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Devlog #64 - Wrapping Up

Greetings Talented Gamers!

It's devlog time again and we're stuffing this one full of new Talent reveals for Bandit and Alchemist.

I can't help but be sad to say those are the final Talent Packages planned for Talented. Though, of course, you can still expect these to be balanced, tweaked and even reworked as we continue to tune the game.

Bandit

We'll be finalising the Bandit loadout with two Talent Packages, let's start with [Investment] - a Package focussed on improving your Spree Talents.



Now you're able to activate Sprees multiple times per Shop (as long as you're prepared to pay the reroll cost). Additionally Bandit finally has access to some Bonus Experience, remember that scales multiplicatively with the bonus from Combo Levels!

Next up we have the [Charming] Package that focusses on accessing more Luck than ever before, along side some payoffs for being a lucky guy!





Alchemist

We're broadening the tools Alchemist has access to, expanding a number of the builds that are always available to him including Loot, Status Effects and Throwing Weapons.

[Special Delivery], for example, is focussed on expanding the loot options Alchemist has and introducing a special synergy with Runes



[Curve Ball] introduces additional upgrades for throwing weapons, including our most frequently activating Throwing Weapon Talent yet.



He will also be getting access to the new economy Talent Package [Mind Over Matter] that will seriously boost your leveling.





As usual there's more Talents coming than we've shown here. We always hold back some of the reveals so you'll have plenty to discover when the update drops!

Next time we'll be talking about new System that we'll be adding to all standard runs. It will help ensure you get the endless supply of Talents you'll be needing for the upcoming Endless Mode. Until then...

Stay Talented

Devlog #63 - In The End

Greetings Talented Gamers!

We hope you're all enjoying 0.14, things seem to be going smoothly so far! We've already fixed some of the highest priority issues and will be keeping an eye out for anything else we can hotfix to make your experience better without disrupting work on the next update.

Speaking of which...

0.15 Up Next

With 0.14 out of the way (which was probably our largest update so far) we're moving swiftly on to new things.

We'll be following up our second most requested feature (Gamepad Support) with our most requested feature. That's right! It's...

Endless Mode

Talented will finally be going endless. We're experimenting with ideas internally but here's some things I can say for sure:

  • You'll be able to continue a Standard Talented Run in Endless Mode from the post-run screen
  • You'll be playing normal Talented Nights with access to the Talent Tree from the run between each Night (although the difficulty with be scaling extremely quickly)
  • We have a new Core System in mind that will mean you'll never run out of Talents to learn
  • The Eternal Nightmare will still be accessable after a run, but you'll need to choose between Eternal Nightmare and Endless Mode (you can't do one then the other)

I'm looking forward to sharing more details about Endless Mode as development progresses, Beta Testers can also look out for early access to the mode in the coming weeks.



Wrapping Up

Next in line is the final Talent Packages for Bandit and Alchemist. With 2 in line for our lucky lad and 5 for the master chef.

  • Bandit will be rolling the dice and hoping for the best with a brand new Luck Package.
  • Alchemist will be Leveling Up quicker, taking advantage of Status Effects and even throwing more weapons!


Trophy Cabinet

There's still lots of work to come with our Challenge System. Although we're happy with quite a few of the new Challenges added in 0.14, we know there are a few pain points and quality of life issues we'd like to address this update.

In addition to improving the existing challenges we'll be:

  • Adding a new Challenge for each Class
  • Adding a Challenge Unlock System that orders the Challenges by difficulty, allowing them to be unlocked by completing certain Mastery Levels on each Class
  • Adding new Skins and Legendary Talents as rewards


...and of course we'll be adding the usual set of 20 Achievements along with a ton of bug fixes, polish and balance changes. We'll be focussing more on balance for our original 4 Classes (Archer, Wizard, Warrior and Summoner) this time as they've had a full update with a full set of Talent Packages to toy around with. Looking forward to revealing more on all of this soon!

Stay Talented

Hotfix 0.14.35

  • The Roundabout Achievement will now unlock correctly
  • Added a visual cap on the number of Coins that can be dropped by each enemy (any Gold not dropped will be added to your total instantly)
  • Added a visual cap that stops enemies dropping Coins when there are at least 50 on screen (any Gold not dropped will be added to your total instantly)
  • Skeleton Key will no longer appear in runs until the Detnelat Challenge has been completed

Hotfix 0.14.34

  • Corrected Iron Quiver's Activation Chance to 8% (down from 108%)
  • Reduced the Smushroom in Threat: Smushroom's Health Points by 10%
  • Added a new description to Time Wizard
  • Fixed the Tooltip on the Talent Package choice screen not appearing when using Gamepad

Talented 0.14 Update - Thumbs of Steel

Greetings Talented Gamers!

Seems like a fine day to drop an update, and it's a doozy!

Gamepad Support

Talented now fully supports Xbox and PlayStation Gamepads!



Challenges

There's a grand total of 24 New Challenges dropping in this update, highlights include
  • Build a Deck of Abilities as Alchemist and draw random spells you've crafted
  • Finally find out what it feels like to be a RANGED Warrior
  • Fight a Boss uniquely tailored for each of the Classes
  • Become the Talented dungeon and spawn enemies to defeat the Summoner


Of course, more challenges means more rewards! This update brings 14 new Legendary Talents and 10 new Skins to collect!



