The last couple months of work on the Warbeasts expansion has gone smoothly and the work itself has been completed within the time objective. Usually the Law of Game Design is to take the time expected for a task and double it for the actual time needed to finish something, but this was surprisingly on time -- I am especially grateful for this, since the models needed for this expansion were both numerous and had a number of models that went outside of standard humanshape models.
After completing the remaining textures and animation work, the programming for the Warbeasts expansion is next.
The next update should hopefully be the preview video for the Warbeasts expansion (assuming work stays on course), which I hope to have show off more about the new character, the new summoning mechanic, the new Counterintelligence mode, and more.
Warbeasts expansion update
Work on the Warbeasts expansion has been going smoothly. The story content data (cutscenes, NPC dialogue, travelling between maps -- this is for both Story Mode and Side Stories) has been completed, with its total size in terms of event pieces (things like messages, movement, playing music, animating a character, fading a screen, and so on) being similar in size to the Tenebris expansion.
With the story content data completed, the 5 new upcoming Side Stories for Warbeasts can be revealed:
[table] [tr] [th]Character[/th] [th]Side Story Name[/th] [/tr] [tr] [td]Stevant[/td] [td]Anxiety Overflowing[/td] [/tr] [tr] [td]Joe[/td] [td]Can't Go Home Again[/td] [/tr] [tr] [td]Kaez[/td] [td]The Meaning Of Life[/td] [/tr] [tr] [td]Fleming[/td] [td]The Discovery I Made[/td] [/tr] [tr] [td]Green[/td] [td]Tossed Aside[/td] [/tr] [/table]
Work on models, maps and music is next, and I'm hoping to get those done in a reasonable amount of time.
Into The Past expansion released!
As Into The Past is a free expansion via patch (V 1.3.0.0), it should be available to everyone who owns The Demon Rush: Legends Corrupt.
Into The Past adds 3 new gameplay modes -- Side Stories (short stories where the player plays as protagonists, antagonists and side characters), RopeRange (aerial shooting range where the player must swing around the arena on a rope) and Prison Break (a party of 3 must break out of a high security prison or face execution in a week).
A preview video also accompanies the release of Into The Past, though the way work had to go on this expansion prevented the preview video from being able to be completed earlier. The preview video for the Into The Past expansion can be found on YouTube here.
Work on the 4th expansion "Warbeasts" will begin immediately, and will aim to bring a new character, a new Strategy mode (Counterintelligence), a new summoning mechanic, more Side Stories, and a new story arc to Story Mode.
Into The Past expansion patch
New Story Mode "Side Stories" added (short stories where the player plays as protagonists, antagonists and side characters).
New Action Mode "RopeRange" added (acrobatic shooting range that takes place in the air).
New Adventure Mode "Prison Break" added (party of 3 tries to escape from a high security prison).
Miscellaneous changes and fixes.
Into The Past expansion update
Work on the Into The Past expansion has been going very smoothly so far -- models, maps, music and story content for all 20 Side Stories have been completed. This leaves essentially the programming and testing for the 3 new modes (Side Stories, RopeRange, Prison Break) as the remaining tasks for the expansion work. The hope is to get a preview video for the new expansion out when testing has progressed far enough, similar to the one that the Tenebris expansion had.
Since enough details have been worked out for the 3 new modes through their current preparation, some early details can be provided for each mode.
Side Stories will start with 20 stories, with plans to add more each expansion -- not as much as Into The Past has per future expansion, but enough are planned to still notably boost the eventual final number of Side Stories overall.
The Side Stories will have the player playing as different characters per story -- this includes protagonists, antagonists and side characters. Some Side Stories will be longer, some will be shorter. Some will have more of a combat focus, some will have no combat, and most will strike a balance of story and combat. Some will be more lighthearted in theme, others taking a darker and heavier tone.
Each Side Story will take place before the start of the game, and the intent of each is to either go into further detail about an event mentioned ingame in the past, to show more of a character's personality or motivations, to emphasize a particular part of the setting, reveal further details of the past, or to show a day in that character's life at that particular point in time.
