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Talented 0.12 Update - Box of Tricks

Listen Up Talented Gamers!

A brand new update is here, but I must warn you this isn't an ordinary update... This time I have a special challenge for you... in fact I have 15!

Challenges!

With the brand new challenge system every class will be getting 3 unique runs to complete, each with it's own special rule set intended to give you a different flavor of Talented.



And they aren't just for fun, each one comes with its own completion reward. Classes can unlock 2 special skins and a rule bending Legendary Talent.



Talent Packages 2.0

Next up, we've completely overhauled the way Talent Packages work! We've listened to your feedback and given you more control over which Talent Packages appear but also with enough randomness to make each run feel unique.



You can now discover Talent Packages on the tree itself, choosing from a group of 3 so you can decide what's best for your run.

On top of this we've added 11 new Talent Packages! 2 for our original 4 classes and 3 for the Bandit (to help him catch up).

And new Talent Packages means new mechanics!



The Eternal Nightmare

Want Endless Mode but can't wait any longer? To tide you over until we fully implement endless mode we've added The Eternal Nightmare.



Unlocking at Mastery 10, it allows you to take your build after a successful run and push it to the limit in an endless night that increases in difficulty every second! How long will you survive?

Note: We have disabled Game Speed changing for the Eternal Nightmare. This greatly improves the performance of the mode, and we think adds to the fun. We will be open to bringing it back as we work more on performance in future updates if people would like it though!

More Stuff!

Ever wondered what's really going on in the Talented combat system? Damage Numbers should help with combat clarity, and just make you feel cool for mowing down the hordes!



And of course there's 20 new achievements to collect!



Balance

With every update we move each Class' direction closer to what we want it to be! This update we've been focused on improving the Core Talent options of each class, and integrating some of our new mechanics into the Base Package (the Talents that appear every run).

