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Devlog #46 - Well Rounded

Hello Talented Gamers!

This will (hopefully) be my final devlog before the next update! I can't wait for everyone to get their hands on the new Bandit Class, Legendary Talents and all of the other features we've sprinkled in to respond to player feedback.

Something I want to be completely upfront about - we will be increasing the price of Talented with the 0.11 update. This was always the plan (you can even see it in our Early Access Q&A) and we've received a lot of feedback that there's plenty of content to justify it.

That being said, we will also be immediately putting the game on sale at its previous price for a week. This gives anyone who finds us at the start of the update period a final chance to get it at the original price. Hope that sounds fair to everyone!

Let's get on to the fun stuff!



New Achievements

0.11 brings 20 brand new Achievements to unlock! Some keen eyed members of the community have already spotted them, here's a few to look out for and destroy on update day:

Become the biggest know-it-all in the land

Me no think, me only shoot

And of course, the Bandit has a fresh set of Class Achievements to collect!



Class Balance

We have an absolute wealth of balance changes coming up, each class has 10 or more Talents being tweaked. Much of our balance is informed by player feedback, so do keep that rolling in! Here are just a few of the areas we'll be addressing this update...

Archer Piercing

Right now it feels like Pierce or Pain for the Archer. We're reworking pierce from the ground up and buffing other strategies to make the average run feel less like a dice roll.



Piercing Blows has been reworked into an Epic Talent without the Damage or Knockback reduction, and we've added a new Piercing Rare Talent that gets slightly less out of control:



Note: Spectral Quiver currently has placeholder art, but rest assured it will have its own icon in the update!

To compensate for this All Quiver Talents now have a 5% chance to proc and Archer has a chunk more other buffs too that I will go into in the Patch Notes.

O R B S

Ah Orbs, will you ever find true balance, or will you continue to endlessly roll off the table?

For Orbs, the Elemental Orbs Talents (e.g. Blazing Orbs) no longer apply their buff to all other Orbs. This has allowed us to make the baseline power of Orbs a little higher by increasing the Speed by 25%, the Base Damage to 3 and increase the maximum Orb Count to 50.



Note: Earthen Orbs now always apply Knockback (the damage requirement has been removed)

We've also replaced [Gemmed Glove] with a brand new Orb Talent:



Ability Crit enjoyers need not fear, [Gemmed Glove] will return in the future when we have more support for Ability Critical Strikes!

...And just so the other classes don't feel left out!

Strike Out!

Due to popular demand, all Warrior Strike Abilities now have Attack Damage scaling!



Music to my Soul

[Soul Absorption] is now an Epic Talent in the Base Package - finally, not every run will be a machine gun snail run!



Quality of Life

In these final phases of development we've taken some time to add a few frequently requested quality of life features.

Although this is not the long term plan for Talent Packages, in their current state having them randomized and out of player control is simply unfun. We've added a reroll feature to allow you to roll the dice until you get the packages you like (if you want!)



Next, we've been made aware that Mastery Progression can feel a little slow for some players very familiar with this type of game. We've doubled the rate at which you can level up your Mastery by giving a second Bonus Unlock if you take less than 5 hits in a run.



Andddd here's a few more assorted QoL features being added this update.

  • A Slow Mode setting that reduces the in game speed to 50% of the default, but also disabling Achievements.
  • A setting to permanently keep the stats panel open permanently.
  • Tooltips for Health Points and Resources (e.g. Magic Points) when hovering over them, showing the current and maximum values.
  • Restart and Next Mastery Buttons on the Run End Screen




That about does it for this time (and most likely this update!). There are more unannounced changes coming including a lotttt of bug fixes that will all be covered in the Patch Notes for 0.11, so keep your Googlys peeled for those.

Stay Talented

Devlog #45 - Legends Never Die

Hello Talented Gamers!

We've crossed 10,000 Talented players on Steam just in time for the Holiday Season! It's the perfect time to get nostalgia for the good old days when the Talent Tree looked like this:



Oh.. How far we've come. However, one thing was lost to time... Do you see those... Golden...

Legendary Talents

They're back and better than ever! They cost 5 Talent Points and we know at that price we need to get them right, so we had two goals for Legendaries:

  • Legendaries should be simple but very powerful.
  • Legendaries should never feel like a waste of Talent Points (even if they're not perfect for your build)

Here's a few examples that we feel really embody this:



This one is for Wizard. If you have a lot of Knowledge Talents that Activate from leveling up, this is a complete game breaker - but nobody will be sad to get a handful of free Talent Points each Night.



A new Summoner rule-bender. Completely insane with Gravestone Builds, but still offers a decent amount of defensive power even if you don't have a single Talent that cares about your Graveyard.



This is also a great opportunity to re-brand some Talents that we love but have had to be nerfed in an awkward way to fit into the power level of an epic.



Replacing Twin Strike, Coral Quiver can be what we always wanted - a true double shot.



Ah... the old Echomancy, back to its reliable self. (I'm sure no overpowered synergies will crop up from this)

Don't fear! Any class that has an Epic upgraded to a Legendary will be getting a brand new Epic to replace it.

Each class will have 4 Legendary Talents, with more coming in the future. You'll need to keep an eye out though - only 1-2 Legendaries will be appearing on the tree per run.

You Were Truly Talented

We have some changes to the Combo Meter coming in the next update.



Ever since the Game Pacing changes in 0.9 we've felt like it was too easy to achieve a Talented and Truly Talented combo, and it felt especially strange that there was no Combo Level increase at 500 and 1000 kills.

