From now until December 20th, you can get Inkbound at a discounted price. Here are just a few things there is to explore in this roguelike that miiiiight just take over your weekend:
✨ Not one, not two, but EIGHT PLAYER ASPECTS to master! ✨ Compete against other players in chaotic DAILY CHALLENGE. ✨ Hang out and meet other players in the Inkbound social hub. ✨ Put together a stunning outfit with amazing cosmetics!
Thank you so much for all your support and we hope you enjoy this sale!
See you in the Atheneum! ~Cami Community Manager at Shiny Shoe
All About The Chainbreaker & Godkeeper
Hi there, I’m ModusPwnenz from the design team back again to chat about the design of the latest two Aspects; the Chainbreaker and the Godkeeper. Unlike my other blog post about the Star Captain, these two Aspects will be in game and playable when this article comes out so I won’t bore you with flowery descriptions and instead I want to talk some about their design process.
There were three key goals in my mind when coming up with the kits for each of these Aspects. I’ll break down each of these points and give my thoughts on them: what parts worked well, what didn’t, and what changed throughout their creation.
Goal #1: Synergize in compelling ways with the new movement system.
With the new movement system coming online in the previous major patch I wanted to have more ways to play around with it and give players tools to interact with it in interesting ways.
Runic Strike showcases how this manifested in the Chainbreaker as each punch sends them flying towards their target. The intention here was to give them a useful utility tool that allows them to conserve movement, but also one that could get you into sticky situations if you aren’t mindful. I wanted it to be something that could be spammed if you’re just building up Combos or when there is only one enemy left to beat down, but in situations where there are many enemies intelligent players can use them to ping pong themselves around the battlefield.
As a fun, thematic, side note, the Binding was changed from a “select” type Binding to a “skill shot” type Binding during development. The main reason was to make it easier to spam the binding to punch a target many times in a row rather than needing to select them each time, but it had another good “feel” impact in that it forces the Chainbreaker to stick more to targets unless they use their movement, giving a better sensation of a boxer beating down their opponent.
Godkeeper on the other hand is much more controlled with their mobility and only has one big burst of it by teleporting to their Celestial Spear after throwing it. However, the Spear has some interesting tactical implications in that it can be conserved until later turns or even used by your allies to get out of death zones.
Initially, the Celestial Spear could be picked up multiple times the turn it was used but it cost 1 Will to do so. This had some fun gameplay effects when matched up with certain augments but on the negative side led to weird flow issues where it became harder to understand when it could be used due to the Will requirement, and also had bad balance implications where it made certain Spear augments way too powerful (but boring) to use over and over instead of other abilities.
Goal #2: Their mechanics should integrate with drafted Bindings in a way that makes these Bindings feel different to use than with the other Aspects.
This goal is a bit more open ended but in my general idea was to give more ways to interact with drafted Bindings (current and any that we create in the future) in a way that could open up more opportunities for theorycrafting and creating OP builds.
Both Aspects approached this idea with their passives. Chainbreaker once again is a bit more in your face with the “Combo” mechanic.
The core idea here is that they punch enemies a bunch with their Runic Strike and this then makes their next Binding cheaper and come back faster. This allows for some interesting combinations with drafted Bindings. Want to be a gardener? Get the Cultivate binding and plant them at super speed. Going for a big boom magic build? Draft Jinx and make it rain destruction.
Godkeeper’s passive of Velocity is tied to Celestial Spear but also has a connection to movement based bindings. While this differs from Chainbreaker in that their options aren’t as open ended, it does give them reasons to take Bindings they might not otherwise. For the Godkeeper drafting Blink is now a viable offensive tool and not just a utility one.
Overall I think this style of juicing up certain types of Bindings is interesting but has a drawback of making the Aspect feel more pigeonholed into taking those I’m not sure I would take this style approach again in the future compared to the more open ended version that Chainbreaker utilizes.
Goal #3: Fill in gameplay gaps.
