[p]Greetings Talented Gamers! [/p][p][/p][p]Once again I want to thank you from everyone here on the TurtleFox Team for the tremendous support you have given Talented and Wave of Shadows, allowing us to make a second DLC![/p][p][/p][p]Just in case you haven't kept fully up to date on Talented news - everything in the first part of these release notes is available as part of the standard Talented games, but everything after the "Beastmaster's Call" header is part of our new DLC available here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Shall we take a look?[/p][p] [/p][h2]Ability System Update[/h2][p][/p][h3]Ability Replacement[/h3][p]In Update 1.3 as you'll be still be able to learn Abilities even when your slots are full. You can even replace starting Abilities, which could lead to some new, never before seen, strategies![/p][p][/p][p]
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[/p][p][/p][h3]Ability Upgrades[/h3][p]After all Ability Slots are filled, a certain number of remaining Ability Talents will be replaced by Ability Upgrades.[/p][p][/p][p]
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[/p][p][/p][p]You can choose which Ability you'd like to upgrade and you'll be offered a choice from 3 random Upgrade Scrolls. We currently have a batch of 33 Scrolls with a variety of rarities and specialities, but we'll be keeping a close eye on how this feature is recieved and would be excited to expand it further.[/p][p][/p][p]
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[/p][p][/p][h2]Mastery 35[/h2][p][/p][p]1.3 will see the addition of another 5 Mastery Levels, allowing you to climb to the heights of Mastery 35. Just like when we added Mastery 30, we want to add to unique difficulty increases that should spice up the game for our long time players.[/p][p][/p][p]
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[/p][p][/p][p]We're using Mastery 31 to introduce some Endless Mode elements into the base game. You'll be seeing the Rare Curses like power up Elites and even make enemies deal more damage earlier in the run.[/p][p][/p][p]
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[/p][p][/p][p]At Mastery 32 - Glitched Elites will begin to appear, these slippery enemies will teleport when they are within a certain range from you.[/p][p][/p][h2]Infinity Epics[/h2][p][/p][p]We're introducing a new type of Epic Talent that will appear when the Class Specific pool is empty. These Epics can be learnt multiple times and are designed to stay relevent late into the game.[/p][p][/p][p]
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Deck of Fortunes allows you to pinpoint the Rare Talents you like and gain multiple copies of them.[/p][p][/p][p]
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Vault of Lore is perfect for those looking to zoom through the Talent Tree, collecting lots of these can lead to a sizable payout![/p][p][/p][p]
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[/p][p][/p][h2]Quality of Life [/h2][p][/p][p]First up, one of our most requested features since adding endless modes - you can now increase the Game Speed to 1.2, 1.5 and 2.0 in Endless Mode and Eternal Nightmare![/p][p][/p][p]
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[/p][p][/p][p]Next up, you're now able to skip the post game results animation by pressing Escape (or the B Button on Gamepad). We know this can be particularly tedious, especially when you're already max level on a class - so we've put a stop to it![/p][p][/p][p]
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[/p][p]Damage numbers will now change colour if they come from a Status Effect - making it clearer what is contributing towards that key boss takedown in your runs.[/p][p][/p][p]And finally, we've added a simple Talented themed cursor that blends much better with our art style than the default OS one.[/p][p][/p][h2]Balance[/h2][p][/p][h3]General[/h3][p]
With the new Ability Upgrade System there are a few additional ways to gain Cooldown Reduction, to avoid CDR becoming obsolete even earlier in runs we've reduced it from most sources.[/p]
- [p]Natural Maximum Cooldown Reduction down to 60% (from 90%)[/p]
- [p]Lower Cooldowns Talent Cooldown Reduction down to 3% (from 5%)[/p]
