Build 25128208

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Kronon Era Playtest · public · first seen

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Patch notes · published by the developer

Update 0.131.0 — weapons, beam, Tier 2 gear, revive, cursor and the King

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What's new

  • THE MAGE'S SHOT BECAME A REAL WEAPON. It is now called Fireball and has a level ladder like the others: more fireballs per shot, more damage, more fire rate and better homing. The Mage still starts with it without spending a weapon slot — and the other classes can take it as a card, the same way anyone can take the Baluarte's Aegis. At level 8 it becomes the Comet: it stops chasing and pierces in a straight line, sweeping a whole row.
  • WHOEVER IS PICKED UP IS UNTOUCHABLE FOR A SECOND. You come back blinking and nothing hits you in that time, not even the wall — enough to step off the horde that downed you instead of falling again in the same second. Works for a teammate rescue and for the Oracle's Resurgence.
  • THE FORGE AND THE MARKET NOW SHOW THE ITEM. Both screens listed nothing but the name; now every piece is drawn, on its rarity background, the way the collection already did it. And the name says who it is for — Rare Helm T1 · Mail — so you can tell at a glance whether that armour is the kind your hero wears.
  • THE GAME HAS ITS OWN CURSOR NOW, AND YOU PICK ITS SIZE. The new crosshair replaces the system arrow, which used to vanish against the pale ground of the city. The size lives in Esc → Options → Video, in steps from half to triple, and it follows your screen resolution on its own.
  • THE PORTAL PROMPT IS READABLE NOW. The "Choose the stage" prompt got a black outline so it stops vanishing against the pale stone of the city, and the key became a drawing: an E beside the line, pulsing slowly, like the shortcuts in the corner of the screen. Same at the entrance to the King's Challenge.

Balance

  • EVERY WEAPON GOT STRONGER, EACH IN ITS OWN WAY. The Orbit gained one more blade circling from level one, and a wider blade. The Fan volley gained one more shot and fires a little faster. The Burning aura pulses more often, reaches further and pushes harder. Rune mines are laid faster, arm sooner, burst wider and last longer on the ground. The Boomerang goes out more often, flies faster and further. And the Aegis gained reach, arc and a much longer taunt, with its damage untouched: it is the weapon that pulls the horde, not the one that kills it.
  • THE ORBIT NOW THROWS THE HORDE BACK. Every blade that connects shoves the creature away from your body, with force of its own — before it used the small nudge every hit gives, shared with your other weapons, and in practice moved nothing. The ring became personal space: whoever comes close goes flying.
  • THE PIERCING BEAM WENT THE OTHER WAY: 10% less base damage. The heat ramp was left alone, so what makes the beam the beam is unchanged: it is still the single-target weapon, and bosses and elites are still its home.
  • THE BEAM HAS TO COOL DOWN BEFORE TAKING ANOTHER TARGET. Whenever it loses the enemy it was locked onto — killed, out of range, behind a rock or gone invulnerable — the beam stays dark for a second before latching onto the next one, and the built-up heat is lost with it. It is still the weapon that hurts most once it is hot; the price now is that letting go costs the whole ramp.
  • THE BEAM AT LEVEL 7 NOW JUMPS TO A SECOND TARGET. It splashes onto the enemy closest to the one it is locked on, for half the damage and carrying your burns and bleeds along — and you can see the arc leaving the target. The step still grants the 90 range it always did; range alone changed nothing measurable.
  • THE WANDERING SKULL IS 20% BIGGER. The skull grew in the drawing and in the area it hits, in the same proportion: it crosses the horde taking up more room, and catching a whole row with it got easier.
  • TIER 2 GEAR WAS TOO WEAK FOR TIER 2 ITSELF. A white T2 piece was worth less than a green T1, and even a full legendary T2 set gave less headroom against the monsters there than an uncommon set gives in T1. Now each tier adds one stat line and multiplies its value by four: a white set in T2 performs against T2 monsters exactly as a white set performs in T1, and the ladder holds all the way to legendary. The T2 pieces already in your chest were rebuilt under the new rule.

Fixes

  • THE KING WAS WALKING BACKWARDS. His art did not turn toward where he was heading, and the sword sweep did not rotate to the charge direction: both depended on a value that only existed on the server and never reached your screen. The area the charge hits was always right; it was the drawing that lied.
  • THE SHOP DID NOT CLOSE WITH ESC. With the shop open, Esc opened the game menu on top of it instead of closing the screen, and it was the only station where that happened.
  • THE FORGE HAMMER SOUNDED SEVERAL TIMES AT ONCE. Each strike lasted longer than the gap to the next one, so they piled up while you held the button. Now a new strike silences the previous one, the way a real hammer does.
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