Spellbreak Changelog

What's new in Spellbreak 0.30.91 Alpha

Aug 23, 2019
  • PLAYER WIPE:
  • Before getting in to the notes though, we wanted to highlight an unfortunate reality of alpha testing and making major changes: As a part of this release, we'll be wiping all progress and resetting the leaderboards. We've made some large and fundamental changes to not only the game systems, but to our server backends as well, which required wiping the databases.
  • We don't do this lightly and certainly don't want to but the changes required it. Anyone who has purchased a pack or otherwise redeemed a code, you'll re-receive the rewards again, but previously earned class XP, mastery rewards (titles and badges), and so on will all need to be re-earned.
  • GAME MODES:
  • Y'all have spoken and really seem to want it, so we're going to be turning on Duos in release .30 and disabling Squads. Solos will remain enabled.
  • MOVEMENT:
  • BASIC MOVEMENT:
  • Ground acceleration has been increased. You'll reach your top speed much faster than you currently do.
  • Strafing and backpedaling are now based on your overall speed (so boots or other buffs affect it).
  • However, base strafe and backwards speed was slightly reduced to compensate.
  • Somewhat reduced air control. This brings it back to where it was in release 17.
  • Increase midair strafe braking. In other words, if you're exceeding maximum strafe speed in mid-air, you'll more quickly brake toward strafe speed.
  • HOVER:
  • Hover has been removed from spells. You'll keep going in whatever direction you were going when you cast.
  • Hover is still enabled for sorceries to aid in aiming.g and provide moments of vulnerability.
  • Hover now always caps downward momentum.
  • LEVITATION:
  • Levitation is a new base character ability available to everyone at match start.
  • Jump and hold to start levitating.
  • Consumes a fixed percentage of mana per second.
  • Can attack out of it or start levitating after an attack.
  • Double jump has been removed.
  • Instead of granting an additional jump, Legendary Boots of the Slayer now reduce Levitation mana cost by 25%.
  • GAUNTLETS:
  • Can no longer equip 2 of the same type of gauntlets.
  • Sorceries can now be cast more quickly after casting a Spell.
  • Sorcery cooldowns are now frozen while hovering (e.g. aiming sorceries).
  • There were some insane sequences that could allow people to stay aloft for... a long time.
  • Fire Gauntlet:
  • Fireball:
  • Damage is now 25, 30, 34, 36, 38
  • Mana cost is now 25, 23, 21, 20, 19
  • Flies much faster
  • Leaves flaming puddles behind
  • Has a much smaller explosion radius
  • Does more damage to the caster should they be within the explosion
  • Explosion damage falloff has been reduced (i.e. Fireballs exploding close to a target do more damage than before)
  • Flamewall:
  • Ignites players who touch it, dealing 5 damage per second for 3 seconds.
  • Is higher, so it takes more effort to go over it
  • Casts faster
  • Has a longer cast range
  • Frost Gauntlet:
  • Ice Lance:
  • Damage is now 45, 58, 63, 67, 72
  • Mana cost is now 40, 36, 34, 32, 30
  • No longer spawns ice puddles / trail
  • Leaves behind a visual effect
  • Has a windup sound that's audible to other players
  • Has a lowered base velocity, but max speed remains the same. Charge longer to reach max speed.
  • Has lowered movement penalty while aiming
  • Overall damage has been reduced with a steeper ramp to max damage, but increased minimum damage as well.
  • You can see the basic Ice Lance in action here: https://www.youtube.com/watch?v=-lwrrHxtWiM
  • Flash Freeze:
  • Applies a slowing effect to players, eventually freezing them
  • No longer spawns ice puddles
  • Lasts for 6 seconds
  • Freeze no longer applies damage reduction
  • Duration of Freeze has been lowered to 2s
  • Flash Freeze now blocks Fireballs, Wind Shears, and Lightning Bolts
  • Though players can still fire from above and below it
  • You can see the basic Flash Freeze in action here: https://www.youtube.com/watch?v=tBMlq0cu4WM
  • Ice Puddles:
  • Ice puddles / trails now give everyone a speed boost.
  • Increased acceleration while running on Ice trails (i.e. you get to max speed much faster now).
  • Ice puddles have a shorter duration but the water has a longer duration.
  • Speed boost from ice is a (big) flat bonus, but no longer stacks.
  • You now retain full speed when moving diagonally on frozen puddles (i.e. pressing W+A or W+D).
  • Toxic Gauntlet:
  • Poison clouds, mist, puddles, and toxic whirlwind all now do 6 damage per tick, two ticks per second, while overlapping them. This previously varied by type.
  • Toxic Spray:
  • Damage is now 35, 41, 47, 49, 52
  • Mana cost is now 20, 18, 17, 16, 15
  • No longer creates puddles
  • Increased fire rate
  • Any toxic damage applies Corrosion
  • Deducts 4 armor every second for 3 seconds
  • Spread of projectiles cast by poison spell has been increased.
  • You can see the basic Toxic Spray in action here: https://www.youtube.com/watch?v=QgYkS2CY0EA
  • Toxic Cloud:
  • Increased projectile speed
  • Reduced duration of toxic clouds to 5s
  • Wind Gauntlet:
  • Wind Shear:
  • Damage is now 7, 8, 9, 10, 10
  • Mana cost is now 12, 11, 10, 10, 9
  • No longer wind jumps
  • Increased fire rate
  • Reduced damage
  • Tornado
  • Reduced pull, especially when on the ground
  • Stone Gauntlet:
  • Shockwave
  • Damage is now 30, 39, 42, 44, 45
  • Mana cost is now 25, 23, 21, 20, 19
  • Lowered vertical collision hitbox slightly
  • Boulderfall:
  • Added small windup before casting
  • Base version no longer grows over distance
  • Reduced velocity
  • Lightning Gauntlet:
  • Lightning Bolts:
  • Damage has been increased and is now 9, 11, 12, 13, 14
  • Mana cost is now 12, 10, 10, 9, 9
  • Lightning Bolts now deduct mana per-shot instead of per-cast.