[p]
With the introduction of a 3rd \[Stronger Elites] Mastery Bonus at Mastery 33 we've shaved off some of the HP increase and Speed so you won't be fighting elites with over 50 Health on Night 3![/p]
- [p]\[Stronger Elites] Health Point increase reduced to 15% (down from 25%)[/p]
- [p]\[Stronger Elites] Speed increase reduced to 5% (down from 10%)[/p]
[p][/p][h3]Archer[/h3][p]
Just a couple of simple changes to Archer this time to make some of his underperforming Talents a little more appealing.[/p]
- [p]Face Melter Critical Strike Chance increased to 20% (up from 10%)[/p]
- [p]Mystery Egg also causes Collector Talents to have double their usual Activation Chance when Activating from Trap Detonation[/p]
- [p]Spike Trap now deals 200% Attack Damage (up from 100%)[/p]
[p][/p][h3]Wizard[/h3][p]
While Wizard is known for his formidable late game power, getting runs started can be especially difficult on higher Mastery levels with taking a second Ability often being a waste of Talent Points. We're making him a bit more self-sufficient in the first few days.[/p]
- [p]Wizard Base Magic Points to 40 (up from 25)[/p]
- [p]Wizard Base Knockback to 0.3 (up from 0.2)[/p]
- [p]Time Dilation Cooldown Reduction down to 10% (from 20%), Maximum Cooldown Reduction down to 80% (from 95%)[/p]
[p][/p][h3]Warrior[/h3][p]
Warrior can be an extremely consistent power-house IF you choose the correct Talent Packages. Really he could use an additional win-condition (something we'd love to look into in the future), but for now we're pushing some of the numbers of Talents we typically avoid to see where that takes us.[/p]
- [p]Warrior now has Crit Up instead of Health Up in their Core Talents[/p]
- [p]On Point maximum Attack Damage added increased to 10 (up from 6)[/p]
- [p]Intimidating Strike now deals 100% of Attack Damage (up from 75%)[/p]
[p][/p][h3]Summoner[/h3][p]
We're generally happy with power curve that Summoner has, but there are definitely a few outliers when it comes to Talent Packages and higher rarity Talents. We're targeting a few of those outliers this update and also making it less punishing when you pick a Talent Package that really requires another synergistic one to function.[/p]
- [p]Spike Skells Proc Chance increased to 25% (up from 10%)[/p]
- [p]Snail of Arrows cooldown reduced to 18s (down from 22s)[/p]
- [p]Vicious Sacrifice Proc Chance increased to 5% (up from 4%)[/p]
- [p]Summoner now begins the run with a 4% chance to Lifesteal[/p]
[p][/p][h3]Bandit[/h3][p]
Ghost Pistols might look the part, but internal playtesting indicates that they haven't fired off as powerful as we hoped. So it's buffs across the board for them in 1.3[/p]
- [p]Lunar Spiral now creates 3 Ghost Pistols (up from 2)[/p]
- [p]Spectral Trigger Activation Chance increased to 20% (up from 10%)[/p]
- [p]Ghastly Shot Activation Chance increased to 35% (up from 20%)[/p]
- [p]Eclipse cooldown reduced to 10s (down from 12s)[/p]
[p][/p][h3]Alchemist[/h3]
- [p]Hourglass Collector Cooldown Reduction down to 1% (from 2%)[/p]
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When we introduced the new Ability Upgrade system we mentioned that Alchemist would be getting some compensation buffs as he couldn't access Ability Upgrades. [/p][p][/p][p]
We've chosen to increase the power added by the 3rd and 4th ingredients added to potions as these most closely resemble the mid/late game power added to the other classes by the new ability system. These changes might only make sense to those fully familiar with Alchemist, but rest assured if you're making a 4 ingredient potion you're almost certainly going to feel stronger than you did in 1.2.[/p]
- [p]Conservation (4th ingredient Bubblebloom) now grants 100% additional Charges (up from 50%)[/p]
- [p]Focus (4th ingredient Mageleaf) now grants 75% cooldown reduction (up from 50%)[/p]
- [p]Potency (4th ingredient Cinderoot) now grants 100% additional damage (up from 50%)[/p]
- [p]Expanding (3rd ingredient Mageleaf) now has a 60% chance to trigger a second activation (up from 50%)[/p]
- [p]Volatile (3rd ingredient Cinderoot) now grants 75% Critical Strike Chance (up from 50%)[/p]
- [p]Rending (3rd ingredient Bloodthistle) and Demise (4th ingredient Bloodthistle) have had their effects swapped. [/p]
