- Update #70: Balance and Bug Fixes
- Hey folks!
- Sorry for the radio silence on our end, we’ve been deep in the trenches getting things ready for our official Switch launch! Throughout that process, we’ve also made a few bug fixes and balance changes, a few I know have been requested by many. I’ll throw a list down below of all the changes currently implemented in today patch.
- Autumn Sale
- Just a quick note: Vault of the Void is currently on sale as part of Steam's Autumn Sale! If you haven't already, it's a great time to grab a copy or mention it to a friend! Thank you everyone for your support!
- We’ll be back shorty with more details about the official Switch launch, and more details about our plans for 2025! Thank you, everyone, take care!
- All for now,
- -Josh
- Balance
- Double Time: Normal mobs and Elites now have 50% faster HP scaling (down from 100%); however Floor Guardians, Vault Guardians, and the Void will also gain some extra HP scaling at half of the rate. AP scaling is unchanged.
- Dawnbringer encounter: reduced AP, Frenzy, and HP of Corellion Solspear.
- Fearshaper encounter: reduced minions starting HP but increase their scaling from Phobos passive.
- Bugs
- Fixed a problem that prevents tooltips from appearing when hovering on Combo/Corruption/Zen counter
- Fixed a rare crash when having specific energy changing artifacts (Crystal Lake Hand-me-down, but may affect others)
- Fixed Blood Amulet trigger Block more than once per turn
- Fixed Favour of Libra giving 4 energy before spending your energy, causing some energy to be wasted
- Fixed Stalwart buff not having effect on the turn it is played
- Fixed Master of Elements deckback not showing the correct colorful effects in some screens
- Fixed some display issues in daily draft and leaderboards
- Improve controller targeting in multiple screens and events
- Seed input got a new look and now supports controller input
- Massive performance optimisation pass -- a lot of things should be faster or consumes less battery if playing on a phone
- Enemy AP and Frenzy value is only red when it's reduced by Weak or Slow. This means when an enemy is slowed at 1 Frenzy it no longer appears red to better help you pick Slow target in some fights.