General
  • Legendary Talents now appear 15% lower in the tree
  • Lorges now have 11 HP (down from 14)
  • Lorges weight is now 150 (down from 200) (weight determined how much far enemies are knocked back by attacks)
  • Added a cap of 1.0 seconds to the Time Between Magic Point Regeneration ticks
Archer
  • Enchanted Weapon now grants 20% Attack Speed (down from 25%)
  • Quick Fire's cooldown has been reduced to 10 seconds (down from 12)
  • Stimpack's bonus Attack Damage is reduced to 1 (down from 2)
  • Frost Trap has been moved to a new Talent Package and replaced by [Vortech Trap] - Place a Vortech Trap that applies Shrink
  • Vortech Morph-Ray cooldown reduced to 20 seconds (down from 25)
  • Vortech Shrink-Ray cooldown reduced to 20 seconds (down from 25)
  • Charmed Weapon now increases critical strike chance on ability use by 12% for 4 seconds (up from 10% for 2 seconds)
  • Bullseye now triples critical strike chance (up from doubling it)
  • Bought Out has been reworked to - Every 15 seconds, all Bounty Talents activate automatically
  • Added an internal cooldown of 1 second to each Collector Talent (each individual Talent has it's own cooldown, so if you have 3 Gumball Collectors you can loot 3 Gumballs per second)
Wizard
  • Added a cap of 50 to the number of Magic Missiles that can be fired by a single Ability use
  • Blast Nova's damage increased to 8 (up from 5)
  • Arcane Orb's Ability Power scaling reduced to 25% (down from 50%)
  • Cyclone Damage reduced to 4 (down from 6)
  • Relentless Winds bonus damage reduced to 2 (down from 4)
  • Relentless Winds bonus range reduced to 1.0 (down from 2.0)
  • Deep Learning Rare, Epic and Ability Talent chance increase reduced to 10% (down from 25%)
  • Inspiring Knowledge has been removed from the Wizard Base Package and replaced by [Ethereal Knowledge] - On Level Up you create an Elemental Sprite in a random lane
  • Simple Interest has been moved to the Grind 'em up Talent Package and replaced by [Efficacy] - Killing an enemy with a Status Effect applied to them grants 15% more experience
  • Protective Mush has been removed from the Wizard Base Package and replaced by [Super Effective] - Whenever a Status Effect is applied to an enemy from any source they take 3 x Ability Power Damage
Warrior
  • There is now an 80% cap on Parry Chance
  • Shadow Boxing now activates every 3 attacks (down from 2)
  • Lethal Combo now gives 7% Crit Chance (up from 5%)
  • The Impaler now gives 1 AD per 20 HP (up from 1 per 25 HP)
  • Thrown Around now deals 10 additional damage (up from 5)
  • Nature Unleashed now grants 95% Health Regeneration Rate (up from 75%)
  • Blood Pact now grants 10% Attack Speed (up from 5%)
  • All Strike abilities now have a base cost of 20 Rage
  • All Strike abilities now have 75% Attack Damage scaling
  • Preservation now reduces the cost of Blast Strike by 10 (up from 5)
  • Axe Toss no longer has a cast time
  • Axe Toss now throws two axes per cast (up from 1)
  • Axe Toss now generates 5 Rage per enemy kill
  • Axe Toss now deals 150% of Attack Damage (up from 100%)
  • Sharpened now causes axes from Axe Toss to always Critically Strike
  • Juggler now causes kills with axes from Axe Toss to reduce Axe Toss' cooldown by 80% (up from 50%)
  • Added a cap of 1.0 seconds to the Time Between Health Regeneration ticks
Summoner
  • Added a cap of 50 to the number of Magic Missiles that can be fired by a single Ability use
  • Pestilence now causes enemies with Decay to die when below 20% HP (down from 25%)
  • Gigantify now buffs 2 Attacks (down from 3)
  • Gigantify now doubles Snail's HP (up from increases it by 10 HP)
  • Squelcharim's Lil' Blobs now have 10 HP (up from 5 HP)
  • Royalty's Queens now summon a fly every 12 seconds (up from 20)
  • Call of the Haunted's cost is reduced to 5 MP (down from 10)
  • Call of the Haunted's cooldown is reduced to 15 seconds (down from 30)
  • Call of the Haunted now heals helpers by 10 HP (instead of a full heal)
  • True Ending has been moved to the Base Package and is now an Epic
  • True Ending now reduces ability cooldowns by 2 seconds when a helper they've summoned dies (up from 1 second)
  • The Spooky Scary Talent Package gains [Fiendish Bodyguards] - Spawn a Gravestone at the start of each Night. If you have at least 2 Gravestones your Helpers have 25% additional Knockback
  • Essence Thief has been changed to an Epic Core Talent, replacing Hemomancy (which will return in the future!)
  • Essence Thief has been reworked to - Once every 3 seconds, Lifestealing regenerates 5 Magic Points
  • A new Rare Core Talent has been added; [Pay Respects] - Spawn a Gravestone at the end of each Night. After Night 10, you spawn an extra one.
Bandit
  • Base Gold has been increased to 20 (up from 10)
  • Big Spender gold increased to 20 (up from 15)
  • Luck Up has been replaced with Reload Speed up in Bandit's Core Talents
  • Healing Hands activation chance increased to 7% (up from 5%)
  • Quick Hands activation chance increased to 7% (up from 5%)
  • Rapid Hands activation chance increased to 7% (up from 5%)
  • Added a cap of 10 to the number of Mine Carts that can be active at once
  • Fireworks Rounds and Bladed Rounds activate chance increased to 8% (up from 5%)
  • Big Shot now grants 1 AD (down from 2 AD)
  • Big Shot now grants 0.5 Range (down from 1.0)
  • Mining Operation's Mine Carts now have 10 HP (down from 15)
  • Mining Operation's Mine Carts have been reworked to give 5 + (10 x Luck) Gold Coins at the start of each Night
  • Venture Capital has been reworked to - Coin Flip kills grant 1% Luck until the end of the Night
  • Golden Shot has been reworked to - Your final Basic Attack each clip fires Golden Bullets dealing an additional 10% of Current Gold as Damage
  • Bloody Hands has been moved to a new Talent Package and replaced by [Jazz Hands] - Whenever you collect a Coin you increase your Reload Speed by 5% until your next Reload
  • Grindstone has been moved to a new Talent Package and replaced by [Lightning Rounds] - Your Basic Attacks have an 12% chance to fire an additional Lightning Bolt that applies Shocked
  • Coin Flip's cooldown is increased to 6 seconds (up from 5)
  • Common Talents from shops now cost 15 (up from 10)
  • Rare Talents from shops now cost 30 (up from 25)
  • Ability Talents from shops now cost 60 (up from 50)
  • Epic Talents from shops now cost 100 (up from 50)
  • Legendary Talents from shops now cost 250 (up from 75)
  • Talents in the Shop can now be locked and if so will not be rerolled and will appear in future shops
  • Cash Out will no longer appear within 6 Talent Connection's distance from the bottom of the tree
  • Critical Timing can no longer appear in the Shop
  • Lightning Rounds and Jazz Hands can now appear in the Shop


