta-progression system for the game, the mastery system.[/p][p][/p][h3]Masteries[/h3][p][/p][p]In the official game release, you'll have multiple different zones to beat, each one will have completely different visuals and enemies. As you progress through the zones they'll become harder to beat, and that's where the mastery system enters into the picture.[/p]
  • [p]Masteries are equippable upgrades to your future runs.[/p]
  • [p]After you kill your first boss, you'll be able to see a selection of locked masteries from the zone selection screen.[/p]
  • [p]Looking at a locked mastery shows you a challenge you need to complete in a run to unlock it.[/p]
  • [p]After unlocking the mastery you'll be able to equip it in your mastery slots to enhance your next runs.[/p]
  • [p]You can get more mastery slots by progressing through the different zones in the game.[/p]
  • [p]There are a lot more masteries than slots though, and you only get the upgrades of your equipped masteries, so thinking about good synergies will be important to keep progressing through the zones.[/p]
[p]The selection of masteries available in the demo is only a portion of what the official game release will include, but it already exemplifies a big part of what the final system will be. Since this adds a lot of new mechanics to test, any feedback is greatly appreciated![/p][p][/p][h3]Changes[/h3]
  • [p]The zone selection screen has been reworked.[/p]
  • [p]The combat summary tooltip for each character now show their percentage of damage mitigation for each damage type. In addition, its tooltip details now show a lot of new data related to their performance, like attacks dealt, skill uses, etc.[/p]
  • [p]The Valor buff from the Glory spell now grants Shield on attack based on the character Attack Damage (instead of "Unable to die" that also consumed a stack on receiving fatal damage).[/p]
  • [p]The Ring of Power item now grants "+25% Energy Cost Multiplier" (instead of "Energy Cost is unmodifiable").[/p]
[h3]Fixes[/h3]
  • [p]Fixed being able to forge already enhanced items, causing the enhanced mod to be rerolled.[/p]
  • [p]Fixed attack range tiles remaining after a combat is completed.[/p]
  • [p]Fixed remaining in spell casting mode after starting a combat while an active spell was being casted[/p]
  • [p]Fixed spell influences in saved runs not being loaded properly until after a combat.[/p]
  • [p]Fix time speed being frozen after returning to the title screen.[/p]
  • [p]Fixed the Shock debuff ignoring Tolerance and Resolve.[/p][p][/p]

Demo Update: Enhanced Items & Map Portal

[p]For this monthly update we wanted to address the "death spiral" effect regarding missed rewards. We also improved the quality of life when using the forge and added a simpler way of crafting items.[/p][p][/p][h3]Map Portal[/h3][p][/p][p]Our intention is that you have an amount of mistakes you can make before losing a run, this is where things like the Life system comes from. Currently you recover all missing Life after completing a map, and this is intended to reset that amount of available mistakes. We like this because it releases the tension from the previous map, which is especially felt when you were struggling to complete it, and now you can feel hope about turning things around with new rewards from the next map.[/p][p][/p][p]The problem was that once you complete a map you instantly move to the next one, so if you missed any rewards they're gone forever, creating the death spiral effect. We like how map navigation works, where based on how you explore you may not find all rewards before fighting the boss. What we don't like is the permanent penalty of not being able to get the missed rewards before moving to the next map.[/p][p][/p][p]Here's how completing a map now works:[/p]
  • [p]Instead of moving instantly to the next map after beating a boss, a portal now appears in the board and the whole map is revealed.[/p]
  • [p]Before entering the portal, you are able to freely navigate the map to pick any rewards you missed, but uncompleted combats are kept locked.[/p]
  • [p]You can go the next map by crossing the portal.[/p]
[p][/p][h3]Enhanced Items[/h3][p][/p][p]The forge was introduced as a way of crafting items by combining 2 different ones. This has a high power ceiling, but has downsides like needing 2 good items to combine, having to prepare a fourth item to equip once the merged item frees up a slot, or centralizing the power of your items in fewer characters. So it requires a bit of knowledge and planning to truly shine.[/p][p][/p][p]We added another way of crafting items at the forge, with the goal of providing a simpler option you can use to gain instant power:[/p]
  • [p]The forge now provides 2 different ways of crafting items, "Merge" which is the previous one, and the new "Enhance" option.[/p]
  • [p]Merging items works the same as before, you create a new item by merging 2 different ones.[/p]
  • [p]Enhancing an item grants it an additional random stat modifier based on its Attributes.[/p]
[p]Merging will still have its high power ceiling, but Enhancing now provides a higher power floor, to better balance this, Forge Uses have been reworked to "Forge Fire":[/p]
  • [p]The forge starts with 3 Fire.[/p]
  • [p]Each forge option has a different Fire cost. Merging costs 3 Fire, while Enhancing costs just 1.[/p]
  • [p]You can sacrifice any amount of Experience to gain an equal amount of additional Fire.[/p]
[p]In addition, the forge now also shows the currently equipped items on your characters while opened, and you're able to drag them from there instead of having to close the forge to unequip them first.[/p][p][/p][h3]Balance Changes[/h3]
  • [p]The Sleight of Hands spell now has "+5 Mana Cost to spells per time they are used in combat".[/p]
[p][/p][h3]General Changes[/h3]
  • [p]The attribute wheel on character tooltips now also appear for items and spells, but only if the tooltip details are toggled on.[/p]
  • [p]The x2 speed now only applies during combat.[/p]
  • [p]Saved runs are automatically deleted if you open the game on a different version than the one used when that run was saved (This will delete any saved run from previous demo versions).[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fixed the "Round X" combat transition appearing below tooltips.[/p]
  • [p]Fixed being able to drag characters during the map area movement transition after toggling the pause menu.[/p]