- [p]Rending now causes the ability to apply Decay and Demise now increases experience granted by enemies killed with the potion by 75% (this is increased from 50% when it was Rending's effect)[/p]
[p][/p][h3]Challenges[/h3]
- [p]You can no longer run out of time in the Detnelat Challenge[/p]
[p][/p][h3]Wave of Shadows[/h3][p][/p][p]
Waves Mode[/p]
- [p]Alchemist's Recursion Relic Cooldown Reduction down to 1% (from 2%)[/p]
- [p]Resize Wave Lorges movement speed reduced by 25%[/p]
- [p]Resize Wave Lil' Blob health points reduced by 50%[/p]
- [p]Icky Wave size reduced to 4 Flies (down from 6)[/p]
- [p]Threat: Skelebob Wave Health reduced to 280 (down from 350)[/p]
- [p]Threat: Omegoo Wave Health Points reduced to 200 (from 250)[/p]
- [p]Threat: Queen Wave Health Points increased to 600 (from 550)[/p]
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We know that Summoner can still be quite frustrating, especially when you don't find the right setup early on. Some early game power should allow more varied builds succeed.[/p]
- [p]Summoner gains 25% additional Magic Point Regeneration Rate in Waves Mode[/p]
- [p]Summoner gain 15% additional Summon Speed in Waves Mode[/p]
- [p]Summoner gains 5 additional Maximum Health Points in Waves Mode[/p]
- [p]Summoner gains 10 additional Maximum Magic Points in Waves Mode[/p]
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We're slightly reducing the scaling after Wave 50 so there is a little more distinction between how far runs can get. It should still scale quite harshly so runs don't go on forever, but hopefully every run shouldn't end by Wave 52 now![/p]
- [p]Reduced Enemy Health Point Multiplier after Wave 50 to 1.5x per Wave (down from 2.0x)[/p]
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Ninja[/p][p]
As we mentioned in the 1.2 Release Notes we're generally happy with leaving Ninja in his current very strong state while it's fun! Having said that, we wanted to solve a specific issue where Ninja can be quickly overrun in late game Nights while he sets up Prisms and Soulflames.
To do this we've added some additional damage and flexibility to some of his setup Talents, at the cost of some Soulflame power (which we believe to currently be his strongest build).[/p]
- [p]\[Prodigy] has been reworked - Whenever you kill an Elite enemy you have a 5% chance gain 1 Attack Damage until the end of the Night[/p]
- [p]Refraction proc chance increased to 25% (up from 10%)[/p]
- [p]Critical Lense proc requirement reduced to 25 (down from 50)[/p]
- [p]Caltrops Cooldown to 12 seconds (down from 15)[/p]
- [p]Number of Caltrops to 8 (up from 5)[/p]
- [p]Poison Jitte damage to 8 (up from 6)[/p]
- [p]All Talents that create a Soulflame on a time interval now create one every 12 seconds (up from every 10 seconds)[/p]
- [p]Talents that create multiple Soulflames now create them with a 0.15s interval (down from a 0.25s interval)[/p]
[p][/p][h2]Bug Fixes [/h2]
- [p]Homing Missiles now correctly deal the displayed damage[/p]
- [p]You can no longer take damage from enemy collisions after the night is over[/p]
- [p]The Compendium no longer shows Status Effects/Gameplay Elements for Talented and Abilities that haven't been discovered[/p]
- [p]Fixed an issue where Royal Orbs would appear extremely large when reset by Ring Theory or Atomize[/p]
- [p]Fixed an issue where Treasures from Deposit and Dice from Roll the Bones would fly over enemy's heads[/p]
- [p]Regular Patron and Regular Practice now correctly work in Waves Mode[/p]
- [p]Using Vortech Aimbot while Vortech Aimbot is already no longer causes auto-aim to be permanently active[/p]
- [p]The Supreme Bravery Achievement can now be gained by completing any 5 consecutive Waves without purchasing a Talented (instead of the first 5)[/p]
- [p]Space Bar now correctly returns you to the default/last purchased Talent after having used Gamepad Input[/p]
- [p]Space Bar now correctly returns you to the default Talent after using a Portal to go to a new Talent Tree[/p]
- [p]Locked Challenges can no longer be started while using Gamepad[/p]
- [p]Fixed an issue where Ninja could not be selected from the Challenge panel if all other classes weren't already unlocked[/p]
