1. Talented
  2. News

Talented News

Price Increase on 24/5

Hello Talented Gamers!

Throughout Talented's Development we've continuously recieved the feedback that the game is exceptional value for money and we could be charging more. We still want Talented to remain a great deal for the amount of content and replayability but we feel that the release of The Alchemist is the right time to increase the price again.

This will be the final price increase before our 1.0 release.

Working with our community to make the best possible version of this game has brought myself and the rest of the team immense joy. I want to personally thank everyone who has given Talented a shot and special thanks goes to those who have taken the time to give their invaluable feedback.

Stay Talented

Hotfix 0.13.28

Fixed an issue where all Lance Potions had 999 charges

Hotfix 0.13.27

Bugs/QoL

  • Smoke Traps will no longer appear giant
  • Frost Bolt and Flame Bolt now have clearer descriptions
  • Fixed a bug stopping Backtrack from working correctly
  • Fixed a bug where Critical Timing would make Attacks deal 0 damage
  • Fixed a bug where Overclock would reduce Cooldown Reduction beyond that which was added (even allowing for negative Cooldown Reduction in some cases)
  • Fixed a performance issue caused by the Replenish Talent
  • Runes are now recoloured Orange to make them stand out more clearly
  • Fixed a bug where Runes could spawn beyond the limit of 30
  • Added a limit to the number of Lances that can be active at once (Maximum 50)
Balance

  • Increased the bonus Luck granted in Bandit's Investor Challenge to 175% (up from 125%)

0.13.26 Hotfix

- Fixed an issue where the "...and my Sickle" Achievement would unlock based on the Bandit's Class level instead of the Alchemist's

Talented 0.13 Update - Cooking by the Book

Greetings Talented Gamers!

It's update time again and we sure have a big boy for you this time!

Alchemist



Our 6th and final Class The Alchemist is here to Craft Potions and Detonate Runes.



Combine 4 different ingredients to create 1 of 256 different Potion Variations to take down your foes.



Alchemist is releasing with a full set of Core Talents and a Full Base Package which combined give him over 30 Talents in his arsenal.

We'll also be releasing 3 Alchemist Challenges, with new skins and a Legendary Talent to unlock.



New Enemies

Some new faces coming this update! It's been quite a while since we added to the enemy roster, so we're really excited to hear what you think of these bad boys.



Tatty the Rat will run in, burrow and then slowly creep towards you when he unburrows. Sorry Orbs!



The Treedle Twins are all fun and games until you kill one of them, his brother will *not* thank you for it.



1 enemy = 7 blobs? I hope you brought AoE!

New Elites

Talent Packages

Something we didn't announce in our devlogs, we have 10 new Talent Packages coming in this update!

Wizard, Archer, Warrior, Summoner and Bandit will be getting 2 each... We won't reveal too much as surprises are fun, but here's a couple of highlights:



Archer will be getting a Quiver Package, how many Quivers Talents can you find? How many shots will you be firing?



Bandit will be able to upgrade the shop with one of his new packages!

Balance

We're generally quite happy with the balance of our Classes after our 0.12+ balance patch, but there's always room for improvement and there's definitely some issues with Medium (Night 10) enemy balance we want to look at.

General
  • Talent Packages now distribute Talents evenly, so both Rares in the package will appear a more similar number of times
Enemies
  • Buster Health Points reduced to 8 (down from 10)
  • Busters now enrage closer to the player
  • Smushrooms now only buff enemies for 5 seconds (down from 8)
  • Smushrooms buff now lasts until the enemy dies
  • Increased the absolute maximum speed of enemies in the Eternal Nightmare
Archer
  • Vortech Aim Bot Crit Chance up to 15% (from 10%)
Wizard
  • Ability Power Up reduced to 20% (down from 25%)
  • Lightning Crash (renamed from Lightning Bolt) increased to 8 Damage (from 5 Damage)
Warrior
  • Sweet Combo has been replaced with [Inflame] - Double your Maximum Rage
Summoner
  • Ocuplex (Summon Googly) Cooldown reduced to 8 seconds (from 10)
Bandit
  • The One Ring now gives Bandit a Shop
  • Monopoly now gives 750 Gold (up from 250)
Bug Fixing/Quality of Life

  • Enemy Kill, Elite Kill and Talent Learn achievements can now be incremented and unlocked in Challenges
  • Gulfs now burrow to the correct position when Warrior has increased size
  • Guardian Unleashed now sets Warrior's Parry Chance to 100% and doesn't reduce it below 0% when the buff times out
  • Combo Talents will now correctly interact with Overconfident, no longer requiring you to gain a Combo Level for them to Activate
  • All Planned will no longer Activate when Mastery causes you to take damage while a Combo is present due to Overconfident
  • Mystery Talents no longer appear as Mystery Talents after being purchased until unhovered
  • Blight Shells now correctly contributes towards the Snail Collector Achievement
  • Damage numbers no longer move onto a second and third line when large enough
  • Talents that Activate when learning Rare Talents (e.g. Thesis and The Two Ring) will no longer Activate when an Ability is learnt
  • Enemies will no longer appear as a Crawley for a frame when Confused or Feared
  • Bonus Ability Charges will now correctly apply when restarting the Zombies! Challenge
  • Throwing Weapons now increase in size as their damage increases
  • Zoom In/Zoom Out on the Talent Tree is now bound to the Z/X keys
  • Pressing Enter to exit the Talent Tree while a Tooltip is active will no longer cause the Tooltip to remain active
  • Reduced the bloom intensity to reduce the amount of flashing lights in Eternal Nightmare
  • The Bullet Heaven Achievement will now only unlock while playing Bandit
  • Various spelling an tooltip fixes
Performance

Eternal Nightmare crashes were a big topic last update, we expected some amount of this but not quite as many as we had! We've made many performance improvements to the game to improve stability in the hyper late game but this does include one additional core gameplay rule:

Enemies will no longer spawn if there are more than 500 enemies on screen (they will continue to spawn when one is killed)

This is *a lot* of enemies to be clear, it's only a realistic case around the 2 minute mark in Eternal Nightmare. We'll be closely monitoring this rule to see if it has undesired effects on gameplay through 0.13 and will look into alternatives if so.



That's a wrap! Looking forward to hearing all of your feedback, and it won't be too long until we're talking about what's coming in 0.14, so...

Stay Talented