This goal is perhaps the least exciting but is essential in making the different gameplay mechanics feel represented enough so that players can make fun and powerful builds out of everything we give them. This boiled down to giving Smite and Bleed powers to the Godkeeper (via the “Celestial Spear” above, and their primary binding “Impale” below) and giving the Chainbreaker some advanced mechanics through their multi-strikes and hybrid damage builds (most easily seen in their powerful but expensive binding, “Eruption”). Both of course have many ways to build into these effects and tap into many other status effects as well. That is to say creating new Aspects is a good opportunity to bring lesser used but fun gameplay mechanics into the mainstream pool.
Which Aspect had which effect was partially determined by their look and theme, early on we knew that the Godkeeper would utilize both Bleed and Smite due to their weapon and feel, so it then was a matter of figuring out the supported mechanics of the Chainbreaker. Their dual fists suggested the magic and physical damage hybrid attacks, alternating between the two as a core theme to build off of. Access to multi-strike capabilities came from the idea of them being a martial arts brawler and giving them ways to combo more easily. With these ideas in place other supporting mechanics become more obvious, such as giving Vigor to Godkeeper and Sap to the Chainbreaker.
Overall both aspects were a ton of fun to work on and grow into what they are today, I hope you all enjoy playing them as much as I did making them!
Gods & Relics Hotfix #4
Letter from the Team
We are rushing this hotfix out to resolve a bug with Magma Miner's Heat and Mosscloak's Shuriken passive effects not working properly. We apologize for the regression.
There are no other changes.
The update will be released approximately on November 29, 2023 at 1:45 pm PT (GMT-8).
Fixes
Fixed Magma Miner's Heat passive not stacking.
Fixed Mosscloak's Shuriken passive not stacking.
Early Access Patch 0.3.4
Letter from the Team
This update focuses solely on bug fixes and addresses a variety of player-reported issues. Thanks for the bug reports, we will continue to try to fix as many issues as we can.
Release Timing
This patch will be released at approximately 10 am PST (UTC-8) on November 29th, 2023.
Full Patch Notes
General & Quests
Fixed bug where quests could deadlock NPC positions and force quests into incompletable state.
Ascension Draft interactables are no longer disabled if you still have empty binding slots. This fixes an issue with the Ascended Daily Challenge mutator.
Fixed large lag spiked caused by having Obelisk vestiges that inflict Crush while not playing as Obelisk.
Magma Miner
Fixed Smash Uncommon augment Wrecking Smash not stacking.
Godkeeper
Updated Whirlwind Epic augment Elusive Whirlwind to not consume Velocity granted if you already have stacks of Velocity.
Star Captain
Fixed Chillazer ascension Big Game Hunter not inflicting Shocked with Epic augment Shocking Chillazer.
Vestiges & Sets & Trinkets
Updated Uncommon vestige Verdant Sprout to grant Max HP and then heal, instead of healing then granting Max HP.
Fixed Trinket Union of the Needless granting revived player 3 omni damage instead of 30 omni damage.
UI
Fixed Magma Miner and Mosscloak class passive max stacks showing up as '1' in the Aspect selection menu.
Gods & Relics Hotfix #3
Letter from the Team
We are releasing a variety of bug fixes for priority issues discovered in 0.3.3.
The update will be released at approximately on November 22, 2023 at 10 am PT (GMT-8).
Fixes
Fixed Controlled Weaving granting Will uncapped per turn instead of once per turn.
Fixed Elusive Whisper granting Blur every turn when having a Ambusher 4 or Ambusher 6.
Updated Uncommon augments Shielding Shield Bash and Shielding Cryoclasm to grant shield earlier so that hitting spicy enemies will damage the shield first instead of your HP.
Fixed Crush showing incorrect stacks on tooltip when the enemy has damage resist.
Fixed Godkeeper's downward cast animation causing a delay.
Fixed Restoration Epic augment Nurturing Restoration not stacking.
Fixed multiple issues with the online mode server region selection dropdown not working correctly.
Inkbound Now On Sale!
INKBOUND IS NOW ON SALE! From November 21st to the 28th you can now buy Inkbound at a discount! This is a great time to pick up the game or invite your friends who haven’t yet experienced all the Inkbound fun!