  • Though if you’re nearly out of mana, you’ll still shoot all three bolts.
  • Added damage decay over distance
  • Added windup prior to firing
  • Reduced fire rate
  • Reduced bloom (spread)
  • Reduced the collision size of the projectile
  • Fire rate is no longer affected by Cast Speed buffs.
  • The windup and recovery animations are still affected, however.
  • It's now possible to interrupt the burst by using a rune.
  • You can see the basic Lightning spell behavior here: https://www.youtube.com/watch?v=cgBeFm293Wc
  • Lightning Strike:
  • Unchanged:
  • CLASS REVAMP:
  • Class System:
  • For release 30, players will have a choice of the six elemental classes:
  • Conduit, Frostborn, Pyromancer, Stoneshaper, Tempest, Toxicologist
  • This is just the start, more will be coming!
  • The other classes have been removed.
  • Each class has four skills, one starting and three additional skills.
  • These skills are in a pre-determined order and are NOT randomly granted.
  • Skills no longer have multiple levels.
  • Before a match begins, players choose a single class.
  • Players start with a common gauntlet matching their class.
  • Reaching a circle will unlock the next skill for the chosen class.
  • This means you need to reach three circles to “finish” your class abilities.
  • Classes have been given new icons.
  • Removed class campaign.
  • Class unlocks have been removed. You'll start with all classes unlocked at the start.
  • We’re not done with the class system yet! We wanted to get a first pass in front of you to get feedback. We’re already working on an additional layer that brings back a lot of the depth that we loved and the combinatoric madness it enabled. While there's differentiation from game to game based on the gear you find, it's still not where we want things to be. We're working on it, but it won't be in 30... stay tuned for more info!
  • Let's go through the class skills now...
  • Conduit:
  • Potential Energy (level 1 starting skill)
  • Lightning Bolts: Hold to continue casting
  • Overload (level 2):
  • On Cast Lightning Strike: +1 Rune charge. Max 1.
  • Note: this does not store charges beyond 1.
  • Power Surge (level 3):
  • On Cast Lightning Strike: -100% Spell Mana Cost (4s)
  • Secondary Strikes (level 4):
  • Lightning Strike: +3 Strikes
  • Frostborn:
  • Frozen Alacrity (Level 1 starting skill):
  • Ice Lance: Leaves Ice Trails
  • Increased size of ice puddles created by Frozen Alacrity
  • Fixed Frozen Alacrity issues that would cause gaps between ice trails or the ice trail to end earlier than it should.
  • Icicle (Level 2):
  • Ice Lance: Hover in mid-air while aiming
  • Tundra (level 3):
  • Flash Freeze Duration: +100%
  • Ice Prism (level 4):
  • Ice Lance: Overcharge for 1s for +35% damage
  • Pyromancer:
  • Combust (level 1 starting skill)
  • Fireball Explosion Radius: +200%
  • Firefly (level 2):
  • Immune: Your team's Flamewalls
  • On Entering Flamewall: Fly (1.5s)
  • Pyrolysis (level 3):
  • Flamewall Damage: +100% (2s)
  • Conflagration (level 4):
  • On Fireball Hit: Spawn 4 smaller Fireballs
  • Stoneshaper:
  • Stoneskin (level 1 starting skill)
  • On Cast Shockwave: +5 Armor
  • Bedrock(level 2):
  • On Cast Shockwave: Crash to the ground
  • Avalanche (level 3):
  • Max Boulderfall Charges: +1
  • Accretion (level 4):
  • Boulderfall Size: Grows as it flies
  • Tempest:
  • Wind Surge (Level 1 starting skill)
  • On Wind Shear Ground Hit: Wind Jump
  • Updraft (Level 2):
  • Immune: Your team's Tornadoes Pull
  • On Entering Your Team's Tornadoes: Launch into the air
  • Squall (level 3):
  • In Air (1s): Spell Damage: +5%
  • In Air (2s): Spell Damage: +15%
  • In Air (3s): Spell Damage: +25%
  • Sudden Gust (level 4):
  • In Air (1s): Sorcery Cooldown Speed: +100%
  • Toxicologist:
  • Viscosity (Level 1 starting skill)
  • Toxic Spray: Leaves Sticky Puddles
  • Toxic Puddles now last for 15s (prev 5s)
  • Vanishing Mists (Level 2):
  • Immune: Your Team's Toxic Clouds
  • On Entering Your Team's Toxic Clouds: Dash and become Invisible for 3s
  • Outbreak (level 3):
  • While Invisible: Toxic Spray Damage: +100%
  • Spreading Sickness (level 4):
  • Toxic Cloud: +2 Clouds
  • ELEMENTAL INTERACTIONS:
  • Using wind on a toxic puddle now creates Toxic Mist that applies damage and Corrosion.
  • Wind Shears fired through a Toxic Cloud will create Toxic Mist where they hit.
  • Ice puddles that are shattered now create Ice Mist that applies a temporary Slow.
  • Boulders that are frozen now create Ice Mist when they explode.
  • If a cloud is frozen while a player is within it, it will shatter immediately, leaving behind Ice Mist, and no longer instantly freezing players.
  • Tornadoes will dissipate both Toxic Mist and Ice Mist.
  • Clouds that are frozen while characters are inside them no longer instantly freeze them.
  • Reduced duration of Dragonfire created from Poison Clouds to 0.5s from 3.5s
  • Clouds and Wind now block Lightning Bolts.