The current list of 20 Side Stories (showing the character and their story name) that will be part of Into The Past are the following:
[table] [tr] [th] Character [/th] [th] Side Story Name [/th] [/tr] [tr] [td] Cherry [/td] [td] Boot Camp [/td] [/tr] [tr] [td] Knight [/td] [td] Whatever The Cost [/td] [/tr] [tr] [td] Alberto [/td] [td] Better Than Nobody [/td] [/tr] [tr] [td] Tara [/td] [td] Treacherous Seas [/td] [/tr] [tr] [td] Pound [/td] [td] Mechanical Failure [/td] [/tr] [tr] [td] Cook [/td] [td] The Children Who Suffer [/td] [/tr] [tr] [td] Claire [/td] [td] Swim Meet [/td] [/tr] [tr] [td] Jimmy [/td] [td] Pael's Protector [/td] [/tr] [tr] [td] Brooks [/td] [td] Advancing Beyond Us [/td] [/tr] [tr] [td] Barklord [/td] [td] A Day In The Life Of Barklord [/td] [/tr] [tr] [td] Caesara [/td] [td] A Speck Of Honour [/td] [/tr] [tr] [td] Thormia [/td] [td] The People Cannot Know [/td] [/tr] [tr] [td] Anna [/td] [td] The Leader's Scandal [/td] [/tr] [tr] [td] Kevin [/td] [td] No Redemption [/td] [/tr] [tr] [td] Redfast [/td] [td] Father's Approval [/td] [/tr] [tr] [td] Jonathan LeCoeur [/td] [td] No Rest For The Retired [/td] [/tr] [tr] [td] Amy [/td] [td] Five Minutes To Midnight [/td] [/tr] [tr] [td] Alphonse [/td] [td] Destiny And Destruction [/td] [/tr] [tr] [td] Raegnus [/td] [td] Rise To Power [/td] [/tr] [tr] [td] Dartain [/td] [td] Blood On My Hands [/td] [/tr] [/table]
RopeRange, which was originally planned as sort of a shoot-em-up, is currently set to be more acrobatic in nature. More details will likely come with the possible preview video and future updates.
Prison Break has also had some structural changes to its plans. The progress update that had the expanded roadmap for expansions for The Demon Rush: Legends Corrupt had originally mentioned that the Prison Break mode's concept was to be breaking out followed by going on the run (where going on the run may have had some light horror elements to it).
Going on the run/horror elements will no longer be part of the plan for Prison Break. As more of Prison Break's breakout planning progressed and the player's available options grew, the fugitive section felt like it was not right for the mode -- going from a people-filled prison filled with restrictions the player has to work with and plan around (as well as the culmination of a successful escape plan) to immediately having to hide and deal with horror elements out in the open felt like too heavy a gameplay and tone shift. It also did not help that successfully escaping prison (the point of Prison Break mode to begin with) does not result in a victory, but rather another phase to be completed before victory instead. So, Prison Break will only be about escaping now.
More details of Prison Break will also likely come with the possible preview video, once more of the specifics are sorted and handled during programming and testing.
The Tenebris expansion has arrived!
As Tenebris is a free expansion delivered via patch (V. 1.2.0.0), it should now be available to everyone who currently owns The Demon Rush: Legends Corrupt. Most of these additions are also listed in the "Tenebris" small update/patch notes announcement.
It's a pretty hefty expansion, too -- it brings the new playable character Caesara, the new Naval Conquest gameplay mode, a new story arc (that contains a new world, new main quest, new side quests, new superdungeon, new endgame Challenges, new weapons/passives), the Wild Nova ability for Barklord, and gameplay additions for Endless Dungeon, Conquest and Heist.
Work on the next expansion, Into The Past, will begin immediately. Into The Past intends to add 3 gameplay modes -- Side Stories, RopeRange and Prison Break. As it is intended to be a shorter expansion, it should hopefully have a faster development time than Tenebris did.
Tenebris
The new playable character, Caesara
The new Adventure Mode, Naval Conquest
A new world on Story Mode, which includes a new main quest story arc, story-heavy side quests (with new passive abilities as rewards for playable characters and the Wild Nova ability for Barklord), a super dungeon, and more endgame Challenges
A 9th weapon for all characters in Story Mode and Endless Dungeon
Pantheon Priests and Crazy Arena as new features for Endless Dungeon
New recruitable monsters for Conquest
New Heist Artifact, False Saint's Blade
Brooks' Aim Mode is zoomed out more
Miscellaneous changes and fixes.
Tenebris expansion preview infodump
Caesara
Name: Caesara DOB: April 10, 1890 (story takes place in 1919) Element: Fire Weapon: Sword and Shield, Claw Hands
Playstyle: Stance Change/Damage-over-time
Maximum Stats (through Soul Triad only, no weapons)
HP - 200 Attack - 40 Defense - 50% Combat Movement - 0%
Stances -- Full Plate and Claw Hands
Caesara has 2 different stances -- a defensive status ailment-oriented Full Plate stance, and an aggressive damage-oriented Claw Hands stance. Caesara can use her Prayer to Ferromant ability (5 seconds cooldown) to switch between stances and gain a 5 second aura associated with her new stance.
Caesara's Full Plate stance gives her nothing unique, but while the Full Plate aura is active, Caesara takes half damage from all attacks and regenerates 4 HP per second.
Caesara's Claw Hands stance allows her to deal double damage with all attacks and she gains Combat Movement + 100%, but she loses 10 HP/second. While her Claw Hands aura is active, the HP loss is removed.
