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Swarm – Patch 0.4.9 (Playtest)

Swarm – Patch 0.4.9 (Playtest)

  • Even though progress from the previous playtesting has been maintained, due to balance changes in some of the Skill Tree nodes, some players could see some pansuns deducted from their accounts. This has been reworked for future patches so no pansuns or progress are lost.

  • Skill Tree’s economy has been reworked.
    • We’ve introduced Pansuns wallets for each Temtem, so now players will have a common wallet and another wallet for each Temtem.
    • Earned Pansuns in-game or with Kudos, will be sent to the common wallet, which can be spent on any Skill Tree.
    • However, refunding a Skill Tree, while still possible, will generate Pansuns linked to the Temtem, which you will only be able to use inside that Temtem Skill Tree.
    • When a new Temtem is captured, you’ll receive a bonus of Pansuns linked to that Temtem so you can start their Skill Tree with some progress.
    • Having the same currency for all Tems while also having the possibility of doing Skill Tree refunds, forced players to refund the full skill tree of their most advanced Temtem each time they captured a new one, in order to put all the Pansuns in the new Skill Tree. This effectively kills all the progression per Temtem and forces users to use this strategy in order to optimize the runs. With the new changes, we aim to give more relevance to each Tem and their progression, while also boosting their initial progression when captured and starting fresh and still allowing for changes inside each Skill Tree.

  •  Added Steam’s Rich Presence.

  • The Temtem selection UI has been reworked, now it’s prettier and easier to use with the mouse.

  • A glossary of synergies can now be accessed from the Pause and Level Up screens.

 

  • We’ve improved the UX on capturing eggs.
    • When an egg is ready to appear, the selection UI will now indicate the instructions for capturing it.
    • Also, the marker for the capture Spot will now feature an egg.

  • Spots (in-game events) will be triggered faster when the player is inside the activation circle, 3s ➜ 1.5s.
  • Gameplay items (magnets, status condition chips, etc) have been removed from Chests.
    • This effectively makes chests better overall and makes them give more reliable rewards (perk upgrades, health items and pansuns).
  • All chests will now always feature a perk upgrade (+1 level to one of your perks).
  • Gameplay and healing items are now not attracted by the player’s magnet.
    • Following player’s feedback here, there were multiple occasions where players weren’t able to decide when to pick these items to suit them better due to the default magnet being too strong and picking them the moment they were spawned. With this change, you’ll be able to decide if you want to pick the item now or leave it for later.

  • Healing items are now repelled if the player has full health.
  • Healing items now are displayed with location markers.

  • Evolution levels are now displayed with a + symbol in front.
    • Same as in Temtem OG, instead of evolving at a specific level, Tems evolve after getting that amount of levels. So for example Platypet evolves at +10 and then Platox evolves at +15. If you evolve Platypet at level 20 (you can always skip to evolve), then Platox will evolve at level 35.

  • All health bars (powerful Tems, bosses, spots…) will now smoothly react to health changes. Previously this was only added to the player health bar.
  • The Invulnerability Item now has a visual cue before it ends.
  • Your latest selected Temtem and Stage will be kept between runs.
  • Perks that reach maximum level are now displayed with a star icon.

  • We’ve added new tutorials to explain Spots and the Ghost mode in coop.
  • Selecting the Temtem at the center of the Skill Tree will now display its stats, trait and Ultimate.
  • Tems frames in the UI will now always display their Skill Tree progression, on all UIs.
  • Gears will now display their modified value when upgrading them, so players can see the specific changes.

  • Removed the rerroll and block options from the Level Up menu. Now they will only appear if the player has those available (currently impossible to get on the playtest due to missing progression).

Temtem

  • Innki
    • Base Speed has been reduced.

Bosses

  • General
    • All bosses’ HP have been increased.
    • Deniz minibosses’ HP too.
    • We’ve reduced the duration on all the bosses’ charges.
    • We’ve also reduced the time some of them spent walking around.
  • Oceara
    • Sanative Rain heals Oceara faster now.
    • Sanative Rain will proc now with higher percentages of lost health.

Techniques

  • Tsunami (Platypet’s Ultimate) ➜ Now does damage even when not upgraded.
  • Mechanical Heat (Oree’s Ultimate) ➜ Cooldown has been reduced and added 2 more projectiles.
  • Electric Storm (Innki’s Ultimate) ➜ Reduced 2 projectiles and added them as upgrades to the Skill Tree.
  • Ghost’s technique ➜ Now does damage.
  • Data Burst + ➜ Pierce has been reduced by 1 and damage has been reduced.
  • Toxic Ink ➜ Reduced cooldown and increased duration.
  • DC Beam ➜ Cooldown has been reduced.
  • Crystal Spikes ➜ Firerate has been reduced and Cooldown has been reduced.
  • Thunder Strikes ➜ Cooldown has been reduced.
  • The maximum values related to critical hits have been reduced all over the place.

Gears

  • The maximum values related to critical hits have been reduced all over the place.

Items

  • Invulnerability and Velocity items ➜ Duration has been doubled 5s ➜ 10s.

Spots

  • Added some more Spots per map.
  • Added some more possible locations for Spots to spawn.
  • Improved some of the rewards.
    • We want to do a deeper rework of the Spot system to make it more dynamic and randomized. We also want to add more types of Spots and rework some of the current ones. However these deep changes will take some time, so we decided to do some minor changes for now that will improve the experience with them.

  • Fixed an invisible collider in Cipanku.
  • Fixed the “Starting in …” text in coop lobbies not appearing centered.
  • Fixed Oree’s and Pigepic’s rendering appearing with transparent areas while displaying them after being captured.
  • Fixed being able to receive damage right after doing a dash while you were supposed to be invincible.
  • Fixed pickups spawning in inaccessible areas.
  • Fixed some chests in Coop that weren’t properly tied to the player of the same color.
  • Fixed a softlock occurring when the host closes a lobby and another player was trying to enter it.
  • Fixed Hologram+ icon.
  • Fixed some UI prompts not being clickable with the mouse.
  • Fixed Platypet being able to double evolve in some cases.
  • Fixed Ultimates being able to be used before their cooldown bar was completed.
  • Fixed players being spawned in inaccessible areas if being resurrected near them.
  • Fixed losing mouse input after using Reanimation Kit for the second time during a run.
  • Fixed incorrect knockback icon in Tsunami’s description.
  • Fixed Ultimate appearing in the passive techniques UI under some circumstances.
  • Fixed UI focus when selecting Join Party in the Play menu quickly.
  • Fixed evolution portraits appearing in black even after being discovered in the game.
  • Fixed centering in the “Upgrade” button on Skill Trees.
  • Fixed pause menu opening when opening the Steam overlay during the Victory/Defeat screen.
  • Fixed some areas where players could get stuck after dashing through them.
  • Fixed the prompt “Hold to Upgrade” not being translated.
  • Fixed Pigepic being vulnerable before Divine Inspiration was totally dissipated.
  • Fixed Victory/Defeat texts not being displayed in asian languages.
  • Fixed Ukamas being stationary under some circumstances.
  • Fixed Platypet second evolution being triggered one level before it should.
  • Fixed Play screen not being centered.
  • Fixed perks levels not being displayed correctly in the end of run screen while playing in co-op.

  • Simplified how techniques, ultimates, and gears are referred to in descriptions. We’ve removed the icons associated with them and they are now simply referred to as Techniques (all passive techniques), Gears, and Ultimates (previously active techniques).

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