  • RUNES:
  • Blink rune has been vaulted.
  • Due to the many changes to both core and class-based movement in release .30, we want to test a Blinkless game.
  • Rune cooldowns are now frozen while hovering (e.g. aiming sorceries).
  • There were some insane sequences that could allow people to stay aloft for... a long time.
  • Fixed a bug that would cause Rune key input to be buffered too long, activating the Rune long after the key was pressed.
  • This is especially annoying and resulted in a bunch of unfortunate situations so wanted to call it out in the Rune section.
  • Chronomaster rune cooldown is now 15 seconds as intended instead of the 20 it was previously.
  • Technically also a bug fix, but wanted to put it up here as well!
  • Invisibility
  • We wanted to make Invis more usable in-combat to better stand on its own, but also to combo with some of the new class changes.
  • On activation, you become invisible earlier in the animation.
  • Similarly, reduced cast time so it's more responsive.
  • Shadowstep:
  • Shadowstep's been pretty powerful in too many situations and needed to be pulled in somewhat.
  • Shadowstep verticality has been significantly decreased, and duration of Invisibility lowered to 1.5s (from 2.5s).
  • There is now a brief period after using Shadowstep before you can perform another action, similar to Dash.
  • MANA AND AMULETS:
  • Previously, with a high rarity gauntlet and amulet, it was possible to almost entirely ignore mana as a mechanic. We're rebalancing mana costs to force decisions around when to cast and when to regenerate mana. However, in addition to more meaningful decisions around when to use mana, mana recharging is much faster now to keep combat flowing.
  • Mana recharge time has been reduced significantly.
  • Mana that is recharging is now immediately available to spend, unless you are entirely out of mana.
  • If you're entirely out of mana, the behavior is unchanged: you must wait until the mana bar is fully refilled before you can cast/levitate again.
  • Mana recharge is no longer paused if you're aiming sorceries while on the ground, but it remains paused while you're in midair and aiming.
  • Base max mana is now 50.
  • Common amulets now give 10 max mana.
  • Uncommon amulets now give 20 max mana.
  • Rare amulets now give 30 max mana.
  • Epic amulets now give 40 max mana.
  • Legendary amulets now give 50 max mana.
  • MISC. GAMEPLAY:
  • All storm circles are now 30% bigger.
  • This should help the end of match end in a wider variety of locations without having to hoof it across a tremendous distance.
  • Mana Vaults no longer drop skill points.
  • Mana Vaults are the only place to get Legendary items.
  • We're testing this in release 30. As further changes are made to the class system, this may change again as well! Until then, get those spicy drops!
  • Invisibility no longer prevents footsteps from being heard.
  • With the various buffs to invisibility and how it interacts with other things, we wanted to make it slightly less sneaky.
  • Hot-swapping commands are now ignored while aiming (sorceries, teleport, ice lance).
  • QUALITY OF LIFE:
  • Item pickup UIs are now hidden while aiming
  • If all worn slots and all hotbar slots are full, you will see a "Inventory Full" message when attempting to pick up a Rune/Belt/Amulet/Boots, instead of auto-swapping the currently worn item.
  • You can still hold F and press LMB in order to swap out the item.
  • This avoids scenarios where the player accidentally swaps out something without realizing it.
  • Players now view the class and inventory screen at the same time when pressing TAB.
  • Practice and tutorial modes are now selectable in match settings.
  • At match end you now see your teammates' Player Card with all associated elements.
  • During Spectate, you now see the spectated player’s Player Card.
  • Keybindings on the HUD are now icon-based and update when remapped to support future control options.
  • Improved display of Overamor. Text now reads "Armor/MaxArmor +Overarmor" in armor bar.
  • COSMETICS:
  • Added 5 new skins. These are not player accessible and will be used for... things.
  • TRIUMPHS
  • Triumphs are a new cosmetic option. There's just one right now to test the system, but more will be coming soon!
  • When you exile someone, they'll see your character, player card, and your selected triumph animation so they can ... pay their respects.
  • Set your Triumph in the main menu inventory screen.
  • OPTIMIZATIONS:
  • Optimized rendering of chests, and they now appear from further away when dropping from portals.
  • Various shadow rendering optimizations
  • Various VFX optimizations
  • MAP CHANGES:
  • New region Verdon Estate featuring a stone maze
  • Updated Witgrave region
  • New conifer trees
  • Polished Lowland Outpost
  • Polished fracture areas
  • New thatch roofed buildings in Fort Halcyon village
  • Updated map and mini-map
  • New cliff textures
  • Updated map with POI names
  • Fixed bug where parts of intentionally inaccessible parts of Edgewall Gate were accessible
  • Fixed many instances of large gaps in the walls of many castle prefabs
  • BUG FIXES:
  • In Duos, both party members must select Ready to start the match.
  • Kill feed correctly notes when a player is exiled by the circle.
  • Kill feed correctly notes when a player is exiled by falling off the map.
  • Dragonfire is consistent regardless of whether it was created by adding fire to poison, or poison to fire.
  • Players who use Shadowstep without moving no longer appear to be running in place.
  • Players can no longer damage teammates with wind shears from a distance.
  • When spectating a player who uses the Chronomaster rune, you no longer see that player appear to be under the map during rune activation.
  • Fixed Chronomaster rune not taking you fully back to your start position.
  • Fixed a bug that made “Hold for Inventory” message appear in the UI when opening Mana Vaults and reviving or exiling players.
  • An icon (and timer) now appears while you have freeze immunity.
  • Fixed a bug that prevented the Teleport rune targeting when a player had their back on the playable area boundary.
  • Names of players using Streamer Mode are no longer revealed during spectator mode.
  • Fixed a bug that caused teammate name tags to sometimes disappear when viewed at long distances.
