Power Fantasy: Royal Supporter Pack · build 23622353 · published
Hey everyone!
Update 1.2 is here, and this is one of the biggest Power Fantasy updates yet. It adds new progression systems, new ways to prepare your runs, a huge Nightmare overhaul, Steam leaderboard integration, hero-specific saving, professions, cosmetics, new items, balance changes, and a lot of quality-of-life improvements.
This update is focused on making the game feel deeper between runs, more flexible during runs, and much more rewarding when you push into higher difficulties.
Thank you so much to everyone who helped test the Closed Beta, reported bugs, and gave feedback on the new systems.
You can now save runs separately for each hero.
This means you can start a run with one hero, put them to rest after a boss, return to the main menu, and continue with another hero without losing your previous run.
This should make longer runs much easier to manage and lets you experiment with multiple heroes at the same time.
Steam leaderboards are now integrated into the games UI.
There are two leaderboards active during 1.2 : Deepest Depth and Deepest Depth (M5). Keep reading to see what M5 stands for.
Nightmare has been completely overhauled.
Nightmare modifiers can now stack, making the mode much more dangerous and much more interesting for long-term pushing. The goal is simple:
How far can you go before the nightmare finally catches up?
Nightmare enemies have also received new behaviors and visuals, including more threatening projectile patterns, darker visuals, and more pressure around the player.
Nightmare 5 bores you? Well, there are 9 brand new Challenges for you to explore! Toggle and combine them as you like. You can even create a new Difficulty tier by adding enough Challenges to the run:
Toggling 5+ Challenges turns Nightmare into Ruthless.
Toggling ALL Challenges turns Ruthless into Masochist.
So Nightmare 5 combined with Masochist makes Masochist 5! (aka M5)
Alchemy has arrived in camp.
You can now combine materials to create powerful temporary potions, permanent hero-specific infusions, and item conversions.
Alchemy uses ingredients such as Blood Rubies, Monster Muck, Boss Shards, Profession Shards, Empty Vials, Infusion Cores, herbs, fish, and other materials.
Potions are temporary run buffs that can be crafted and equipped before a run. Potion effects can also stack, allowing some very dangerous and very funny build combinations.
Potions are meant to create wild build experiments without permanently breaking the game.
Infusions are permanent, hero-specific upgrades.
These are designed as a long-term progression sink for players who want to keep investing into their favorite heroes.
Harvesting has been added as a new profession.
You can now find herbs on your maps. Stand inside the gathering circle to harvest them and collect materials for Alchemy.
Higher-value herbs become more important later in the game and can be used for stronger crafts, potions, and infusions.
Fishing now has more item interactions and rewards.
You can fish up Profession Shards, used in Alchemy crafting.
Bait has also been added as a new item and is required for fishing.
A new inventory overview has been added.
You can now inspect your collected materials such as fish, herbs, shards, keys, Blood Ruby Fish, Infusion Cores, and other resources.
The old gambling flow has been reworked into a new Slot Machine system.
After a run, you can gamble leftover gold for rewards, temporary buffs, and rare items.
Possible outcomes include:
Common: +5 Blood Rubies
Good: +1% Luck next run
Rare: +5% XP Gain next run
Rare: +1 Reroll next run
Jackpot: +1 Profession Shard
Gambling buffs are displayed in Camp and are consumed when entering a run.
Maps now contain more things to discover.
New map objects and events include:
Herbs
Default Blood Ruby Vein
Chests
A Blood Ruby Magnet before the map boss is about to spawn
Arrows now also show the distance to the object they are pointing at, making exploration clearer.
Bosses now drop special boss chests.
Opening a boss chest now has a more exciting reveal sequence, with the chest cycling through possible rewards before revealing the final drop.
Boss Shards and other boss-related materials are now part of the new crafting and progression economy.
Keys have been added as a new resource.
They can be earned from boss kills, professions, and other rewards. Keys can be used for locked chests and alchemy recipes.
Unlockable hero cosmetics have been added.
Cosmetics can be purchased and equipped per hero, giving you new ways to customize your favorite characters.
Cosmetic purchases use the new economy, including Blood Rubies and Cosmetic Tokens.
An exclusive cosmetic has also been added to the Supporter Pack DLC.
Armor reduces incoming damage and is displayed as damage reduction in the UI. Several perks, upgrades, and effects now interact with Armor directly.
Some builds can now lean into Armor as a defensive tool, while others can convert it into offensive power.
The stat panel has been expanded heavily.
You can now inspect many more stats when pausing the game, including:
Projectiles
Pierce
Chain
Damage taken
Hits evaded
Armor
Damage Reduction
Luck
Legendary Level
Curses
Stats are now split into tabs:
Offense
Defense
Misc
Curses
Legendary perks are now tied more strongly to the new Legendary Level system.
Legendary books are now something you build toward. Talents, potions, and other upgrades can bring your Legendary Level closer, creating a new layer of long-term build planning.
The map mod picker has been changed.
You now choose between three maps, and map mods can appear multiple times across different choices. This makes map selection more meaningful and creates more interesting risk/reward decisions.