Curious what is in Inkbound’s future? Want to know what to expect for Inkbound 1.0? Do not fear, your answers are here! Read all about the exciting changes you have to look forward to in the Inkbound roadmap.
Have more questions? Want to find someone to party up with? Need help completing the Victory Board? Come say ‘Hi’ in Discord! I would be happy to answer any questions you might have. Don’t see me hanging out in chat channels? Don’t be afraid to ping our amazing Mods. Seriously, they are the best.
As always, thank you so much for your support of Inkbound and the Shiny Shoe team. We are all blown away by how amazing the Inkbound players are and can't wait to see you and your friends in the game's social hub!
See you in the Atheneum! Cami ~Community Manager at Shiny Shoe
Gods & Relics - Mid-Season Update
Letter from the Team
We’re excited to announce a variety of new features that we’re launching in a Gods & Relics Mid-Season Update (0.3.3). We hope you’ll enjoy them and look forward to hearing your feedback.
Release Timing
This patch will be released at approximately 10 am PT (UTC-8) on November 20th, 2023.
New Features
Improved Offline Mode
We've had the ability to play offline for a few months but the feature was only available if the Steam Client itself was offline. To make this more accessible, we've put a mode toggle directly on the main menu. Now you can choose to play offline while you still have an internet connection. The game client has to restart to change modes due to current technical limitations.
Other improvements:
You can collect cosmetics and Vault Dust while offline. Previously you could not.
You can create a character while offline. Previously you had to create a character online at least once before you could play offline.
Note that while in offline mode you cannot access multiplayer and cannot play the Daily Challenge.
New Daily Challenge Mutators
In this update we've added 13 new mutators for the Daily Challenge to mix things up and increase the variety of challenges. The new mutators are:
Ascended: Start with random ascensions.
Augmented: Start with full set of random augments.
Broken Will: -2 Will Reserve. +100 Omni Power
Track Star: Start with Withered Tracks.
Bat Attack: Inkula appears on each Guardian and Villain encounter.
Cursed Treasure: Start with 5 Treasure Hunter. On turn start, take 1 damage per 100 Kwillings owned.
Rainbow Flavored: When using a Vestige Extractor or Harvester, increase a random equipped set by 1 and decrease a random equipped set by 1
Mimicry: Random Mimics appear on each Guardian and Villain encounter.
Set Collector: After winning a battle, increase a random equipped set by 1
Vestige Shuffle: At the end of combat, your vestige in your 1st slot is shuffled with a random one of the same rarity.
Vestige Trade Up: At the end of each book, all your vestiges are shuffled with random ones of 1 higher rarity.
Seeing Double: Vestigial Shrines now duplicate Vestiges instead of destroying.
Toxic Friendship: Bombbits and Lil' Lusks appear on each turn during Guardian and Villain encounters.
End Turn Emote Slot
We've added a new emote equip slot that plays automatically in multiplayer when you end your turn. This is an easy way to visually alert your teammates that you are done with your turn.
Trinket Counter UI
Using a Trinket that has some kind of counter associated with it? Now it is tracked in the UI to make it easier to see.
Other Changes
General & Quests
If you have an open quest tracking slot when accepting a quest from an NPC it will now auto-track.
After looking at win rates with the new update, slightly reduced difficulty scaling on regular enemies for 2 players, and slightly increased it for 3 and 4 players.
Moved vestige grinders at Villains into the merchant chunks.
Fixed mutator Radical Rewrite not reducing your Binding Cooldowns when using Impale or Runic Strike.
More Sea Breaches can be found in book 2 so that there is no longer a case of only having a vestigial shrine at the end.
Fixed Unstable brew tooltip showing 150 Omni Damage. Fixed Unstable Brew increasing incoming damage until end of turn.
Bloodthirst Blend now gives 10 stacks of Vigor instead of healing for 10. This is to both fix some instances where this would cause the damage preview to be wrong, as well as be a slight nerf to a still powerful potion.
Fixed an issue where the daily quest to apply debuffs wouldn't count Burn after the quest count reached 100.
Fixed bug with quest to eat fish in Argolath's Lair.
Fixed Fish effects not stacking if consumed multiple of the same fish.