  • Fixed a bug that sometimes caused your character to be outlined in blue in Solo lobbies.
  • Fixed a bug that caused the game window to warp to unwanted sizes after changing resolution settings.
  • Fixed an issue where a castle wall piece got shifted, resulting in multiple exploitable gaps in many castle prefabs.
  • Fix Springstep displaying "Skill not ready" whenever it was used.
  • Fixed cases where you'd get ticked twice quickly by DoTs if you were moving.
  • Fixed bug where toxic tornado would sometimes not stop applying damage after you'd left its radius.
  • Fix long-outstanding bug where you would sometimes drop gauntlets while hot-swapping during combat
  • Fixed a bug where you would run at less than max speed if your camera was facing mostly downward or mostly upward.
  • Adjusted bounds of toxic tornado to better match visuals. The toxic damage is only taken along the ground and within the funnel of the tornado now.

New in Spellbreak 0.27.773 Alpha (Jul 11, 2019)

  • NEW FEATURES:
  • Inventory management has been streamlined!
  • If you hold F when picking up an item on the ground, you can specify where you want to put it in your inventory, including your hot bar slots.
  • Gauntlets in your hot bar will now be auto-swapped if you pick up a higher rarity version. Previously, auto-swap only worked with gauntlets in your hands.
  • You can now drop items from your hotbar using Ctrl+. For example, pressing Ctrl+3 will drop the item in your 3rd hotbar slot. These bindings can be changed in the Controls menu.
  • If you try to pick up something when you have no room, you'll receive an error message about a full inventory.
  • We've added class mastery titles! Receive a class-specific title at class level 8, 15, and 20.
  • QUALITY OF LIFE:
  • Moved around elements of the HUD layout for improved legibility.
  • This is an on-going process as we continue to iterate on the UI!
  • Further improvements to the portal drop system:
  • We've heard your feedback around the portal system and wanted to make a few more adjustments to improve it.
  • Right clicking on a portal will now move the team’s spawn point selection to that portal, while left clicking on a portal will change the individual player’s selected spawn point. Note that clicking the center mouse button now drops a waypoint on the portal selection map.
  • Spaced out the portal drop points to prevent players from dropping so close to enemy players who have selected the same portal.
  • Added descriptions to player persistent inventory items in the main menu (e.g. Titles, Badges, Skins, etc).
  • Prepare for lore, memes, and more!
  • Added an option to the controls settings that enables players to lock their mouse cursor to the game client window.
  • This was causing some folks hardships, so you can lock it if you'd like now.
  • Removed camera rotation scaling factor during ice lance zoom.
  • This should result in more consistent, understandable sensitivity behavior for aimers. To get your sensitivity to match what it was in 0.26 (at max zoom) multiply your zoom sensitivity scaling factor by 0.777.
  • OPTIMIZATIONS:
  • Physics optimizations to improve FPS during combat.
  • VISUAL AND AUDIO CHANGES:
  • Various visual improvements to the Wind sorcery tornado, including new vfx for toxic tornadoes.
  • Added vfx for the Dash rune.
  • Added new animation for the Springstep rune.
  • Fixed a vfx bug that caused Shadowstep’s initial effects to occur off of the character model.
  • Epic Chests are now bordered in purple to denote their rarity
  • MAP CHANGES:
  • We've got a ton of map changes planned for release 28 and beyond!
  • Adjusted physics for Obsidian assets for greater accuracy.
  • Fixed physics for mountain peaks that allowed players to hide by crouching.
  • Fixed multiple instances of floating Mana Vaults.
  • Fixed a ramp northeast of Halcyon Cathedral which enabled teleportation inside the wall.
  • Fixed a bug that allowed players to stand on the insides of windows and doorways in the village buildings.
  • BUG FIXES:
  • Fixed a bug that broke teammate directional indicators when teammates were a certain distance away.
  • Fixed a bug that caused class mastery progress bars in the Classes menu to not update properly after a level up (visual only).
  • Fixed a bug that sometimes caused teammate avatars and cards to not display after joining your party for the first time or after leaving a match.
  • Fixed a bug that sometimes caused the server selection dropdown to display unavailable regions.
  • Boots of the Scribe status buff icon now appears consistent with other status icons.
  • Fixed a bug that prevented players from using drag-and-drop functionality to swap a hotbar item out for a potion on the ground when the player’s hotbar was full.
  • Fixed another bug that allowed players to sometimes get stuck inside mana vaults.
  • First time users are now properly prompted to check out the tutorial upon entering the game.
  • Fixed a bug that allowed players to disable the ESC button.

New in Spellbreak 0.25.705 Alpha (Jun 3, 2019)

  • NEW FEATURES:
  • Players can now choose which slot a gauntlet is equipped to when picking them up. If you tap the pickup key, it works like it does currently, but if you hold the pickup key down, you can press your left or right mouse button to choose if it should go into your left or right hand.
  • Players now leave brief run trails behind them as they run and jump. They're disabled while standing still and more subtle while crouching.
  • This is a WIP and we're curious to hear what y'all think.
  • QUALITY OF LIFE:
  • Revamped the drop system
  • We've focused a lot on making the drop easier to use, both when playing by yourself and when playing with friends.
  • Players/teams now have a randomly assigned default drop portal that, if no other portal is selected, they will spawn through at the end of the countdown.
  • Increased portal selection time from 10s to 20s.
  • If you're playing with a squad, the first player to select a new drop portal shifts the selection for the entire squad; subsequent selections from any player will not shift the selection for the entire squad but for that player alone.
  • This allows a drop leader to select the default for their squad while giving individual players the agency to go elsewhere if they so desire.
  • Squadmates dropping through the same portal now spawn close together.
  • Movement locking has been removed from the end of the drop, so players have increased movement control.
