Version .75 Update
Added 2024-01-14 21:59:22 +0000 UTCHey all, I just pushed an update to version .75 for the game. Below are all of the changes:
**(If your UI looks weird, it's likely due to the changes to 'Low FPS' mode. Read that section below under QoL improvements. To revert back to the original UI, switch to Average or High Performance mode in game)
-The Zodiac is now celebrated throughout Greece. Certain gods are boosted during certain Zodiac time periods. You should see a Zodiac symbol in the header of the game that you can click to see details. Additionally, there are 3 new trials in Olympus: a Normal, Hard, and Very Hard version of the Trial of the Stars. Each fight gives an Epic, Special, or Unique equipment piece on completion. These trials also shift as the Zodiac changes throughout the year, so be mindful of completing these trials while they're available!
-As mentioned above, Unique equipment items are now in the game. Uniques have their own leveling system and can be leveled from 0 to 1000. You can only have one copy of a Unique item, and any time you would gain another copy of the item you instead gain XP for the copy that you have. As you level your Unique items, the stats and additional effects become increasingly more powerful. Currently, you can gain Unique items by winning the Trial of the Stars - Very Hard fight or if you are a Subscriber, you can purchase upgrades to your Special necklaces from the Olympic Favor reward shop. Non-subscribers will have this option in the next update after I implement one last Trial.
-A new system has been introduced: Time Fragments. After completing the Spring of Amymone in the Ballad of Labors, you gain your first Time Fragment. With it, you can automatically run a subzone or certain battles in the background. The rate it runs in the background is based on the maximum DPS you've achieved in that battle. This gives you an opportunity to increase your XP gain and also collect certain items more easily. Currently there is only 1 Time Fragment available through the story, but Subscribers gain an additional 2 Time Fragments.
-God Level Permanent Bonuses are no longer capped at level 2000. There is no longer a limit.
*Levels 2000-3000 = Permanent XP % Gain for Party, Primary Stat Multiplier for Party
*Levels 3000-4000 = Primary Stat Multiplier for Party, Duo Ability Improvements
*Levels 4000+ = Very large random primary stat bonus for the god
-Duo abilities are now available. Duo abilities are incredibly powerful one use per battle abilities that combine aspects of the gods you have equipped. For example, when using Ares and Apollo on one character, you will be able to use "Course of Battle", gaining a very long heal over time effect for the party, applying a very long damage over time effect to all enemies, and immediately casting Onslaught and Ostinato. You will have to unlock each character's Duo ability, but explore every combination of gods and come up with new strategies for battle!
*All of the above changes all tie together for a particular piece I feel like has been missing from this game so far. So far, there has never been a real need to maximize your build and DPS against any specific battle after you've passed it. With Time Fragments, your max DPS now matters so raising it as high as possible will mean you gain more XP and loot in the background. Maxing out the levels of your Unique items will require quite a grind, so you will want to reach your DPS as high as possible to level your Uniques as much as you can before the Zodiac season changes. Proper experimenting and strategizing with Duo abilities will be critical to maximizing your DPS.
-A new class has been added to the Traveler in Knossos: Thaumaturge. The Thaumaturge focuses on dealing heavy elemental damage and can increase elemental damage dealt/reduce elemental damage taken after using an element.
-Numerous balance changes.
*Almost all healing abilities now use Resistance as their effectiveness stat instead of Attack. Attack has been far and away the most useful stat at every stage in the game, while Resistance has been one of the easiest to ignore. I'm hoping this helps to shift that a bit so deciding what equipment/gems to use has a little more strategy.
*Gems are now multipliers to Primary stats instead of additions. Jewelcrafting is useful when you first unlock it, but it was very easy to fall behind to the point where gems weren't making that much of a difference with your stats. Hopefully this keeps them evergreen.
*Damage up/down effects are now multiplicative instead of additive. Mostly just a system change that makes things easier on my end and probably a bit more fun to play as (multiplying big numbers is always more fun than adding them!).
*Related to above, most abilities/effects that increase damage dealt have been nerfed numerically, but the overall damage increase is about the same. Surge, Bloodlust, Thyrsus, etc. Some items that give elemental damage up have also been reduced.
*Armor penetration charms and equipment effects have been slightly reduced. I don't want it to be exceedingly easy to stack more than 80% Armor Penetration or so on both party members.