Learnable Active Abilities:
Body
Pushback (initally unlocked) - Inflicts Stagger at close range. Caesara's Pushback can be improved through Soul Triad to inflict Stun during Full Plate and inflict Bleed during Claw Hands. Story/Endless Dungeon passives can allow Pushback to boost stance aura duration, HP Regen of Full Plate aura and damage output from Claw Hands. Knockdown (initially unlocked) - Inflicts Knockdown at close range. Story/Endless Dungeon passives can allow Knockdown to boost stance aura duration and zero out Prayer to Ferromant cooldown. Bladewheel - Deals Attack x 1 damage per 1/4 second around the user for 1 second, and is controllable similar to Jimmy's Twister. Inflicts Knockback during Full Plate stance, is invincible during Full Plate aura, deals 2x damage during Claw Hands stance and 3x total during Claw Hands aura. Through Soul Triad, can have its damage and cooldown improved, longer duration/better Knockback during Full Plate aura, and inflicts Bleed during Claw Hands aura. Infantry Blitz - A dash attack that propels Caesara forward and deals Attack x 2 damage. Inflicts Stun during Full Plate stance, is invincible during Full Plate aura, deals 2x damage during Claw Hands stance and 3x total during Claw Hands aura. Through Soul Triad, can have its damage and cooldown improved, longer Stun duration during Full Plate aura, and cooldown reduction per enemy hit during Claw Hands aura. Deliverance - A powerful attack that deals Attack x 3 damage. Inflicts Stagger during Full Plate stance, is invincible during Full Plate aura, deals 2x damage during Claw Hands stance and 3x total during Claw Hands aura. Through Soul Triad, can have its damage and cooldown improved (including a 4x damage boost during Body Field Effect), a partywide defense buff during Full Plate aura, and an additional double damage during Claw Hands aura.
Mind
Prayer to Ferromant (initially unlocked) - Toggles between Full Plate and Claw Hands stances, and provides the stance's respective aura for 5 seconds. Prayer to Ferromant has a 5 second cooldown to match base aura duration. Cacophony (initially unlocked) - For 3 seconds, all enemies are forced to target Caesara (like Cook's Provoke, but less priority and duration). Full Plate stance pulls enemies closer to Caesara and Full Plate aura allows Caesara to take half damage during Cacophony's duration, while Claw Hands stance deals Attack x 1 damage to a small area on Cacophony trigger (Attack x 2 damage with Claw Hands aura). Through Soul Triad, can have its damage and cooldown improved, better HP Regen and invincibility during Full Plate aura, and 4x damage with enemies dragged fully to Caesara during Claw Hands aura. Story/Endless Dungeon passives allow Cacophony's cooldown to decrease with every hit inflicted on Caesara. Intimidate - During Full Plate stance, Caesara inflicts Stun to a large area around herself, while Full Plate aura adds Attack x 1 damage to that area. Claw Hands stance is Stagger instead of Stun, but includes the damage by default (Attack x 2 damage during Claw Hands aura). Through Soul Triad, can have its damage and cooldown improved, reduce cooldown per enemy hit during Full Plate aura with Mind Field Effect, and deal 3x damage and Bleed during Claw Hands aura with Mind Field Effect. Story/Endless Dungeon passives can have Intimidate triple its area of effect. Lightspeed - A warp attack that deals Attack x 2 damage. During Full Plate stance, Caesara inflicts Stagger and Full Plate aura applies this Stagger to an area. Claw Hands stance boosts damage by 50%, while Claw Hands aura boosts damage by 100% total. Through Soul Triad, can have its damage and cooldown improved, can inflict Knockback with boosted distance/5x collision damage during Full Plate aura when warping a long distance away, and can deal 8x damage and Bleed during Claw Hands aura when warping a long distance away. Shattered Mind - A buff that is very dependent on original stance at time of trigger and current aura. If originally triggered during Full Plate stance and currently have Claw Hands aura active, Caesara inflicts Bleed and 5x Bleed Damage when inflicting any damage. If originally triggered during Claw Hands stance and currently have Full Plate aura active, Caesara's Stagger inflictions last 1 second more, Stun 2 seconds more, enemies knocked down by Caesara take 2x damage, and Caesara deals 10x more collision damage from Knockback. Through Soul Triad, cooldown can be improved, Bleed damage for Claw Hands can gain passive boosts, and the party can deal 2x damage to enemies suffering from Stagger/Stun/Knockdown/Knockback while Caesara has Full Plate aura and Shattered Mind active.
Fire Siphon
Scorchedarm (initially unlocked) - An aimable flamethrower attack that deals Attack x 0.1 damage every 1/5 second for 3 seconds (functions similarly to Alberto/Pound/Cook's beam attacks, but shorter range). Through Soul Triad, damage and cooldown can be improved, and can gain gradual damage boosts for the current Scorchedarm every hit during the Fire Field Effect. Story/Endless Dungeon passives allow triple range on trigger during the Fire Field Effect, and cooldown to reduce per enemy hit while the Fire Field Effect is active. Regenerate (initially unlocked) - Caesara heals 4 HP/second for 10 seconds. Through Soul Triad, cooldown can be improved, and can allow excess HP Regen to heal allies. Story/Endless Dungeon passives allow Regenerate cooldown to tick down at double speed if Caesara's HP Regen is overflowing to allies. Beam of Light - Caesara calls a narrow beam of light in front of her that deals Attack x 0.1 damage every 1/5 second for 2 seconds. Through Soul Triad, damage and cooldown can be improved, and can gain the ability to have the current Beam of Light deal exponentially more damage every hit (Attack x 0.1 -> 0.2 -> 0.4 -> 0.8 -> 1.6 -> 3.2, etc.). Crater - Caesara calls a delayed lava geyser that deals Attack x 0.5 damage every 1/5 second for 5 seconds. Through Soul Triad, damage and cooldown can be improved, and can boost damage based on the number of active fires during the Fire Field Effect. Heat Wave - Caesara calls a heat wave to an area that deals Attack x 0.3 damage every 1/5 second for 8 seconds. Through Soul Triad, damage and cooldown can be improved, and Heat Wave can inflict Knockdown.