  • No more overshooting a landing!
  • Continued iteration on the player info UI and HUD and moved the health and armor bar to the top left of the screen and added more information, including selected classes, badge, and party identifier while playing in squads.
  • This is ongoing... more updates coming soon!
  • Added a separate mouse sensitivity scale slider for when you're zoomed in.
  • This was a big community request... RejoICE!
  • Adjusted camera position and increased field of view from 85 while standing and 90 while moving to 103 across the board.
  • Another oft-heard community request. You can now see way more of the battlefield and your surroundings.
  • BALANCE CHANGES:
  • Movement:
  • Reduced base sprint forward speed by 10% (from 6.75m/s to 6.075m/s)
  • Don't panic! Keep reading...
  • Armor:
  • Reduced starting max armor to 20 from 75.
  • Again, don't panic and keep reading...
  • Fixed the longstanding "bug" where if you had high max armor and swapped to a belt without high max armor and then swapped back, your armor would be lost. You should no longer lose that armor when swapping between belts with different max armor values.
  • Some good quality of life here.
  • Items:
  • We've overhauled nearly every item (amulet, belt, boots) in the game! They've been streamlined, standardized, in many cases re-stat'd and renamed, powercreeped, and more. We wanted items to remain powerful but provide more "good" choices while reducing bad choices and treasure system bloat. Items should provide base functionality so tradeoffs or upgrade potentials between different items are more clear. (As an incidental, the treasure system has been "flattened" so higher rarity items will no longer be more common than a lower rarity item in absolute terms.)
  • For each slot, there's a single common and a single uncommon item and then two more items per slot per rarity, which means there are now only eight items per slot. This is definitely a reduction! A lot of the items that were retired were very underused or very niche and while there's an argument to be made for items like this to have value, we wanted to try the game without them and reserve their effects for possible exploration down the line.
  • Let's go through all of the items!
  • Amulets:
  • All amulets now increase your maximum mana, scaled by their rarity.
  • No matter what amulet you equip, it increase your maximum mana, allowing you to cast more spells and have improved mana regeneration.
  • Common Amulet - Max Mana: +15
  • Uncommon Amulet - Max Mana: +30
  • Rare Amulet of the Wanderer - Cast Speed: +20%, Max Mana: +45
  • Rare Amulet of the Berserker - Sorcery Cooldown: -35%, Max Mana: +45
  • Epic Amulet of the Slayer - Spell Damage: +15%, Max Mana: +60
  • Epic Amulet of the Survivor - Drain Health: 25%, Max Mana: +60
  • Legendary Amulet of the Scribe - On Rune Use: Refresh Sorceries, Cooldown: 5s, Max Mana: +75
  • Legendary Amulet of the Behemoth - Spell Damage: +10%, Cast Speed: +15%, Max Mana: +75
  • Belts:
  • All belts now increase your maximum armor, scaled by their rarity.
  • No matter what belt you equip, it increase your maximum armor. This is why we lowered the starting max armor. Also note the armor scaling slows down as rarity increases, allowing players at different rarity tiers to be on more equal footing.
  • Common Belt - Max Armor: +20
  • Uncommon Belt - Max Armor: +40
  • Rare Belt of the Slayer - Rune Cooldown Speed: +20%, Max Armor: +55
  • Rare Belt of the Wanderer - Max Rune Charges: +1, Max Armor: +55
  • Epic Belt of the Scribe - On Rune Use: Damage Resistance: +95% (1s), Cooldown: 5s, Max Armor: +65
  • Epic Belt of the Survivor -Damage Resistance: +20%, Max Armor: +65
  • Legendary Belt of the Behemoth - Damage Resistance: +10%, Max Rune Charges: +1, Max Armor: +70
  • Legendary Belt of the Berserker - Max Rune Charges: +2, Rune Cooldown Speed: +20%, Max Armor: +70
  • Boots:
  • All boots now increase your maximum run speed, scaled by their rarity.
  • No matter what boots you equip, they increase your maximum run speed. Sorry for the panic above around max sprint speed! While now your sprint speed with the fastest boots is slower than previous patches, you can more consistently move faster with any boots instead of having to make that tradeoff.
  • Common Boots - Run Speed: +5%
  • Uncommon Boots - Run Speed: +10%
  • Rare Boots of the Scribe - On Rune Use: Run Speed: +35% (5s), Run Speed: +15%
  • Rare Boots of the Berserker - Immune: Shock, On Lightning Damage Taken: Run Speed +40% (5s), Run Speed: +15%
  • Epic Boots of the Survivor - On Crouch (1s): Invisibility, Run Speed: +20%
  • Epic Boots of the Behemoth - Immune: Shock, Toxic Puddles, Ice Patches, Run Speed: +20%
  • Legendary Boots of the Slayer - Triple Jump, Max Jump: +25%, Run Speed: +25%
  • Legendary Boots of the Wanderer - Invisibility (5s) every 10s, Run Speed: +25%
  • OPTIMIZATIONS:
  • We've spent a considerable amount of time on performance this patch and have seen some big improvements across the board in FPS, hitching, memory usage, and more. While there's still more work to be done, you should have much better performance in this patch!
  • Significant performance optimizations, especially for lower-end CPUs.
  • New mesh drawing pipeline batches multiple meshes into one draw call, reducing CPU overhead when submitting commands to GPU.
  • Improved batching when rendering shadows and depth maps.
  • Depth prepass of large structures reduces GPU usage in heavily occluded areas.
  • More granular sublevel streaming reduces the total number of primitives in the scene.
  • Reduced framerate hitches, especially in dense areas of the map like Fort Halcyon.
  • Fixed a stall when streaming in a new sublevel where the textures haven’t finished streaming in yet before the level becomes visible.
