[b]Hey Everyone! [/b]Today we’re kicking off our SOTS roadmap with our first phase. Our focus for this phase is on Items and Elite Monsters. If you’re looking for the Dev Diary, you can find that over [url=https://store.steampowered.com/news/app/632360/view/510692079688483816]here[/url]! [img]https://clan.cloudflare.steamstatic.com/images//33906904/df020718d40cf821555aab53126797dd951a4714.png[/img] [h2]Major Changes[/h2] [h3]Antler Shield - Renamed to Elusive Antlers [/h3] [list] [*] [b]Old Functionality[/b] - 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker. [*] [b]New Functionality[/b] - Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds. [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/e62991d365ba737369a682b55c5dab7eea3b5066.gif[/img] [h3]Bolstering Lantern [/h3] [list] [*] [b]Old Functionality[/b] - When below 50% health, receive a damage increase of 20% [*] [b]New Functionality[/b] - Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.) [/list] [h3]Growth Nectar [/h3] [list] [*] [b]Old Functionality[/b] - While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds. [*] [b]New Functionality[/b] - Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack). [/list] [h3]Warped Echo [/h3] [list] [*] [b]Old Functionality[/b] - On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds. [*] [b]New Functionality[/b] - The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.) [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/739e58a519df83c4a987ddab3d86e81fc9157884.gif[/img] [h3]War Bonds [/h3] [list] [*] [b]Old Functionality[/b] - Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor's level at the start of every stage. [*] [b]New Functionality[/b] - During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time. [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/7b2123f8b0c1aeaf836386d41bc36fc10db1ca5d.gif[/img] [h3]Runic Lens [/h3] [list] [*] [b]Old Functionality[/b] - Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage. [*] [b]New Functionality[/b] - 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.) [/list] [h3]Knockback Fin - Renamed to Breaching Fin[/h3] [list] [*] [b]Old Functionality[/b] - 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack). [*] [b]New Functionality[/b] - Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity. [/list] [h3]Noxious Thorn[/h3] [list] [*] [b]Old Functionality[/b] - 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead. [*] [b]Updated Functionality[/b] - Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack). [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/edcc2041482542d6437299bcecb74bd85cfb7343.gif[/img] [h3]Unstable Transmitter[/h3] [list] [*] [b]Old Functionality[/b] - When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack). [*] [b]Updated Functionality[/b] - Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.) [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/2c5ac3f282c413288e12d579e60b0e8e58f2316a.gif[/img] [h3]Luminous Shot[/h3] [list] [*] [b]Old Functionality[/b] - Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack). [*] [b]New Functionality[/b] - Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%. [/list] [h3]Chronic Expansion[/h3] [list] [*] [b]Old Functionality [/b]- Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat. [*] [b]Updated Functionality[/b] - Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer. [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/4c55586a8287859eed3ed189bd75063f24fe1418.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//33906904/df020718d40cf821555aab53126797dd951a4714.png[/img] [h2]Minor Changes[/h2] [b]Chance Doll[/b] - Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine. [img]https://clan.cloudflare.steamstatic.com/images//33906904/9873c760180f60cf845792d24e96eab6364c8ee1.gif[/img] [b]Sonorous Whispers[/b] - reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters. [b]Prayer Beads[/b] - Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers. [img]https://clan.cloudflare.steamstatic.com/images//33906904/11c8cd7af3936bcb8b4c19ef996841a17e1624a3.gif[/img] [b]Longstanding Solitude[/b] - “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%) [b]Seed of Life[/b] - Now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds [b]Electric Boomerang[/b] - No longer applies bleed when carrying Sawmarang equipment. [img]https://clan.cloudflare.steamstatic.com/images//33906904/df020718d40cf821555aab53126797dd951a4714.png[/img] [h2]Elite Updates: [/h2] [h3]Twisted Elites[/h3] [list] [*] [b]Old Functionality[/b] - Generated an aura that made all allies inside reflect damage to the player. [*] [b]New Functionality[/b] - Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin. [/list] [h3]Gilded Elites[/h3] [list] [*] [b]Old Functionality[/b] - Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite. [*] [b]New Functionality[/b] - These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets. [/list] [img]https://clan.cloudflare.steamstatic.com/images//33906904/df020718d40cf821555aab53126797dd951a4714.png[/img] [h2]1.3.6 Other Changes: [/h2] [list] [*] Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack. [*] Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.) [*] Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected. [*] Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear. [*] Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.) [*] Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner. [*] Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son. [*] Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian. [*] On Prime Meridian Lunar Ruin will no longer slow players. [*] Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself. [*] Geodes no longer spawn in the air around the False Son arena on Prime Meridian. [*] Removed reference to False Son’s Lunar Spikes ability slowing enemies. [*] Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities. [*] Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary. [*] Players can no longer clip into a specific pillar on Reformed Altar. [*] Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed. [*] Gilded Elites now correctly appear when using the Artifact of Honor. [*] Fireworks no longer collide with the Halcyon Shrine they have been activated from. [*] Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms. [/list]