Weapons (including her 9th Sharktooth Weapon)
Qusstan Sharktooth (default weapon) - Boosts Attack stat by 5% per weapon level (allowing Caesara's max Attack stat to reach 60). Paladin Sword - When Caesara changes stances to Full Plate, nearby allies are healed for 1 HP per level of this weapon. Maimed King - Caesara's Bleed Damage is boosted by 5% per level of this weapon. Pantheon's Justice - Raises Caesara's max HP by 10 per level. Nimue Blade - Makes Caesara Water elemental as well as Fire elemental, and basic melee attacks add to the Water Siphon Field Effect. Radiation Sabre - Boosts the damage of Fire Siphon abilities by 10% per level. Caladbolg - While Claw Hands aura is active, every basic melee attack that Caesara lands boosts damage of all of her attacks by 1% per hit per level of this weapon, and this effect lasts until Claw Hands aura wears off or Caesara changes stances to Full Plate. Carver Blade - Changing stances to Full Plate prevents the user for dying for 0.5 seconds per level of this weapon. Master-Forged Sharktooth - Caesara's Scorchedarm damage is boosted by 10% per level of this weapon per Scorchedarm used across the entire battle, but Caesara suffers 10% more damage per Scorchedarm used that battle.
Extreme -- Radiation Rampage
Caesara unleashes a damage-over-time Heat Wave that follows her as she moves and deals damage every 1/5 second for 5 seconds. During Full Plate stance, the Heat Wave inflicts Stagger. During Claw Hands stance, the Heat Wave deals 3x damage.
Heist passives
Ground Team -- Valiant Violence - The Ground Team's damage received is reduced by 25% while Caesara is in Full Plate stance, and the Ground Team's damage output is boosted by 25% while Caesara is in Claw Hands stance. Can lead to very high overall stats when on a Ground Team consisting of Cherry, Tara and/or Cook.
Recon Team -- Barracks Knowledge - Enemy reinforcements from enemy doors are slowed by 1 turn after all other reinforcement calculations. This does not affect triggers for instant forced reinforcements, such as grabbing the Artifact or Demolition Crew. In particular, this can help a Team escape the building in a more aggressive fashion (as opposed to stealth) after grabbing the Artifact.
Getaway Team -- Humidity Forecast - All enemy movement outside of the building is halved (rounded up). Always active when Caesara is on Getaway Team. Affects Thormia and Hellhounds. Can be useful for trying to brute force a Team through heavy guards behind the building when trying to reach the roads.
Naval Conquest
Naval Conquest is a new Adventure Mode that will be added with the Tenebris expansion. The overarching goal of Naval Conquest is to prepare for the arrival of the Occultist Imperator's Fleet, and defeat the Imperator on his Man-of-war.
The player chooses a party of 3 from among the playable characters, who use their Onslaught/Conquest/Heist movesets and bring their own unique Naval Magic and Naval Passive. The player will also choose their sail pattern and environment type (both of which are just for appearance's sake, and does not affect gameplay), and then are dropped into a procedurally generated ocean filled with islands aboard their schooner, the Cetacean.
The Imperator's Fleet will arrive after a set number of days, where each day is 120 seconds of ingame playtime and ticks down when exploring and when in combat. During this time, the player will search desert islands for buried Mez (complete with red X to show where the buried treasure is), search forest islands for food and lumber, and visit town islands and use their resources to recruit sailors, upgrade the Cetacean, add more schooners and galleons to their fleet, and go on shore leave. The player will also be able to engage in naval missions (to level up the boats in their fleet) and sea trade from these town islands (boats from the player's fleet are away and cannot level up, but the player gets great deals on resources).
When sailing, the player will use their ship to fire cannonballs, ram enemy ships and monsters, and use a character's unique Naval Magic to fight giant sharks (speedy hit-and-run monster), krakens (slow tanky melee monsters) and the enemy's own ships (cannonballs and ram attacks like the player's boat). When first disembarking on a new desert or forest island, or boarding an enemy ship, the player's party will fight in standard combat. If boarding an enemy boat, the party will fight alongside some of the sailors that they have recruited from towns -- sailors that reach 0 HP will die permanently, but their reinforcements will gain increasingly higher stat boosts for each sailor that died in that specific battle.
When time expires, the Imperator's Fleet will arrive, and the player will have to enter naval combat alongside their own fleet to weaken the Imperator's Man-of-war to the point it is boardable, before the player party themselves boards the Man-of-war and faces down the Imperator in direct combat. On defeating the Imperator and his party, the player will win the Naval Conquest.
