This patch mainly touches on the balance of endless runs, since it seems we missed the mark on that and they were much easier than intended, especially the final boss. Since the intention is that these are the hardest content in the game, we want to provide a tough challenge that requires very good teams to beat.
The new Zone Boss in endless runs was completely rebalanced to be a lot more challenging, with a focus on increasing his defences by a lot and reducing his energy costs a bit. The intention is to allow the boss to last for longer and use more skills to actually challenge your teams.
The Zone Level Multiplier now scales higher from Zone Levels 5 and above, with the highest multiplier at Zone Level 16+ being almost double from what it was before.
Zone modifiers in endless runs now have 2 tiers. The first one is similar to the previous set of modifiers and will appear from Zone Level 2-8. The second tier of modifiers will appear from Zone Level 9 and above, and will have significantly higher modifier magnitudes.
Level 2 bosses from superior combats now start appearing with 1-2 items from Zone Levels 9 and above.
Superior combats that grant items to enemies now grant 1-2 more at Zone Levels 9 and above.
Superior combats that spawn Level 3 enemies now spawn 1 more at Zone Levels 13 and above.
Fixed influences from swapped spells not updating your traits in endless runs.
We'll keep an eye on feedback about balance, especially on endless runs, and there's other fixes and QoL changes we're working on for the next patches.