So we've fixed that by adding two brand new combo levels! Here's what the combo meter will look like in 0.11:

  • [Skilled] (+10% XP) - 20 Kills
  • [Gifted] (+25% XP) - 50 Kills
  • [Brilliant] (+50% XP) - 100 Kills
  • [Masterful] (+85% XP) - 250 Kills
  • [Talented] (+125% XP) - 500 Kills
  • [Truly Talented] (+200% XP) - 1000 Kills

Keen eyed players will notice a few changes to bonus experience rewards and kill requirements too, we've made sure there is a clear increase in power from each combo level and we've made the elusive [One Shot] Achievement a little less frustrating to collect.



That's all for this time! We're getting close to hitting our content goals for this update but there's still some exciting things to announce.

Next time I will talk about some of the new Achievements coming in 0.11, some Quality of Life features and maybe even begin to discuss balance! For now...

Stay Legendary

Hotfix 0.10.37

- Replaced the Mastery 10 penalty that increased the cost of Rare, Epic and Ability Talents with one that adds a new Enemy Type at Night 10 and Night 15
- Replaced the Mastery 20 penalty that added an extra enemy per wave with one that increases the power of Elite Enemies (+25% HP, +10% Speed)
- The Mastery 25 penalty now only gives double enemy upgrades from Night 5 onwards
- Reduced the chance of Mystery Talents by 5% per Mastery Penalty (from 10%)
- Reduced the vision range cap by 5% per Mastery Penalty (from 10%)
- All per-night Mastery Penalties from Mastery 11 onwards only come into effect after Night 10 (e.g. "Enemies gain 1% movement speed each night" >> "After Night 10, Enemies gain 1% movement speed each night"
- Second Easy Difficulty enemy now appears after Night 5 (instead of Night 4)

Devlog #44 - Roll The Bones

Hello Talented Gamers!

We've been hard at work fleshing out the Bandit Class that we announced in the previous devlog! I have a few more details to share, including a couple of his brand spanking new Talents and Abilities but first I want to take some time to address a few of our most common pieces of feedback.

Advanced warning that this will be a fairly systems heavy devlog, so if you're more interested in concrete features I won't be offended if you skip the next two sections!

Trial and Error

We've been made very aware that our difficulty scaling is harsh to the point of being unfair, beginning around Mastery 10 and doubling down at Mastery 20.

It was never our goal to make Talented about restarting runs until you find a combination of enemies and Talents that let's you finally scrape your way past the first 10 Nights and sail your way to the end. So we're making some substantial changes to the Mastery system with 2 goals in mind:

- Make Mastery 10 - 25 more achievable with a higher number of builds
- Move more of the difficulty of Mastery 10 - 25 into the later portion of the game (Nights 10 - 20)

And how will we achieve this?... (Spoilers for Mastery Levels ahead)

- Replaced the Mastery 10 penalty that increased the cost of Rare, Epic and Ability Talents with one that adds a new Enemy Type at Night 10 and Night 15
- Replaced the Mastery 20 penalty that added an extra enemy per wave with one that increases the power of Elite Enemies (+25% HP, +10% Speed)
- The Mastery 25 penalty now only gives double enemy upgrades from Night 5 onwards
- Reduced the chance of Mystery Talents by 5% per Mastery Penalty (from 10%)
- Reduced the vision range cap by 5% per Mastery Penalty (from 10%)
- All per-night Mastery Penalties from Mastery 11 onwards only come into effect after Night 10 (e.g. "Enemies gain 1% movement speed each night" >> "After Night 10, Enemies gain 1% movement speed each night"



As well as making the game generally a lot fairer, this should push a very significant portion of the challenge into the final 10 Nights - allowing you to establish a build before the difficulty really ramps up.

Our plan is to add the Mastery changes to a Hotfix for 0.10, so you won't need until 0.11 to get these. They should be live in the coming days!

Taking a Chance



Since the early days the Common that appeared on the tree were pulled completely at random from the pool of available Talented. Sometimes this worked in your favor (I've seen screenshots of people with 10 Damage on Archer on Night 3!), but often it can lead to situations where you simply cannot find the Talents you need.

To help solve this issue we've moved to a random pooling system.

When the Talent Tree is created at the start of a run Common Talents fill a pool and whenever a Common Talent is placed on the tree it is removed from the pool. Only when the pool is empty does it refill completely again.

Note: Some Common Talents appear multiple times in the pool and others don't. For example,
the [Attack Speed Up] talent appears in the pool 4 times for Archer but the [Damage Up] talent only appears once.



This means that all possible Common Talents will be more evenly spread throughout the tree, and you should have more consistent access to whatever you're looking for.

Several other areas of the game have benefited from this system too. Rare Talents, Abilities, Enemy Spawns and even Enemy Wave Sizes all use the pooling system. We hope this will lead to more consistent and fairer feeling runs.

The Fun Stuff

Thank you for indulging us by reading the, slightly more dry, balance talk above! Let's reveal some Bandit Abilities!



I mentioned last time that some Talents would allow you to fire more bullets. Something worth noting is, Bandit will not have access to the [Damage Up] talent so you'd better stack up those shots!



Bullets won't be the only thing you're firing, Fireworks can provide some useful crowd-control for tanky enemies that you can't finish off without reloading.



Now you've stuffed your gun full of extra shots, challenge an entire lane to a duel while the others look on in awe.





Phew! That was a lot to talk about, so I won't keep you any longer. I can't say too much about the next devlog, but it will be... Legendary...

Stay Talented

Hotfix 0.10.35

- Fixed a bug with Save File Corruption
- Added new Run End Music
- Moved old Run End Music to the Title Screen