- [p]Fixed various Text/Localization Issues[/p]
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Beastmaster's Call
[p]Looking for a new Talented challenge? With the Beastmaster's Call DLC you'll have access to a new class, a complete new mode and plenty of unlockables to give you something to strive for! Let's take a look... [/p][p][/p][h2]The Beastmaster[/h2][p][/p][p]
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[/p][p]Equipped with a powerful crossbow - the Beastmaster can choose, care for and upgrade a team of up to 4 pets to take on the demonic hordes.[/p][p][/p][p]
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[/p][p][/p][p]Each Pet has a unique Attack Pattern and Ability and can be evolved up to 4 times. Each evolution comes with an opertunity to upgrade the pet and craft a build unique to them.[/p][p][/p][p]
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[/p][p][/p][p]Evolve a pet to its final form and access a rule bending Legendary Upgrade for them - we'll be diving deeper into your options in the next devlog![/p][p][/p][h2]Gauntlet Mode[/h2][p]Gauntlet Mode is designed with shorter play sessions in mind. It changes both how your build you character and how the enemies appear and evolve as the run goes on.[/p][p][/p][p]
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Note: In an early devlog we said you'd be choosing Talent in the middle of the day, after interal playtests we've decided that it's much better to choose Talents at the end of the Night![/p][p][/p][p]In this mode, your health will not fully restore at the end of each Night. That being said, all classes will be starting the run with a much bigger health pool.[/p][p][/p][p]This makes you much less likely to be taken out by a handful of enemies hitting you in a few seconds but makes taking chip damage each night a bigger concern.[/p][p][/p][p]
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[/p][p]You might be wondering how enemies become more threatening... This is where the Talent Tree gets involved.[/p][p][/p][p]
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[/p][p][/p][p]In Gauntlet Mode the skill tree acts as your path between combat encounters. Meanwhile, the tree is covered in Challenge Badges that enhance enemies. You must carefully choose which bonuses enemies get access to as you ascend the tree with the goal of getting to the very top where you take on one final Night and (hopefully) win the run![/p][p][/p][p]
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[/p][p][/p][p]But fear not... Enemy upgrades aren't the only thing on the tree, they will also be the way you access our new Consumables.[/p][p][/p][p]
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[/p][p][/p][p]And now for the exciting bit... Gauntlet Mode is your way of unlocking Shiny versions of each of the Challenge Skins![/p][p][/p][p]
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[/p][h2]Training Grounds[/h2][p]Another DLC means another change of scenery for your Talented runs. This one explores the training facility of the Beastmaster including areas for egg incubation, playtime, nap time and combat.[/p][p][/p][p]
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[/p][h2]Challenges[/h2][p]As with Ninja, we'll be introducing a variety of 6 different challenges with Mastery 5, 15 and 25 each unlocking 2.[/p][p][/p][p]
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Unhatched will task you with defending Pet Eggs until the end of a run - protect one and you'll unlock the Beastmaster's Egg skin. Protect all 4 and you'll unlock a special Achievement![/p][p][/p][p]
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Threat: Glazemite is Beastmaster's boss challenge. Unlike previous boss fight, the Beastmaster will need to take down one of his own pets turned evil. Completing it will unlock the \[Glazemite's Feast] Legendary Talent, allowing it to appear in future runs.[/p][p][/p][p]
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[/p][p][/p][p]Phew! That was a lot to get through... As always we'll be paying attention to all sources of feedback and responding with hotfixes as quickly as we can! Good luck in your runs and...[/p][p][/p][p]
Stay Talented[/p]