Nerfed the Gain Will using Seatrickle in a single combat from 5->3.
Vestiges, Sets, and Trinkets
Legendary Vestiges are now slightly more likely to show up as upgrades in place of Epics.
Vigorous right now at all levels is more or less breaking the scales of power. We're making two notable changes: the current 3 set requirement is now 4 and the 6 set no longer doubles healing (we'll put this somewhere else in the future) and instead has a cap of 6, up from 3. Although even on live right now it's bugged and still caps at 5, so this will be a notable functional nerf.
Fixed Uncommon vestige Gossamer Dream not stacking.
Updated Epic vestige Dice of Fates to grant Will on your turn when gaining +1 Will Reserve, instead of only on your future turns.
Updated Prey to not be able to be applied to Villains.
Fixed Epic vestige Captain’s Ciphers reducing longest cooldown by 2 instead of to 0.
Updated Stone Pitchpipe wording to more accurately reflect ability effect. "The first Binding you use each turn gains 1 Cost Discount and reduces Cooldown by 1." >>> "After using your first Binding each turn, it gains 1 Cost Discount and reduced Cooldown by 1."
Fixed Legendary Weaver vestige Loom of the Lost Artisan not stacking. Fixed it granting the buff regardless of the # of threads you have.
Fixed an issue where "The Godscourt Seal" vestige would trigger an additional time.
Dial of Fate now shows the amount of the bonus given. Doubled the stat bonuses given.
Blaze of Brigid trinket amount of burn inflicts required decreased from 50 >>> 20.
Marker of the Unbound trinket turns of blight immunity decreased from 6 >>> 5.
Draftable Bindings
Fixed Cleave ascensions granting 3 shield per enemy hit with Shielding Cleave augment instead of only 3 shield.
Fixed Incendiary ascension Wildfire saying all stacks of Burn are spread instead of half to match the tooltip for wildfire.
Fixed Poison Vapor ascension Debilitating Poison showing up as Critical Vapor in the Quest Log.
Fixed Pilfer ascension Heist on rare occasions not granting a vestige.
Fixed Cleave ascension Eviscerate inflicting 5 stacks instead of 15 stacks of Bleed.
Expedite no longer can reduce its own cooldown.
Enemies
Book 2 Guardians are still not providing enough challenge at that point in the run, especially compared to Book 1 Guardians, so continuing to bump up its thread. Book 2 Guardian HP from 16500 >>> 19500, except for Captor. Book 2 Captor HP from 10000 >>> 12000.
Updated Janus the Malformed's Training Dummies to move on the first turn that they are activated.
Made updates to enemy AI so they're more likely to group up in more circumstances. The goal is to avoid too much attack overlap but still trying to get them to be available to be attacked in a single turn.
Ghostquills now re-aim their jump attack towards the player that hit them last.
Clairvoyant
Clairvoyant has been under-performing slightly compared to the other aspects, so giving the class a nudge up.
Increased Psychic Pulse damage from 50 >>> 65. Updated ascensions to match.
Obelisk
Fixed Shield Bash targetting hitbox not including enemies that are at the edge near the player.
UI
Fixed run resume UI header says "quick dive" when it's a deep dive.
Updated overhead icon for when Treasure Pot units will flee.
Removed popup notifications for Marker of the Unbound since it was adding too much noise.
Added confirmation button for cosmetic unlocks received from Guardian vaults.
Visuals
Chargers are now always in their angry idle instead of using normal or tired idle.
Added new passive VFX for Weaver.
Added new Ascension VFX for Telekinesis and Added ascension VFX for all Star Captain Bindings.
Engine & Other Bug Fixes
Fixed issue where MP run resume could do weird things if you came out of the login queue.
Early Access Patch 0.3.2
Letter from the Team
This update includes a number of bug fixes, balance changes, and the continuation of visualizing Aspect passive abilities to make them clearer. We've got more incremental improvements to the game coming later this month and we continue to watch all feedback channels to prioritize bugs to fix.
Thanks for playing!
Release Timing
This patch will be released at approximately 10 am PST (UTC-8) on November 8th, 2023.