The higher difficulties will add some additional mechanics that must be considered in a Naval Conquest run. Legend Difficulty will have it where hitting 0% morale will not cause the player to slowly lose crew, but result in a mutiny where the player must fight up to 16 of their own sailors, costing the player time and crew if morale is not managed. Legend Plus Difficulty adds hunter boats in the open seas -- these hunter boats will attempt to ram and board the player's boat (and are the only enemy to be able to do so), and these hunter boats contain Pantheon Priests, some of which can lower morale when landing a hit on the currently player-controlled character.
Naval Magic and Passives
Cherry
Naval Magic - Windcatch -- For 5 seconds, the player's boat and all allied boats have max acceleration, and both ram damage and ram boarding threshold decreases are boosted by 50% for 5 seconds. Naval Passive - Fleet Command -- Allied boats (but not the player's boat) inflict 50% more damage/boarding decreases and receive 50% less damage.
Knight
Naval Magic - Arctic Blast -- For 5 seconds, a large sheet of ice will appear over a selected area that stops enemy boats from ramming and cuts the movement of all enemy boats and monsters in its area of effect down by 80% for 5 seconds. Enemies hit by attacks while in the ice sheet will suffer double boarding decreases. Naval Passive - Highway Experience -- Sea trade expeditions are sped up from 3 days to 2 days.
Alberto
Naval Magic - Stormcall -- For 10 seconds, lightning bolts will randomly strike down over a very large area. Enemy boats or monsters that are struck by a lightning bolt take damage equivalent to a base boat ram attack. Enemy boats that are hit have their boarding threshold decreased by double a base ram strike. Naval Passive - Crude Jokes and Lively Stories -- Morale at sea decreases at half speed, and revelry at sea can boost as high as 100% as opposed to 75%.
Tara
Naval Magic - Vesselshatter -- After selecting an enemy ship, that enemy ship is immediately dealt damage equivalent to half of a base ram strike and that enemy boat's boarding threshold is decreased by triple what a base ram strike would inflict. Naval Passive - Experienced Sailor -- The player boat's damage and boarding decreases from own cannon fire and ram damage is boosted by 25%, and the player's boat also has 25% higher movement speed.
Pound
Naval Magic - Evergreen Ram -- For 5 seconds, all ram attacks by the player's boat deal triple damage and decrease boarding threshold of enemy boats by triple the normal amount when hit by the player's ram. Naval Passive - Cartography Enthusiast -- If a spot on the world map has a forest island, that part of the map is uncovered sooner and the island appears on the map earlier. The amount of food and lumber found on forest islands is also boosted by 50%.
Cook
Naval Magic - Boatblaze -- After selecting an enemy ship, that enemy ship catches fire and suffers damage and boarding threshold decreases at 30% base ram attacks per second for 5 seconds. Naval Passive - Historical Analysis -- If a spot on the world map has a desert island, that part of the map is uncovered sooner and the island appears on the map earlier. The amount of Mez found on desert islands is also boosted by 50%.
Claire
Naval Magic - Tsunami -- For 5 seconds, the ocean's waves will grow higher and deal 10% base ram damage and boarding threshold decreases every time waves touch an enemy boat. Naval Passive - Cautious Sailor -- The player's own boat damage received is reduced by 50%. The player's boat can take 2 ram attacks from hunter boats before being boarded (this leeway resets on combat end).
Jimmy
Naval Magic - Siege Salvo -- For 5 seconds, all cannonfire from the player's boat deals 3x damage and boarding threshold. Naval Passive - People Person -- Sailors can be recruited for 160 Mez and 8 Food each, instead of 200 Mez and 10 Food each, and sea trade expeditions have a 20% higher gain.
Brooks
Naval Magic - Blue Pulse -- After selecting an enemy ship or monster, the target's movement is completely halted and they suffer base ram damage every second for 5 seconds. Naval Passive - Unmatched Loyalty -- When boarding or being boarded, the player's sailors deals 50% more damage and takes half damage. If mutinies are possible, leeway for a mutiny is added, allowing up to 5 sailors per current potential mutiny to leave before an actual mutiny starts.
Caesara
Naval Magic - Boiled Beasts -- For 10 seconds, the oceans will begin boiling over a selected area for 10 seconds. All monsters caught in the area of effect of the boiling ocean suffer 20% base ram damage every 1/5 second that they are in the area of effect. Naval Passive - Life of the Party -- Shore leave costs require 500 Mez instead of 1000 Mez. Shore leave also temporarily boosts morale up to 150% instead of up to 100%.
New abilities and weapons for existing characters
Cherry
Passives
Hard Shove -- If Pushback Launch has been learned, knockback collision from Pushback deals 20x collision damage. On collision, all other enemies are launched away and suffer 20x collision damage from that knockback. Wingman -- Hitting an enemy with Bladecopter reduces its cooldown by 15 seconds. If Attack Chopper is learned and triggers when hitting an enemy with Bladecopter, the party is healed for 50 HP. Surge Protector -- Power Surge makes the healed target invincible for 3 seconds.