Talent Package Rerolls

Tired of being forced to take Packages that don't fit with your build? The answer is simple... Reroll them away!



Better yet, you can now discover Bonus Packages that grant even more Rares!

New Stuff!

Every Class is getting some love this time with 16 new Talent Packages coming to town...

Archer is getting a Package exclusively for their Traps, including the capstone Talent [Mystery Egg] that allows your Traps to Activate your Collector Talents!



Wizard is getting Ability Crit back! Not only that, there's special support for it including a screen clearing Ability that just can't stop critically striking!



Warrior will be striking fear into their enemies with this package, better yet applying Feared to enemies that are already running away is about to become a good thing!



Some Summoners like Blobs, some Summoners like Flies... And they'll both be getting a Package in this update!



Bandit is getting 3 new Packages! One to upgrade and expand the Rounds Talents (that let you fire cool stuff like Saw Blades and Fireworks).



One to upgrade the Shop, even allowing it to stock things from other Talent Packages.



And one that should be some much needed power for Abilities, including a brand new Ability that has infinite scalinggg.



Alchemist is a big winner this update with 5 new Packages! Not only will he be getting one for each Ability Type (Bolts, Lances, Waves and Novas)...



...but he'll also be getting access to some brand new Runes...



Balance
Another lighter set of balance changes this time around, focussed on the most important balance issues while giving the new packages time to shine. With all of the Talent Packages in for Archer, Wizard, Warrior and Summoner you can expect a more thorough set of changes next update...

Archer
  • Added a cap on the maximum number of traps each Ability can create of 15 per Ability
Wizard
  • Backtrack has moved to one of the new Talent Packages
  • New Ability added to the Base Package

Summoner
  • Squelchomega (Summon Mega Blob) Health Points reduced to 20 (from 30)
  • When Squelchomega splits the Lil Blobs will now correctly have 10 Health Points (up from 5)
Bandit After listening closely to feedback on Bandit and playtesting ourselves we agree that Bandit is far too reliant on Reload Speed Up Talents. We've increase his base Reload Speed and significantly nerfed Reload Speed Up Talents, shifting power to his Abilities instead.
  • Base Reload Time reduced to 1.75s (down from 2.0s)
  • Reload Speed Up Talents reduced to 6% (down from 8%)
  • Attack Speed granted by Reload Speed Up Talents when Reload Time is reduced below Attack Speed reduced to 3% (down from 8%)
  • Excavate damage increased to 250 (up from 100)
  • Excavate delay reduced to 1.75s (down from 2.0s)
  • Excavate Cost reduced to 15 (down from 20)
  • Excavate Explosion Size increased by 20%
  • Bottoms Up damage increased to 10 (up from 1)
  • Powder Keg cooldown reduced to 8s (down from 15)
  • Powder Keg Explosion Size increased by 20%
  • Quick Draw cooldown reduced to 3s (down from 5s)
  • Quick Draw Attack Speed increased to 75% (up from 60%)
  • Make It Rain cost increased to 10 (up from 8)
  • Make It Rain bullets fired increased to 12 (up from 10)
  • Mining Operation cost increased to 10 (up from 5)
Alchemist
  • Reduced the base Charges of all Nova Abilities to 5 (down from 8)
  • Conservation now increases the Charges of an Ability by 50% (instead of 8)
  • Archaeologist has been reworked to have a 35% chance to not destroy the Rune when it is detonated instead of creating another one
  • Replenish Activation Chance reduced to 25% (down from 50%)
Challenges
  • Changes the Rare pool in Curse of Luck to no longer contain Efficacy and added Spell Thirst and Ethereal Calling.
Bug Fixing/Quality of Life
  • Mega Blobs have a new look
  • All Talents and their quantities can now been viewed on the Run Info Panel
  • Brutality will no longer grant Warrior permanent Size when it activates
  • 2 for 1 will no longer give a Talent Point instead of granting double value from Talent Points purchased from the shop
  • Fixed a bug that stopped the Eureka Talent from functioning
  • Fixed a bug allowing the Archer to create Orbital Arrows beyond the cap
  • Fixed a bug stopping Ability Tags from displaying on Potion Abilities in the Alchemist's Core Talents
  • Fixed a bug stopping the Replenish Talent from functioning
  • Tronks will no longer occassionally lose Health Points when regenerating
  • Elementals will now correctly deal the damage displayed in their tooltip
  • The Achievement MVP can no longer be unlocked on classes other than Summoner
  • Removing Herbs from a recipe on the crafting screen will no longer increment the Herbalism Achievement
  • Finest Leather will now correctly increase the Activation Chance of Gust Quiver
  • True Ending will no longer appear (several times) in the Spooky Scary Talent Package
  • Corrected the size of the Ice Bolts created by Crystal Wand
  • Entering the Eternal Nightmare from the stats screen will no longer stop you from seeing the Overview after dying in the Eternal Nightmare
  • Fixed a bug causing Status Effects to incorrectly apply to duplicated enemies from Vortech Shrink Ray
  • Fixed Various Typos and Grammar issues




That's a wrap! Looking forward to hearing all of your feedback - We'll be hotfixing the major bugs and balance issues as usual. Already looking forward to revealing what's to come in 0.15, We know some of you have been waiting Endlessly for one of the features...

Stay Talented