Full Patch Notes
General & Quests
Adjusted friendly unit target selection behavior to make it easier to target other players.
Fixed bug where a victory board achievement could never resolve.
Fixed bug where some players could get softlocked in Vengewood + Proving Grounds quest because the Ink Repository was blocked off.
Fixed bug where Burn Milestone was incrementing for non-Burn status effects.
Updated VB quest related to Kwilling Hoarder and never purchasing anything to be more clear about kinds of purchases that will invalidate quest.
Updated incorrect quest objective description.
Updated VB quest related to Kwilling Hoarder set from 6->5.
Updated the names of Mimic defeat Milestones to include their count (e.g. Mimic II, Mimic III, Mimic IV)
Fixed various incorrect Augment names in quests.
Enemies
Right now, the 1st Guardian is in good shape difficulty-wise, but Guardian 2 and the Villain don't pose nearly as much of a threat in comparison, so we are making balance updates to try to address that.
Updated some book 2 combats that were either too hard or too easy.
Increased Book 2 Guardian HP from 15000 >>> 16500, except for Captor.
Increased Book 2 Captor HP from 8000 >>> 10000.
Increased Book 2 Nimbit HP from 250 >>> 300. Increased attack from 2 >>> 3.
Updated Shadow of Ruhnstone. Decreased damage falloff for scaled AOE attack from 70% >>> 50%. Increased range from 14 >>> 15. Added scaled aoe ring from 2 rings >>> 3 rings. Slightly increased Ruhnstone hand direct attack scaling from 50% attack >>> 75% attack.
Updated Argolath. Increased Tentacle base attack from 2 >>> 3. Increased Eye Beam attack scaling from 50% >>> 75%.
Revised fix for boss phase change intents not always correctly being set.
Magma Miner
Increased Bonk Rare augment Scorching Bonk range.
Obelisk
Fixed Shield Bash ascension Shield Slam showing incorrect base damage '100' instead of '165'.
Vestiges & Sets & Trinkets
Fixed an issue where the trinket "Chart of Stars" effect would persist after being exchanged with another trinket.
Fixed Common vestige Scattered Samples granting 1 Will instead of 2.
Updated Legendary vestige Heart of the Last Lifeless: "On your first turn, gain 10 ability power until end of combat for every 7 max hp you have." >>> "... for every 9 max hp you have.".
Updated Legendary vestige Nim's Oath: +10 max hp >>> +4 max hp.
Updated Legendary vestige Window to Eternal Longing: "On restoring your HP in combat, this vestige gains 10 physical damage. On your turn, restore 2 HP." >>> "On restoring your HP in combat, this vestige gains 10 physical damage, up to 3 times per turn. On your turn, restore 1 HP.".
Updated Legendary vestige Sybil the Lava Lizard. "Increase maximum heat stacks by 10. On your turn, gain 5 stacks of heat." >>> "...On your turn, gain 4 stacks of heat.".
Updated Rare vestige Pendant of the Weaver: +0 Max HP >>> +4 Max HP.
Updated Uncommon vestige Frozen Heart. +0 Max HP >>> +3 Max HP.
Updated Uncommon vestige Swift Hare: "On using a Binding, 30% chance to reduce its Cooldown by 1." >>> "... 50% chance to reduce its Cooldown by 1.".
Updated Common vestige Whittling Mitts: "On your turn, inflict 2 stacks of Frostbite on the nearest Enemy." >>> "...inflict 3 stacks of Frostbite...".
Fixed Rare vestige Poisoned Heart having a hidden effect increasing damage dealt to poisoned enemies.
Updated Vigorous 3: "Gain 1 Vigor for each point of damage you take each turn, up to 4." >>> "... up to 3.".
Updated Vigorous 5 >>> Vigorous 6. "Double healing done to you. Gain 1 Vigor for each point of damage you take each turn, up to 7" >>> "... up to 5.".
Draftable Bindings
Fixed Cleave ascension Eviscerate inflicting 5 stacks instead of 15 stacks of Bleed.
UI
Fixed visual issue where Logbook button in Menu Bar would glow even if quests were tracked.
