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Patch notes · published by the developer

Spellfall Update 0.5.13 - Preparing for Next Fest

On Steam

This patch will likely be one of the last playtest updates as we head towards participation in the October Steam Next Fest, then onward to release!

In this update we focus on improving the newly added rounds 6 and 7 while also performing some minor balance and bug updates.

Updates

  • Rounds 6 and 7 have received their own dedicated music tracks.
  • Reduced the projectile size of Crimson Reaver - hitbox remains the same size.
  • Cooldown reduction has been capped at 80%
  • Arch Mage no longer grants cooldown reduction as part of it's base stat steroids.


A note on cooldown reduction:
The ability to gain 20% from Arch Mage and then an additional 20% from Arch Mage's Elixer all within one round was over tuned resulting in nearly no cooldown for some abilities. I want to keep high cooldown builds in the game and you can still achieve 79% through a max cooldown build, but exceeding this value left no counterplay when getting knocked back or spammed by projectiles. 80% is still a strong and fun build, but means you may have lower overall damage and run in to mana issues, which is where the build path still feels balanced.

Fixes

  • Improved music transition timing so the track begins immediately when combat starts.
  • Adjusted the amount of environmental debris (rubble, books, snowballs, flowers, etc.) that spawns in each map. Originally the amount of rubble increased with each round and this became excessive with rounds 6 and 7 added to the game.
  • Fixed an issue where bots could use Arch Mage but not gain the spell bonuses. Get ready for some nasty shots.

Thank you all once again for sharing your feedback and helping to get Spellfall ready for release this November. While feature patches will likely slow down I will still make sure to consider all your ideas and suggestions for the post-launch roadmap.

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