  • Fixed some garbage collector stalls when streaming in new levels.
  • More granular sublevel streaming to amortize loading costs over time.
  • Reduced memory usage.
  • Optimizations to geometry complexity and texture sizes.
  • Fixed a bug in the netcode that would cause rubber-banding when running at very high framerates.
  • If you previously had to cap your framerate to prevent weird blipping and rubberbanding, that should be fixed now! Time to uncap those framerates!
  • VISUAL AND AUDIO CHANGES
  • Numerous skills have VFX associated with them to better communicate who’s buffed or debuffed.
  • These are very much a WIP!
  • Visual polish and minor bug fixes on the Bug Hunter and Patchwork skins
  • Updated VFX for the drop landing
  • Various UI improvements to make exile, circle, level up, and team alerts more informative and consistent for players
  • New revive animation
  • Removed the "grunt" sound when being hit hard
  • UGNH
  • MAP CHANGES:
  • There are no map changes in this release. Look forward to a whole bunch in the next release!
  • BUG FIXES
  • Players can no longer change internal engine configuration by editing their engine .ini files.
  • This is only engine properties such as rendering parameters and not game-settings for keybindings, sensitivity, etc. This was done due to some easily editable options that gave players certain advantages. Further work around this is on-going. You can still edit GameUserSettings.ini as before.
  • Fixed a bug that prevented the damage overlay vfx on the character from working after the player had been invisible
  • Spectating players can no longer bring up the emote radial
  • Potions and armor shards no longer become invisible when the player crouches
  • Brand new players will be assigned a random character skin upon login if they don't select one
  • Fixed a bug that was sometimes preventing players from selecting some game modes when switching between server regions
  • Fixed a bug that prevented players from selecting an emote to play while the build or inventory menus were open
  • Fixed a host of map related bugs reported by the community

New in Spellbreak 0.24.646 Alpha (May 20, 2019)

  • NEW FEATURES:
  • We've added the new Patchwork skin for all Founder pack owners! You can find your new skin under the Inventory tab on the main screen. Thanks for all of your support so far!
  • A new Uncommon rune has been added: Springstep Rune:
  • Rarity: Uncommon
  • Cooldown: 5 seconds
  • Description: "Leap into the air."
  • This adds another easy to find, strong mobility rune to Spellbreak. It allows for omni-directional movement (you'll leap in the direction you're inputting), dodging, and most importantly, the opportunity for the wittiest of wordplay: "The Kanga Rune."
  • Check out its mechanics here (note: we're showing this with a Runic Fluency belt for ease of editing): https://www.youtube.com/watch?v=TPIJ-mE0jv8
  • Check out it in combat here: https://www.youtube.com/watch?v=vL7_D-Sd7og
  • A new Epic rune has been added: Dash Rune:
  • Rarity: Epic
  • Cooldown: 5 seconds
  • Description: "Quickly dash in the direction you're moving."
  • This adds a very powerful, high skill cap rune that allows for some tremendous plays. Not only does it enable omni-directional movement (you'll dash in the direction you're inputting), but you can steer during the dash, allowing you more repositioning ability than even Blink.
  • Check out its mechanics here (note: we're showing this with a Runic Fluency belt for ease of editing): https://www.youtube.com/watch?v=edHf9eytW9s
  • Check out it in combat here: https://www.youtube.com/watch?v=tlxKknzXfZ8
  • Emotes are back! There are two emotes currently enabled (a one-handed wave and a flex) with more coming in the future now that we have a proper system for them!
  • We've enabled more server regions! The following regions will be available in this release:
  • US East - Solo and Squads
  • Europe - Solo and Squads
  • Asia - Solo and Squad
  • Oceania - Squads
  • Sao Paulo - Squads
  • QUALITY OF LIFE:
  • More Accolades have been added, allowing you to earn XP for more things in-match, both easy and hard.
  • Improved combat feedback by adding character vfx and full screen vfx when taking damage (both health and armor damage) or when your armor breaks
  • Moved the health and armor bars to now display at the top of the screen.
  • This is very much an incremental step and we're actively working on this. This is NOT final.
  • End of match and victory/defeat screens now display the Accolades you achieved during the match
  • BALANCE CHANGES:
  • Wind Gauntlet:
  • In this release, we're overhauling the Wind Gauntlet's functionality for both the spell, the sorcery, as well as wind jump.
  • First, let's go over the problems with the current implementation for Wind Shear (spell) and wind-jumping:
  • Wind is not good as an offensive gauntlet. This is not only confusing for players, but sets a precedent that we're not comfortable with. You shouldn't have to choose between damage and utility.
  • The primary function of the gauntlet above all else is wind-jumping and this doesn't scale with rarity.
  • Wind-jumping was very powerful for its low mana and opportunity costs.
  • The above cost/benefit analysis made Wind feel like a nearly required gauntlet to at least keep in your pocket.
  • Wind-jumping was a fairly shallow mechanic without much opportunity for deeper mastery or skill expression.
  • If we take all of these things together, our takeaway goals for the new spell and wind-jumping are the following: It should be viable offensively, rarity should matter more, wind-jumping should have a more appropriate cost, and wind jumping shoul have a much higher skill cap. With all that in mind, here are the changes:
  • Projectile damage has a falloff over distance between 5m to 15m.
  • This allows Wind Shear to be more useful up close while tapering off over a longer distance so it's not an accurate chain gun at range.
  • Adjusted base damage values (min to max):
  • Common: 6-12
  • Uncommon: 7-15
  • Rare: 8-16
  • Epic: 9-17
  • Legendary: 10-18
  • Mana cost now scales based on gauntlet rarity.
  • This now matches existing gauntlet behavior.
  • Individual wind jumps impulse you less than before, but firing repeatedly allows you to get higher than you could previously.