Changed Leaderboard entries to only be retrieved when that Logbook tab is viewed instead of every time the Logbook is opened.
Visuals
The Godkeeper uses a new animation for "Downwards" Binding casts.
Chargers are now always in their angry idle instead of using normal or tired idle.
Added new VFX to visualize Clairvoyant's Passive.
Added new VFX to visualize Obelisk's Passive.
Added Aspect swap VFX for Daily Challenges.
Gods & Relics Hotfix #2
Letter from the Team
Today we are releasing a single bug fix for boss behavior that was caused in 0.3.1.
The update will be released at approximately on November 2, 2023 at 10 am PT (GMT-7).
Fixes
Fixed a problem where bosses may not take action as expected at phase transitions.
Early Access Patch 0.3.1
Letter from the Team
We've worked hard over the last few days to try to fix a lot of the common bug reports. We are watching all feedback channels and continue to work hard to improve the game. Keep sending in the feedback - we are watching!
Release Timing
This patch will be released at approximately 10 am PT (UTC-7) on November 1st, 2023.
Full Patch Notes
General & Quests
Fixed a rare bug where you could get stuck in the prologue and unable to continue tutorial quests.
Adjusted Daily Challenge Scoring Bonus for no damage taken.
Fixed Daily Challenge Mutator Drought not reducing healing to post-boss healing fountains.
Resolved issue where difficulty stat adjustments were lost after switching classes in the Sea of Ink.
Fixed incorrectly named Chi Eruption augment in quest.
Fixed incorrectly named Spirit Bomb augment in quest.
Fixed bug where Godkeeper milestone would go missing for some players.
Fixed bug with Fully Augmented Bindings Victory Board quest not completing.
Fixed bug with glowing shelves in the Gardener chunk showing up without cause.
Fixed bug with Rank related achievements not required a Ranked win to complete.
Fixed bug with Treasure Pot Victory Board quest not completing.
Updated OHM Oni power quest from 10->50.
Fixed "Orb Cooldown Reduction" stat having a typo as "Orc Cooldown Reduction".
Fixed bug where Trinket achievement wouldn't unlock for players who had unlocked all Trinkets already.
Updated Mythos VB quest to require 6 instead of 7 to complete.
Fixed a bug where Can't Touch This achievement was failing to complete if you took damage only to shields.
Fixed bug where Underborn would disappear before Weaver Vestige quest could be completed.
Updated the wording in the "Opposites Attract" to no longer say "Up to Uncommon" bindings.
Destroying and duplicating vestiges will no longer incorrectly trigger quest objectives from temporarily adjusting the values higher before reducing them.
Fixed bugs related to Binding Upgrades quests with incorrect names or not completing.
Updated values of several Victory Board vestige set quests to reflect set bonus values.
Updated Dodge Attacks in a Run quest to new, Blur-related quest.
Fixed Hex and Shatter tooltip referencing damage increase to attack bindings instead of just damage increase (including to status effects like Burn).
Fixed an issue where Blessing of Kwills was giving a Glyph for going to Vestigial Shrine instead of Binding Empowerment.
Updated Blazing barrier. Damage scales based on Book number (1 damage in book 1, 2 damage in book 2, etc.), but is now capped at 2. Effectively, Blazing Barrier from 3 damage on being hit >>> 2 damage on being hit in the Cynder villain fight.
Updated Blightbomb challenge buff: "Increase maxhp by 50%. When this Enemy dies it deals 1-2 damage to all players." (damage scales based on how far in the run) >>> "When this Enemy dies it deals 1-2 damage to all players." .
Updated augments Seamless Constrict, Seamless Stitch, Hexing Frost, Hexing Lightning, and Hunting Spear. Can no longer be upgraded more than once, since their effects do not stack.
Enemies
Resolved issue where bosses would not set an attack intent at certain HP levels.
Updated Lusk the Blightbag's AOE from Global AOE >>> Scaled Ring AOE.
Decreased Lil'Lusk Book 1 HP from 100 >>> 50. Book 2 HP from 300 >>> 200.
Increased Book 1 Captor HP from 3250 >>> 4000.
Reduced Janus the Malformed direct attack scaling from 100% attack >>> 75% attack.