*Athena's passive has been buffed so that the permanent effect is a multiplier, and at Ability Level 50 the passive persists for two attacks. Also, Heavenly Shield increases your Healing Received by 25% while active. This should significantly increase her sustainability. Blinding Light has had its cooldown reduced and damage increased as well.
*Artemis's passive has been reworked. It now primarily increases Critical Damage Multiplier instead of Critical Chance. As is, her passive was pretty redundant as at low levels it had no impact and when it was maxed out it just meant every attack you made was critical no matter the enemy. This change should greatly improve her damage output and her role as a support god to other more offensive-minded gods.
*Ares's permanent damage increase for Bloodlust and Rupture and Dionysus's Insanity permanent debuff improvements have been bugged and not correctly applying to the abilities. As a result, these abilities have been significantly "nerfed" in terms of what the amount of permanent increase is, but in reality they will be more effective because the permanent effects will actually be working.
*The Monk class has been reworked entirely. Ability 1 is now a very fast single target damage ability that can deal increased AoE damage after three hits on the same target. Ability 2 is a hard hitting ability that rotates between applying three different debuffs on a target. Monk's passive now heals the party when auto attacking and the heal is increased if the target has been hit by Ability 1.
*Many abilities have had their cooldowns/effectiveness adjusted for balance.
*Many equipment pieces have had their stats adjusted to fit the new vision of each equipment tier. More on this in one of the next updates.
-QoL improvements.
Mobile Version Updates: To toggle an ability or altar on or off, now double click the image instead of long pressing it. Fixed bug preventing Max XPS on Bestiary from being updated. Fixed sizing of some modals. Fixed sizing of popovers.
*The "Frames Per Second" setting has been renamed "Performance". I completely overhauled Low performance mode so that there are no progress bars or progress spinners. There are a number of players who have had significant performance issues and I'm hoping this will resolve it while still providing a good playable experience. Also from my own testing, this reduces battery consumption when playing on my phone by about 33%. I would leave to hear any feedback on if the UI in this mode works well for you and if this solves performance issues you may have.
*When a story scene is active, the battle log is hidden and text size is increased. I went through a few iterations trying to figure out a way to make this look cleaner (especially when you start the game for the first time), and this was the simplest option but I think it works the best. Let me know what you think.
*You can now automate Eternal Melee runs. To me personally, it felt like a slog whenever I had max tickets and needed to spend an hour running through it when there were other thing I wanted to do in game. This will hopefully help in situations where you are not concerned with min/maxing and just want quick rewards.
*Critical hit chance/chance to be critically hit line items have been added to an enemy when hovering them. Note that these update in real time with buffs, debuffs, Artemis's passive, etc.
*There is now a 'Favorite' button for professions and a new grouping at the top to display items you have favorited.
*You can now reset keybinds to their default settings.
*Trial gods now show up in the bestiary.
*You can buy multiples of an item at a shop now by holding down the CTRL, SHIFT, or ALT keys when clicking.
*Most sorting/filtering you can do in the game should now remember what you previously set it to so you don't have to constantly redo your sorting.
*A lot of places where buttons weren't properly styled and colors weren't properly set to the background behind them have been updated.
-Bug fixes.
*There were a few scenarios where certain abilities/damage over time effects were not properly handled in the Party DPS breakdown that should now be fixed.
*Several incorrect enemy ability/effect descriptions have been fixed.
*Ballad of Argo - Sympegades Overlook and Ballad of Argo - Aeetes Reinforcements 10/30 second clear achievements now correctly show up.
*The aforementioned bugs related to permanent ability increases not actually working for Ares and Dionysus.
*A lot of other fixes that I have forgotten about over the past couple of months.
-For those interested, I have reintroduced the ability to purchase Supporter for a single $3 purchase instead of having to rely on signing up for and discontinuing Patreon membership. I'm using a different provider for this service (Square instead of Stripe) so please let me know if you run into any issues!
-I've also added a new tier to the Patreon for those interested in that. If you sign up for the Chthonian tier, you gain access to the monthly codes that both Olympian and Champions get. So for reference, Champions usually get about half the amount of rewards that Olympians get, so Chthonians will in total get about 50% more rewards than Olympians. Aside from that, the fun perk is that I will work with you to create a boss enemy in the game that can randomly show up in the Eternal Melee and will credit you in the enemy view. (No offensive names, needs to at least somewhat fit with the vibe of the game, and I'll have to make sure it is balanced fairly but otherwise open to however much input you want to give!)