Sharktooth Weapon - Sharktooth Sword -- Provides Pulled To The Sky. The user's blocking no longer reduces damage or regens HP, but every knockback collision from the user has its damage boosted by 1 per level of this weapon per knockback collision inflicted by the user for the entire fight.
Knight
Passives
Neverending Night -- Nightslash's explosion damage is multiplied by (1 + Number of previous consecutive Nightslash explosions). A miss that results in Nightslash not triggering an explosion resets the count. Moon Mastery -- Moonlight's radius is boosted by 5 body widths, its duration is boosted by 3 seconds, and if the Mind Field Effect is active, enemies cannot kill party members within Moonlight's area of effect. Brutal Bubble -- Enemies trapped within Monster Bubble take 2x damage. If the Drown passive is learned, Drown's damage output is quadrupled.
Sharktooth Weapon - Sharktooth Scythe -- Provides Heartbreaking Resilience. All damage to the user is reduced by 9% per level of this weapon, but each ability use inflicts damage to the user for 1 damage per ability used that battle (the user cannot die from this).
Alberto
Passives
Reanimation -- Light Chi's collision damage is tripled, and on collision, Stun/Knockdown lockouts are removed. Vitality Overflow -- While the user is in the party, if any ally in the party is at max HP, the party cannot die. Sick Burn -- If an enemy is suffering from Stun or Stun lockout, Planet Destroyer gains triple Radiation values from hitting that target (if the Radiation passive has been learned).
Sharktooth Weapon - Sharktooth Claws -- Provides Superhuman Speed. Counter's damage is multiplied by (1 + (0.1 per level of this weapon per Counter)), but the user suffers (2 x Number of Counter used that battle) damage every time Counter is used (the user cannot die to this).
Tara
Passives
Advantage Apex -- If Advantage Pushback has been learned, its duration is boosted by 3 seconds and its damage buff increases from 2x to 3x damage. Fight Through Anything -- While Willpower is active, the user regens 6 HP/second. The Path Forward -- Path to Hell now deals Attack x 0.3 damage every 1/5 of a second. The area of effect for the current Path to Hell grows by 1 body width every 1/5 of a second and every time an enemy is hit by Path to Hell's damage-over-time.
Sharktooth Weapon - Sharktooth Battleaxe -- Provides Revitalized Land. The user's Earth Siphon ability damage is multiplied by (1 + (0.2 per level of this weapon that battle)) and each Earth Siphon ability use heals the party for 2 HP per level of this weapon, but the user's received healing is reduced by 5% per Earth Siphon ability used. At 100%, the user can no longer HP Regen.
Pound
Passives
Flight Plan -- Every enemy hit by Viper Flight boosts Viper Flight's damage for the rest of the fight, multiplying its damage by (1 + (0.1 x Number of times Viper Flight hit)). If Pushback Energize is learned, it activates once per Viper Flight if that Viper Flight hits an enemy. Energy Absorption -- Each attack or ability nulled by Barrier reduces Barrier's cooldown by 1 second. Low Magic Points -- Magic Blast boosts its area of effect by 1 body width per ability on cooldown, multiplies its damage by (1 + Number of abilities on cooldown), and reduces all non-Magic Blast cooldowns 1 second per ability on cooldown. Magic Blast on cooldown does not count towards boosting damage/area.
Sharktooth Weapon - Sharktooth Claymores -- Provides Camouflaged in Nature. When the user stands within 8 body widths of the center of a Death Forest tree of at least Germinated Mindspike level, the user becomes invisible and all enemies' received damage is boosted by 5% per level of this weapon and all enemies' damage inflicted is reduced by 5% per level of this weapon, but the user cannot dodge.
Cook
Passives
Intimidating Kick -- The Knockdown ability applies a debuff to the enemy, where for 3 seconds, the enemy cannot move, their damage inflicted is halved, and their damage received is doubled. If this debuff is successfully applied, Knockdown's cooldown is reduced by 5 seconds once per use. The debuff timer is frozen while the enemy is knocked down. Challenging Fate -- While Fatality is active, every enemy hit by the user's ranged weapon boosts Fatality duration by 0.1 seconds and reduces Fatality cooldown by 0.25 seconds. Every manual use of Far Shot does the same to duration/cooldown, but also boosts Fatality damage additively by 50% per manual Far Shot until Fatality is used again. Combustible Materials -- While the Fire Field Effect is active, Viper Blast's damage is multiplied by (1 + (0.1 x Number of battlefield fires)).
Sharktooth Weapon - Sharktooth Chakram -- Provides The Greatest Warrior. Damage for both Body abilities and basic attacks while holding a ranged weapon is boosted by 1% per level of this weapon per Body ability used that battle, but ranged attacks have reduced damage by 80% and the user suffers increased damage at a rate of (1 + (0.2 x Body Abilities used that battle)).