  • This forces you to either commit to the mana usage and movement if you want to go much higher OR lets you do a much shallower hop if needed for a lower cost.
  • The wind projectile now allows you to impulse off any surface.
  • One of the most requested features that was previously untenable. In revisiting this, we've greatly increased the skill cap for what's possible with wind.
  • Removed windup animation for casting; you now fire instantly.
  • This feels much better to use and with the above two points and allows for some much crazier wind-jumps and high IQ plays.
  • For a simple demonstration of what's now possible with wind, check this out: https://www.youtube.com/watch?v=3Gx97r4LStc
  • Now on to Tornado! Currently, Tornado is one of the least used and least effective sorceries (without taking into account elemental interactions). It's on a long-ish cooldown and it's not especially impactful on the tide of battle when cast. It doesn't really serve any specific function at the moment and we want to change that. We're making the following changes this release:
  • Cooldown reduced from 20s to 15s.
  • Tornado no longer does damage (excluding elemental interactions).
  • This is required for the bulk of the changes below...
  • Duration of Tornado decreased to 3s.
  • Same as above. We needed to greatly lower the duration to increase the power in other directions.
  • Tornado now pulls players to the center of the bottom of the vortex. Previously, it would only pull players laterally towards it.
  • This allows the caster to know where their targets are heading and combo or followup accordingly.
  • Tornado will pull players in the air much harder than those on the ground.
  • Ever see someone Featherfalling or Flying or otherwise escaping your (earthen) grasp? Time to pull them back down to the ground!
  • Increased max pull distance from 10m to 13m.
  • Decreased falloff of pull strength.
  • This means the pull will maintain its strength towards the edge of the area.
  • Lightning Gauntlet:
  • While not as radical as the changes to Wind, Lightning's also received a lot of feedback in the past few months and we're taking a longer look at it in this release.
  • Again, let's go over the current problems with Lightning:
  • There's not enough ways to counter an opponent using Lightning against you and there's not much you can do other than breaking LOS.
  • Lightning was designed as anti-air, but it's also as effective when you're firing it from the air.
  • The delay between when the sorcery is started and the lightning strikes gave very little time for the target to react.
  • It was too hard to tell that you were within the sorcery range when high above the ground.
  • With all that in mind, these changes are designed to make lightning most effective when grounded, but only effective mid-air at close-to-mid range. The sorcery should be more dodgeable and give more indication when a target is in the danger zone.
  • Lightning spell bloom adjusted:
  • Bloom recovers between bursts.
  • Significantly increased bloom when firing midair.
  • First shot in burst always has no bloom.
  • New bloom calculation: the projectiles are now pointed along a random direction along the edge of the cone, rather than the interior of the cone.
  • This lowers the amount of RNG involved in the spread.
  • Delay between Lightning sorcery start and strike increased from 0.7s to 0.9s.
  • Added SFX that indicate when you're within the radius of a storm about to strike.
  • Lightning sorcery can now target and shock the caster. This should discourage point-blank usage.
  • Runes:
  • We've taken a pass on several runes to lower their cooldowns (and in some cases, their durations) to allow them to be used more frequently. This should allow more runes to be more viable in more situations.
  • Wolf's Blood has had its cooldown reduced from 20s to 12s and the duration of its effect reduced from 40s to 6s.
  • The uptime on Wolf's Blood was much too high.
  • Invisibility's cooldown has been lowered from 15s to 10s.
  • Shadowstep's cooldown has been greatly lowered from 15s to 8s but the duration of the invisibility has been lowered as well from 5s to 2.5s.
  • The Flight rune now mimics Featherfall's behavior in that you must touch the ground before being able to use another charge.
  • Previously by stacking rune charges, it was possible to fly incredibly high and far out of reach other other players. This should provide a more reasonable "ceiling" for Flight.
  • Fixed a bug that would allow you to retain extreme velocity if interrupting Flight in some cases.
  • Movement:
  • We hear you. Spellbreak's movement wants to be fluid and seamless and some of the recent changes have negatively impacted that. In release 24, we've rewritten the character momentum calculations from the ground up. Previously we would hard clamp velocity when changing directions in mid-air and not only did it feel awkward, it also lead to non-intuitive input combinations for "optimal" movement.
  • The new system uses deceleration instead of clamping. Not only does this feel more natural, but we feel it actually increases the skill depth of basic movement and the ability to maintain momentum.
  • Non-forward movement velocity now slowly decelerates instead of clamps.
  • Non-forward movement velocity no longer quickly brakes if you are not pressing any movement keys.
  • This allows you to swivel in midair quickly to aim at opponents without hitting the proverbial wall.
  • Lightning sorcery now correctly triggers jump hover penalty.
  • Reduced movement acceleration to levels between 0.22 and 0.23 patches.
  • This is the ability to change directions quickly and we've slowed it down a smidge to allow for better tracking of mid-air targets.
  • Your maximum lateral velocity is now hard clamped to 1800cm/s (approx. 40mph). For reference, this is slightly faster than Frozen Alacrity 3.
  • This safeguards against some very fringe cases of movement stacking.
  • Items:
  • Conflagration Amulet:
  • The previous 23 bug aside, this should significantly lessen the one-shot potential of this amulet as well as lowering its impact on performance and framerate.
  • Conflagration Amulet has been re-enabled in the treasure drop tables.
  • Spawned fireballs are now slightly smaller with smaller visual explosions.
  • Projectiles spawned from Conflagration Amulet now correctly scale their damage based on your distance from the explosion, from 5 to 10 depending on distance. Previously it was always 10 damage.
  • Projectiles spawned from Conflagration Amulet can now damage the caster.
  • Mana:
  • You will no longer regain Mana while aiming a Sorcery or Rune.