Bug Fixes/Polish
  • Orbitals can now correctly hit the same target multiple times
  • Bandit's "Rounds" Talents now correctly appear as their custom ammo every time they activate
  • Talents that grant random Common Talents (e.g. Thesis) no longer grant the same Commons every time
  • Status Effects now have cool animated text
  • Bandit Shops can no longer contain more Abilities than Ability slots remaining
  • Arc Reactor now correctly buffs the Ability in the first slot instead of always buffing your starting Ability
  • Being hit but not losing your Gifted Combo no longer de-activates Warrior's Combo Talents (e.g. Savage Combo)
  • Fixed an issue where Archer could break the Orbital Arrow cap
  • Wizard can no longer unlock the Harbinger achievement with Secret Ingredient
  • The Hee-Haw achievement can now be correctly unlocked by rerolling the Shop 5 times
  • Fixed various Talent and Ability description spelling errors/inaccuracies
  • You can now disable Gamepad Input
  • Fixed a bug where Coin Flip would deal damage based on the gold after taking a shot instead of before
  • Reduced the maximum number of XP Gems that can spawn
  • Added an option to minimize the VFX on screen (can be used to improve performance)



That's a wrap! We can't wait to see what you think of all of our new shiny additions - make sure you keep the feedback rolling in our Discord Server.

Stay Talented

A Sneak Peek Into 0.12

Hello Talented People!

Take a look below at our update trailer for 0.12!

[previewyoutube][/previewyoutube]

A summary of what is to come:

  • A new challenge mode: Bend the rules of Talented and earn yourself brand new skins for all classes!
  • Over 80 new Talents: Find new ways to survive and explore the Talent Tree in a whole new way.
  • Nightmare Mode: Push your builds to their limit. How long can your survive?

Keep an eye out for the update as it'll be here very soon

Stay Talented!



Devlog #51 - Nightmare Fuel

Greetings Talented Gamers!

We're closing in fast on the 0.12 update, this should hopefully be the final devlog before it drops. As always, there will be a round of balance changes and bug fixes which you can find in the release notes.

This week I'll dive into the minor features that will be coming with the update, special thanks to our Beta Testers who've been giving feedback on these (and helping us spot all of the bugs!).

Damage Numbers



By popular request, Damage Numbers can now be enabled in the settings menu! Time to find out just how much damage you're dealing with your 10,000% Ability Power.



The larger the damage dealt, the bigger the number!



And crits even have their own special funky style!

Eternal Nightmare



Now this one we're really exited about - at Mastery 10 you can now unlock the new Eternal Nightmare Game Mode.



You can enter the Nightmare by completing any run on Mastery 10+. When you do, you'll be granted with an endless Night that steadily increases in difficulty until the entire screen is a wall of enemies!

There are 3 achievements for surviving 30, 90 and 180 seconds and you can find your best survival time on the Character Selection Bridge. We've been loving this one in our playtests!



Lock 'n' Load



We're rebalancing Bandit this update to be slightly less Shop reliant. The full list of changes will be in the release notes but Spoiler Alert: Shop Prices of Ability, Epic and Legendary Talents will be going up drastically.

To help ease the blow we'll be allowing you to lock Talents in the Shop, so you can hold onto them for a later time when you have more cash!

'Chieves

As always we'll be going out with a batch of 20 new Achievements. These come in all shapes and sizes, here's a couple of our faves:





So there you have it, we can't wait to see what everyone thinks of all of our hard work on this update! As always we'd love to hear your thoughts, both in the comments here and on our Discord.