Claire
Passives
Complete Crimson -- While the Body Field Effect is active, Crimson Acrobat's damage is 4x higher. If the enemy is knocked down, damaging an enemy with Crimson Acrobat reduces Crimson Acrobat's cooldown to zero. Ninja Medic -- While Stealth is active, the user's damage is doubled and damage received is halved. First Aid now provides HP Regen of 4 HP/second for 5 seconds to its target, and if Stealth is learned, activates Stealth for the user if currently inactive. If First Aid is used while Stealth is already active beforehand, First Aid's HP Regen becomes 12 HP/second. Terrible Fall -- Fallen Angel's area of effect is 10x bigger, lasts 3 seconds longer, boosts Knockdown time by 1 second, and if Prone is learned, the party benefits from Prone when attacking enemies specifically knocked down by Fallen Angel. Prone also has its damage boosted to 3x damage against enemies specifically knocked down by Fallen Angel.
Sharktooth Weapon - Sharktooth Dirk -- Provides Ocean Traveller. If the Jetpack passive has been learned, Waterjet deals an extra x0.1 damage per level of this weapon every time Waterjet is used with the Jetpack passive that battle. However, each use of Waterjet with the Jetpack passive boosts the cooldowns of all of the user's abilities (except Waterjet) by 1 second per Waterjet usage.
Jimmy
Passives
Dead On -- If Necromancer's Landing is learned and Dead Drop (not Dead Stomp) hits, damage for Dead Drop is boosted by 20x and Dead Drop's cooldown is reduced to zero. If Coughing Fit is learned, it applies to enemies hit by the Dead Stomp passive (if learned), and the hitradius for the Dead Stomp passive is tripled in size. Spirit Hypercharge -- If Spirit Blast is learned, its radius is tripled and its damage is multiplied by (1 + (0.25 x Number of hits received on previous Spiritcharge)). Every hit received while Spiritcharge is active reduces Spiritcharge's cooldown by 0.25 seconds. Spirit Blast now applies outside of the Mind Field Effect, and deals 8x damage during the Mind Field Effect. Nothing But Null -- If Vital Wave nullifies a Field Effect, its damage is 50x higher, its cooldown is reduced to zero, and Heal is applied to all party members (including Heal Power).
Sharktooth Weapon - Sharktooth Karambit -- Provides Starless Night. If the user's allies are alive and the user is not the only party member, the user is completely invisible and all of their damage is multiplied by (1 + (0.1 per level of this weapon)). However, if the user is alone or the only one alive, their damage is reduced to 25% and they receive 4x damage.
Brooks
Passives
Crosscrush -- A successful Crossguard heals the user for 50 HP, boosts the user's damage by 5x for 8 seconds, and if Pushbreak has been learned as a passive, applies Pushbreak to enemies affected by Crossguard's counter. Reposition -- After using Blastback, the user becomes invisible to all enemies for 3 seconds. If Eagle Cannon, Multi-Shot and/or Heavy Focus are learned, those learned abilities are activated for free. The free activation of Multi-Shot keeps the current Rapidfire Focus count if Multi-Shot is currently active. What A Drag -- Power Drag inflicts Stun and a debuff for 5 seconds that causes the target to suffer double damage. If any enemy with the Power Drag debuff suffers any collision damage from any source, collision damage is multiplied by (2 + (Number of previous collisions with current Power Drag debuff active)).
Sharktooth Weapon - Sharktooth Crossbow -- Provides Volatile Bolt. Every basic hitscan attack the user deals is multiplied by (1 + (0.1/level x Number of landed hitscan attacks that battle)), and the area of effect is boosted by 1 body width per landed hitscan attack. However, the time the user can fire their weapon again is increased by 0.1 seconds per hitscan attack landed.
Barklord
Wild Nova -- When triggered with Barklord on the field, Barklord stops and creates an area-of-effect attack around himself that deals damage-over-time and frequent Stagger. Primarily meant for area control, it can also be customized to provide offensive and defensive support for party members within Wild Nova's area.
Passives (up to 10 levels per)
Wild Nova Damage -- Barklord's base damage is 5 + (2 per level of this ability) for Wild Nova and it inflicts Stagger each hit. Wild Nova Frequency -- The frequency that Wild Nova deals damage is 1 second - (0.05 seconds per level of this ability). Wild Nova Area -- The area of Wild Nova is a radius of 5 body widths + (0.5 widths per level of this ability). Wild Nova Boost -- Any party members within Wild Nova's area-of-effect have their damage boosted by 5% per level of this ability. Wild Nova Reduction -- Any party members within Wild Nova's area-of-effect have all damage received reduced by 5% per level of this ability. Wild Nova Duration -- Wild Nova's duration is 2 seconds + (0.2 seconds per level of this ability).