Some map mods have also been rebalanced or converted into talents, potions, or map objects.
It is not possible to reroll map mods anymore.
Projectile chain and pierce interactions have been changed.
Previously, combining chain and pierce could duplicate projectiles several times per hit and create extreme scaling issues.
Projectiles now chain first and then pierce, making the interaction cleaner, more predictable, and easier to balance.
Chain, pierce, and range perks have also been adjusted across multiple perk trees.
Physical perks have been reworked around close-range pressure, shockwaves, Armor, and Max Health scaling.
Your projectiles create shockwaves that deal damage based on your Max Health.
You can only fire 1 frontal projectile. Additional frontal projectile amount is converted into projectile damage and pierce.
Gain projectile damage based on your missing Health. You cannot heal above 50% Health.
Physical projectiles deal double damage when hitting enemies within the first half of their travel distance.
Gain +5% Shockwave Damage for each Armor you have.
+8 Armor. -50% Movement Speed.
Enemies killed by your projectiles during Barbaric Fury explode on death.
Barbaric Fury is always active while your Health is below 25%.
20% chance to regenerate 1 HP when you slay an enemy during Barbaric Fury.
Lightning has been reworked around critical hits, chaining, Shock, and high-risk scaling.
Your projectiles chain to nearby enemies on critical hit. Each time a projectile chains, it loses 10% Crit Chance.
When a projectile can no longer chain, it explodes into lightning.
Projectiles deal more damage each time they chain, but you take increased damage.
Critical hits have a chance to Shock nearby enemies. Shocked enemies are more likely to be critically hit.
Armor is converted into Crit Chance instead.
Your projectiles deal 50% increased damage to Shocked enemies.
Several new perks and perk synergies have been added.
Your uncapped Evasion Chance is converted into Crit Multiplier.
+10% Evasion
Your projectiles chain one additional time.
+20% Dash Recovery. +5% Evasion.
+20% Dash Recovery. +10% Movement Speed.
+1 Maximum Dash
+5 Armor. -10% Evasion Cap.
Your projectiles chain +1 time. -30% Projectile Damage.
A few existing talents have been changed.
Enemies spawn closer. -> Your Legendary Levelup requirement is reduced by 10 levels.
Recover 1 HP every second. -> Recover 1 HP every 3 seconds while you have less than 50% HP.
Not only can you spend Blood Rubies on the new Alchemy crafting and Hero Cosmetics, even the Bloodbinder has new offers!
Alchemy Table
Alchemy Finesse
Fishing Finesse
Gambling Finesse
Global Gold Gain
Achievements have been reorganized with cleaner categories and a sleeker overview.
There are 42 new achievements, including challenges for:
Fishing a Profession Shard
Gaining a Profession Shard through gambling
Alchemy Crafting
Unlocking Razor Reflexes synergies
Surviving special potion challenge setups
Beating bosses under special restrictions
and more
Dutch localization has been added.
Huge thanks and credit to Jen for helping make this possible.
A lot of UI screens have been improved or cleaned up.
Changes include:
Cleaner achievement overview
New stat panel tabs
Damage Reduction display
Inventory button and inventory overview
Better chest interaction UI
Maxed out Bloodbinder items now show a green icon
Gambling buff display in Camp
Potion slot display
More polished dash regeneration feedback
Projectile melee range has been slightly reduced.
Chain and pierce scaling has been reduced.
Evasion now has a hard cap.
Crit Chance now has a cap.
The new stat Luck affects multiple systems, including crit, evasion, merchant bonus perk chance, epic perk chance, and chest rewards.
Merchant rerolls now get more expensive faster.
Bitter Tonics have been adjusted.
Frog companion evasion has been reduced to 5%.
Enemy HP scaling has been adjusted.
Nightmare scaling has been adjusted.
Minibosses can no longer be feared.
Kaito now has a fixed chance to throw a bomb when he attacks.
Greedy Bookworm: You now lose 20% of your currently gained XP when you take damage, instead of everything.
Improved performance of homing projectiles.
Improved performance and movement behavior of homing bubbles.
Reduced microlag when gaining profession XP.
Improved loading and saving of run-related stats.
Improved enemy and map object handling in longer runs.
Fixed the main menu highlighting issue.
Fixed UI issues when Gold or Blood Rubies had more than 3 digits.
Fixed Blood Ruby sound stacking on map bosses.
Fixed XP gain during perk panels and pause states.
Fixed level-up behavior during another level-up.
Fixed favored perks appearing after banishing when already selected.
Fixed Barbaric Fury after loading.
Fixed gamepad options unpausing the game.
Fixed boss laser collider issues.
Fixed Nova black holes not being affected by Effect Opacity.
Update 1.2 changes a lot of Power Fantasy’s long-term structure.
Runs should now feel more connected to camp progression, professions should give materials more purpose, Nightmare should be more exciting to push, and hero-specific saving should make it much easier to play the game at your own pace.
As always, thank you for playing, testing, reviewing, and supporting Power Fantasy.
inbyo