Updated Mimic Weaver form to move back to center if pushed or pulled away.
Clairvoyant
Updated Telekinesis Epic augment Critical Telekinesis Crit Damage from 60 >>> 100 to match scaling with other epic crit augments.
Mosscloak
Updated Throw Epic augment Critical Throw Crit Damage from 60 >>> 100 to match scaling with other Epic Crit augments.
Fixed Lacerating Flurry and Ravaging Flurry showing up as Uncommon instead of Rare.
Star Captain
Updated Chillazer Rare augment Critical Chillazer Crit damage from 45 >>> 80 to match scaling with other Rare Crit augments.
Fixed an issue with Star Captain's Mission Leader binding not giving enough Omni Power. The ascended versions have also had their tooltips fixed to match the new higher value.
Chainbreaker
Fixed Combo not reducing the cost of Incendiary.
Fixed some Chainbreaker ascensions missing an Attack Binding tag, preventing Invigorate to be removed.
Fixed some Chainbreaker ascensions missing Physical Binding tags.
While Runic Strike is in physical mode, mousing over will now state what the magic version does, and vice versa.
Godkeeper
Bloodrain Ascension now highlights which part of the ability changes when viewing it as an Ascension option.
Vestiges & Sets & Trinkets
Fixed Common vestige Burnital Gauntles tooltip saying it inflicts 2 stacks of Burn instead of 3.
Updated Verdant 8: "On being healed, gain 2 maxhp." >>> "On being healed, gain 2 maxhp, once per turn." Uncapped made it too easy to gain crazy amount of maxhp (500+ maxhp builds).
Fixed Common vestige Silenced Metronome not triggering on the first turn.
Fixed augments Shielding Spear, Benevolent Eruption, and Deflecting Impale not being affected by shield multiplier from Contrition of Allyra.
Fixed Expert Binder 9 not reducing cooldowns to 0 on picking up an orb.
Fixed an issue where Blaze of Brigid triggered more often than intended.
Resolved issue where set bonuses are not restored on respawn when player has died multiple times.
Updated Rare vestige Withered Tracks: "You and your Allies are immune to rooted and ensnared. Does not stack." >>> "You and your Allies are immune to Rooted and Ensnared. Your movement cannot go below 20. Does not stack.".
Fixed Rare vestiges Frosted Halfcharm and Scalding Halfcharm not properly granting burn/frostbite damage. Fixed them using the old effect, which was inflicting burn/frostbite on the first hit each turn.
Updated Common vestige Scattered Samples: "On consuming an item in combat, gain 1 Will and 20 movement" >>> "On consuming an item in combat, gain 2 Will and 25 movement.
Fixed Legendary vestige Dissassembly Prototype #12 granting the same buff with multiple of the vestige. Fixed it granting only the physical power buff with multiple stacks of the vestige.
Updated Rare vestige Unearthed Relic: "On gaining shield, gain 20 omni damage until the end of turn." >>> "...end of turn. Up to three times per turn.".
Updated uncommon vestige Alchemist's Toolbelt: "On consuming an item in combat, gain 50 Omni Power" >>> "On consuming an item in combat, gain 70 Omni Power".
Removed an extraneous letter S from Archaic Innards.
Draftable Bindings
Fixed Pilfer Epic augment Orb Thief spawning orb far from player. Fixed Orb Thief able to spawn orb on already Pilfered Targets.
Updated Pilfer Epic augment Orb Thief. Can now be upgraded multiple times.
Fixed Pilfer Uncommon augment Absorbing Pilfer able to steal HP from already pilfered Enemies.
Fixed Grasp Epic augment Extracting Grasp granting an Orb each turn instead of on using Grasp.
Fixed Marking Pilfer not being in Pilfer's augment pool.
Fixed several augments showing up at the incorrect rarity.
Fixed Grasp Epic augment Extracting Grasp not granting extra orbs when the player has multiple of the augment.
Fixed Eviscerating hitting another single target in range if the first single target died.
Other Bug Fixes
Fixed smite VFX on CelestialRazor.
Players can no longer move/target during cutscenes.