Pantheon Priests, Crazy Arena, new Conquest monsters, new Heist artifact
Endless Dungeon
Pantheon Priests
Cerarva's Blessing -- Earth elemental party members gain 10% more damage per blessing level on all but collision damage, while Earth elemental enemies inflict 10% less damage per blessing level. Venta's Blessing -- Wind elemental party members gain 10% more damage per blessing level on all but collision damage, while Wind elemental enemies inflict 10% less damage per blessing level. Vigomendo's Blessing -- Enemies suffering from Stagger, Stun, Knockdown or Knockback suffer an additional 10% damage per blessing level. Heimst's Blessing -- Party members suffer 10% less damage per blessing level. Siligna's Blessing -- Party members gain Attack + 2 per blessing level while in combat. Somnoc's Blessing -- Party members gain more Soul Triad Points from battle at a boost of 10% per blessing level. Sorex's Blessing -- Fire elemental party members gain 10% more damage per blessing level on all but collision damage, while Fire elemental enemies inflict 10% less damage per blessing level. Monlis' Blessing -- Enemies staggered by a party member's block boosts damage from the blocking character's basic attacks by 100% damage per blessing level. Nimbeck's Blessing -- Party members dodging reduces active cooldowns by 0.1 seconds per blessing level. Maraka's Blessing -- Water elemental party members gain 10% more damage per blessing level on all but collision damage, while Water elemental enemies inflict 10% less damage per blessing level. Genasma's Blessing -- Party members have HP Regen at a rate of 1 HP per blessing level. Ferromant's Blessing -- Party members gain more Mez from battle at a boost of 10% per blessing level.
Crazy Arena
The Crazy Arena allows the player to skip immediately to the boss floor that occurs every 4 levels. Crazy Arena boss battles have enemies with doubled levels, 16 total enemies, and the Field Effect changes every 3 seconds. Upon victory, the player can open between 1 and 8 treasures depending on their current Endless Dungeon floor and Pantheon Priest blessing.
Conquest
Lion-turtle (Fire) -- Has excellent Attack and high Defense, but low HP. Can learn to use area damage Heat Blast at level 20. Torso-teeth (Water) -- Has excellent HP with high Attack and Defense, but learns no abilities. Flying Discs (Wind) -- Has excellent Attack and high Defense, but is expensive. Can learn to Erratic Buzz for multiple dash attacks over an area. Landworms (Earth) -- Has excellent Combat Movement. Can learn low cooldown leap attacks that inflict Stagger.
Heist
False Saint's Blade
Savage's Worship (ability) -- On use, all Teams become invisible for 3 turns and all chasing comes to an end (except for Thormia and Hellhounds). When the 3 turns expire, all enemies have their sight range boosted by 3 and their movement range is boosted by 3.
Flavour Text -- A false saint is better than no saint, I always say.
Tenebris expansion preview
The Tenebris expansion has progressed to a point where it is deep into testing, and deep enough to the point that a preview video for the Tenebris expansion is now on YouTube here.
The video itself shows off the following:
The new Adventure Mode, Naval Conquest
The new playable character, Caesara
Mention of the new Story Mode storyline and world
Mention of a new 9th weapon for each character and new abilities (including Barklord's Wild Nova)
Pantheon Priests and Crazy Arena for Endless Dungeon
New Conquest monsters
New Heist Artifact -- False Saint's Blade
As the Tenebris expansion is still in the preview stage, some of this may be altered for gameplay or balance reasons when its release arrives, but will likely stay the same or similar enough.
In order to keep this preview announcement less cluttered, a companion "infodump" news announcement will be added that goes into the same details that the Dragoon web site goes into for further specifics on Caesara, Naval Conquest, new weapons and abilities, and the new mode additions (Pantheon Priests, Crazy Arena, Conquest monsters, new Heist Artifact).
The next update for the Tenebris expansion will likely end up being its release, as there is just testing to be done at this point.
Tenebris expansion progress update 5
As of this update on the Tenebris expansion, the story content has been completed, and a solid chunk of the programming is finished (primarily support for the new playable character and future new characters, as well as a good chunk of the new character's abilities).
Since more of the Tenebris expansion has been completed, a few additional details can be provided at this point:
In terms of story content, the number of event pieces (which consist of everything from dialogue messages from NPCs/cutscenes, to triggering animation/movement in a cutscene, to playing music, and more) has increased by over 40% in size against the base game and Legends Overload Expansion put together (and over 50% compared to just the base game). This does not necessarily mean that the gameplay length is only 40% bigger -- Legends Overload's boost in size in terms of event pieces was over 25% against the base game, and the Story Mode gameplay during testing ended up being longer than that. More information as to the length of gameplay boost from Tenebris will be provided when testing is done.
Against both the base game and Legends Overload expansion put together, the number of Story Mode cutscenes has gone up over 50% with the Tenebris expansion, and the number of ingame map zones has increased by almost 60%.
In a previous update, the new 10th character was mentioned to be a melee-oriented stance-based character with additional focus on status ailments and damage-over-time.
They still are those things, but with more of the new playable character's specifics determined from what has been implemented of their active/passive abilities so far, they also have the capacity to be a powerful regen healer if customized for that (as opposed to Alberto's standard big healing for set amounts).
I'm hoping to provide more significant details of the new character soon, once testing begins and footage of the new character in action can be taken from the game.
A previous update had also mentioned that the Tenebris expansion would have 20 endgame Challenges added to Story Mode. This number may end up decreasing, in order to keep the focus on Challenges that either focus on new enemy types or on enemy combinations that feel different from previous Challenges -- there does not seem much point in adding "new" Challenges that are overly similar to existing Challenges that can be replayed at the same point in time as the new ones.