  • Previously, in certain situations, it was possible to stay airborne indefinitely with effectively infinite mana by combining various skills and abilities.
  • OPTIMIZATIONS:
  • Optimized map loading to reduce hitching
  • Optimized projectile replication to reduce network traffic
  • VISUAL AND AUDIO CHANGES:
  • Updated certain female hairstyle to better show motion.
  • Visual tweaks to Tornado
  • Added sfx for player accolade alerts.
  • Polished crouch idle animation.
  • Polished visuals for the spawn drop trail and Blink rune.
  • Updated accolades UI to make receiving an accolade more apparent.
  • Updated sfx to make it more apparent when a player is taking damage.
  • Removed full screen vfx for shocked and frozen states.
  • No more yellow and blue, what will you do?!
  • Moved exile and teammate alerts and added context for greater clarity around alerts.
  • Player’s damage contribution is now reflected in the on-screen alert when that player exiles or assists in exiling another player.
  • MAP CHANGES:
  • Fixed instances of landscape seams, floating mana vaults, and bad physics on staircases in Westmar and Halcyon Pass.
  • Updated map and minimap images alongside map POI text.
  • Removed a ton of player spawn points to clean up the drop map.
  • Addressed lots of map-related community bugs (thank you for reporting them!).
  • Added a blocking volume ceiling to the lobby.
  • Updated Fever Ridge landscape painting, sculpting and cliff placement
  • Updated Edgewall Gate landscape painting, sculpting, deco and foliage placement
  • BUG FIXES:
  • Amulet of Crosswinds: Wind shear boomerang should no longer collide with the environment on its way back to the player.
  • Fixed a bug that allowed players to look behind themselves while holding ‘G’.
  • With the greatest fix of all, emoting!
  • Players should no longer be able to get stuck inside mana vaults
  • Warning: forceful ejection possible...
  • The "Deal 300 damage with Frost" Daily Quest now correctly records progress

New in Spellbreak 0.23.616 Alpha (May 13, 2019)

  • NEW FEATURES:
  • We've added the Bug Hunter skin for purchasers of the Limited Edition, Master, and Battlemage packs. You can find your new skin under the Inventory tab on the main screen. Thanks for all of your support so far!
  • We've added the start of the Accolades system, which rewards you with XP as you play through a match and achieve various milestones. We'll be added more accolades over time.
  • Similarly, we've started working on a system for player badges and card customization. For now, you'll unlock a class badge upon reaching level 5 of a given class (and if you're already level 5, you'll be granted any outstanding badges as well). Eventually, badges and cards will allow you to customize how your name and info are shown to other players.
  • QUALITY OF LIFE:
  • Players can now see an enemy’s health and armor as well as their selected classes for a brief period of time after damaging them
  • This is a fairly large change and gives players a LOT more information about their opponents. A read on their vitals will give you information on if they're low and you should try to take them out or maybe they're full of armor and HP and it's better to wait to engage. You can learn if they're a Pyro (and might have Rebirth) or if they're a Conduit and you should be aware of ambient damage. We're actively iterating on this and are very interested in your feedback!
  • Dramatically reduced the amount of spawn portals.
  • Players now spawn a random distance from their chosen portal.
  • Both of these changes should clear up the map "clutter" from a visual point of view and make it easier to coordinate with teammates when it's time to drop. Furthermore, we've spaced the spawn points out better so it's easier to reach more areas of the map on drop.
  • Consuming potions/armor shards while crouching no longer slows your movement speed.
  • BALANCE CHANGES:
  • The Toxic Spray spell has its damage thresholds shifted around. Other than the Legendary dropping by a point of damage, the max damage has not changed.
  • This should smooth out the damage curve of Toxic Spray. Previously the jumps between the thresholds were large and it resulted in very staggered damage.
  • 1st projectile/4th projectile/7th projectile/9th projectile damage values:
  • Common:8/8/9/10
  • Uncommon:13/13/13/13
  • Rare: 14/14/14/14
  • Epic: 15/15/15/15
  • Legendary: 16/16/16/16
  • OPTIMIZATIONS:
  • Reduced memory usage and eliminated some sources of framerate hitching.
  • Reduced load time when entering a match.
  • Multiple server performance improvements.
  • VISUAL AND AUDIO CHANGES:
  • Main menu music no longer plays over the tutorial video on the main menu.
  • Polished main menu animations.
  • Polished the animation for the default attack.
  • Polished vfx for the Blink and Flight runes, as well as the spawn portal drop trail.
  • MAP CHANGES:
  • Redesign and art polish pass on Hope's End.
  • Added igneous rock formations to the Hope’s End region.
  • Updated the map, minimap, and map labels.
  • Consolidated portal locations across the entire map.
  • Various bug fixes for floating mana vaults, faulty stairs, and landscape seams, especially around Westmar and Halcyon Pass.
  • Various fixes for landscape bugs related to The Fracture.
  • BUG FIXES:
  • Fixed a bug that allowed players to join the server just before the spawn point countdown ended. This allowed them to remain alive on the lobby island for the entire match and win the game.
  • Ugh, glad this is fixed.
  • Fixed a bug where Assists could potentially be double counted (for exiling and for disrupting).
  • Added the Eruption Amulet to the lobby, tutorial, and practice mode.
  • For all of your ground-slamming practicing.
  • Removed the Slowfall Boots from the lobby, tutorial, and practice mode.
  • These haven't been enabled in matches for some time, and they shouldn't have been left lying around to practice with either. One day, they'll make their triumphant return!
  • Grounding Boots now trigger their speed boost on ANY damage, not just health damage.
  • Gotta go fast...
  • Fixed a bug with wind jumping with the Crosswinds Amulet that caused the wind shear to fly off in an arbitrary direction.