Spire of Ash · published
Spire of Ash v1.0.7 — Patch Notes
Combat & Balance
- Reduced enemy damage scaling at higher key levels. Enemy damage curve has been softened above KL20 via
a new post-ratchet dampener system, resulting in significantly less punishing incoming damage at high
keys (e.g. KL100 enemy damage scalar reduced from 10.0 to 6.5).
- Boss Rush baseline life multiplier reduced from 2.0x to 0.78x — bosses should now fall faster,
improving the feel of Boss Rush runs.
- Improved tank (Defensive hero) aggro and threat:
- Defensive heroes now receive a permanent +35% threat floor (previously tapered to 0% by KL10, now
tapers to +35% by KL40).
- Damage-based threat multiplier for Defensive heroes massively increased (3x → 300x), making tanks
virtually impossible to pull off.
- Focus pressure defender threat boost raised from +40% to +55%.
- Newly spawned enemies are immediately taunted onto the Defensive hero.
- Enemies now seed threat tables on spawn, giving Defensive heroes an initial aggro advantage.
- Monster AI fallback targeting now prefers Defensive heroes when in range.
- Unit movement AI also prioritizes moving toward Defensive heroes.
- Threat retarget interval tightened from 2500ms to 2000ms for more responsive target switching.
- Fixed hero mechanics incorrectly marking friendly units — getMarkedEnemies now correctly filters to
enemy team only.
- Fixed taunted enemies attacking out-of-range targets — monsters now close distance first if their taunt
target is out of range.