We do our best to read everything, even if we can't respond. Until next time...

Stay Talented

Devlog #50 - The Best Boi

Hello Talented Gamers!

DEVLOG 50! WE MADE IT!

I want to give a massive thank you to anyone who has taken the time to read these, we certainly didn't expect to keep them going as long as we have!

This time we'll be revealing some of the new Talents that will be bursting onto the tree with the 0.12 update for Warrior, Summoner and Bandit! If you didn't catch last devlog and want to know more about how Talent Packages are being reworked and what Archer and Wizard have to look forward to, you can find that here.



Curveball



Warrior will be chucking some shiny new weapons in 0.12.



Throwing Weapons come from a handful of different sources. New Talents allow you to throw them every few seconds, New Abilities will let you throw them on command and the Axes from Axe Toss also count as Thrown Weapons.

With Talents from the Fastball Talent Package you'll be able to build around Throwing Weapons even further!



Friends Til the End

Summoner is getting his most loyal summon yet!



Once you've summoned the Ghost Puppy, he'll keep returning to you until the end of the Night - even if he dies! Remember that a pet is for life though, every dog deserves a healthy diet and a cute collar!



Shop Til you Drop

We're building out Bandit's identity further in 0.12 by giving him some new mechanics core to his class.



Spree Talents will reward you for entering the Shop, these buffs can get pretty out of control if you enter the Shop multiple times in a single Night...

Lucky for you we'll be adding even more ways to do that!



We're also experimenting with Talent Packages giving classes access to mechanics usually reserved for other classes. Some clever people already made the connection between Wizard's Elementals and Summoner's Helpers!

Bandit is next in line, receiving a Combo Package in 0.12.



Our goal with any class getting Talent Packages that use a mechanic from another class is to make sure:

- They feel like they're accessing that mechanic in a unique way that's on-brand for the class
- They're never the "master" of that mechanic in the same way the class that owns it is (Bandit should never get combo benefits as powerful as Warrior!)



Of course that's only a sneak peek at the Talent Packages coming next update, there are plenty more we haven't revealed yet. We can't wait to see what you make of them when the update drops.

Thank you so much for joining us for the 50th Devlog and double thanks if you've been reading for a while! Next time we'll be revealing the new Endless Nightmare feature and will hopefully be ready to show off some Damage Numbers. Until then...

Stay Talented

Devlog #49 - Re-Packaged

Hello Talented Gamers!

We're moving swiftly on to our second major feature of patch 0.12 - Talent Packages 2.0!



After hearing a ton of feedback on how the old system worked, we've reworked this feature from the ground up. The main points we want to hit are:

  • Give you more influence over which Talent Packages appear on the tree.
  • Give you more opportunities for unique builds.

Discovery Talents can now be found on the Talent Tree giving you a choice of 3 random Talent Packages to choose from.



When you make a choice, that Package will then take over the surrounding area, swapping unlearnt Common Talents with Rares and unlearnt Rares with Epics/Abilities.



Discovery Talents will appear at a similar rate to Epic Talents but start to show up slightly higher on the tree. This does mean you'll finally be able to access more than 2 Talent Packages in a single run!

New Stuff

Of course we can't update the new Talent Package system and not give you some new toys to play with! This week I'll reveal some of the new mechanics that Archer and Wizard will be getting.

Having a Blast



Archer will be getting some extra firepower in the form of Homing Missiles. These cheeky chappys seek out the nearest enemy and deal 50% of your Attack Damage on impact, they can be deadly in large numbers.

There will be plenty of ways to fill the screen with them, but here's a couple to get your started.



And of course, like anything it Talented - you can upgrade it!



Helpers...? On Wizard...?

Wizard will be getting something far more sensible (I'm kidding).



Introducing Elementals - these fun little friends will be summoned through a variety of Talents and Abilities.



Elementals can be Fire, Wind, Earth or Frost and each of them applies a Status Effect (Burning, Shocked, Wounded and Frostbite in that order). Once you've got them, you'll be on the hunt for ways to make them even more powerful.





There are even more Talent Packages for our other 3 classes to reveal next time - so keep your googlys peeled for more news! Until then...

Stay Talented