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Ravenswatch Patch note - Sun Wukong Version 0.15.01
Ravenswatch
16.11.23 16:01 Community Announcements


Greetings, Ravens!

The newest addition to the Ravenswatch is here! Sun Wukong joins the Ravenswatch in the latest update of our Early Access game. Take a deep dive into the patch note down below to see all the new content and changes.

You can watch our Update trailer here:

[previewyoutube=ddx7CLGFd-8;full][/previewyoutube]

TL;DR:



Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
  • A new hero joins the Ravenswatch: Sun Wukong!
  • Matchmaking system
  • Pings on the map
  • Difficulty modes Overhaul
  • Three Little Pigs’ quests changes
  • Tentacle Master Nightmare nerf
  • New Options: Pause the timer when choosing stuff...

Read the detailed patch note below:

:: PATCH NOTE 0.15.01 (November 16th 2023) ::


???? = Community additions

New features


  • A new hero joins the Ravenswatch: Sun Wukong+ Unique set of abilities + 2 Ultimate abilities +17 Talents: Stone Monkey, Thirst of Immortality, Supreme Polarity, Way of Awakening, Sprint, Celestial Pillar, Stick Twirl, Airbender, Ringing Beads, Resonance, Mantra of Balance, Thundercloud, Mind Fortress, One-inch Punch, Frost Tiger, Fiery Dragon, Divine Palm
  • Matchmaking system: Connect with players for quick matches
  • + Find teammates + The layout for the lobby has been reworked
  • Pings on the Map: You can now ping anything on the map while in Co-op to indicate to your teammates the next objectives
  • Difficulty modes Overhaul: 4 levels of difficulty are now available instead of 10
  • Design Notes: We chose to reduce the number of difficulties for multiple reasons, but essentially because the multiplayer aspect of the game, especially with the introduction of public matchmaking, works way better if people can easily group and play together in a given difficulty. It also makes each step of difficulty really significant rather than adding minor modifiers that sometimes didn’t feel impactful enough. ‘Adventure’ is similar to the former ‘Normal’ mode where ‘Nightmare’ is even harder than the previous ‘Nightmare 9’. ⚠️ Note: Please note that the progression on Difficulty levels has been reset with this overhaul. We want to reassure you that the rest of the progression is not affected, so Heroes’ Ranks, unlocked Talents & Magical Objects are fine and not reset! We hope it’s not too much of an inconvenience, but it was a necessary wipe (it mostly affects badges) since the system has completely changed. + Adventure: Game rules set by default ; 6 Raven’s feathers ; Base XP + Twilight: Corrupted enemies can appear / Master Nightmares are stronger ; 4 Raven’s feathers ; -10% XP + Darkness: Healing orbs heal less / Master Nightmares are even stronger! ; 3 Raven’s feathers ; -20% XP + Nightmare: More high-rank enemies / All enemies are stronger! ; 2 Raven’s feathers ; -40% XP
  • UI, feedback, and general improvements
  • + ???? Added the Cooldown of each ability in the description boxes + New Feedback when receiving large amounts of XP from activities and Bosses + Improved Hero Status notifications: new highlight colors should help differentiate statuses (Strength, Weaken, Max Health Up...) + Improved Heroes' "Strength" VFX aura + “In combat” is now displayed next to the character's portrait, not behind it, to make it more noticeable + Talents’ Quests progress feedback now includes the amount of Damage or Armor gained as a reminder + Ultimate Abilities now have their own icon frame to avoid mistaking them for Legendary Talents + Added the Difficulty icon in the HUD + ???? Glossary in the quick guide has been updated with the Vulnerable & Strength status + ???? The game does not up the Difficulty after successfully completing a run
  • New Settings / Options
  • + ???? Option to pause the timer when choosing a Talent and Magical Object, and at the Sandman shop / in solo only + ???? Option to disable Screenshakes + ???? Option to contain cursor to window + Option to “Hide session code” + ???? “Show Map” input is now rebindable

Heroes adjustments


  • Scarlet:+ ‘Gusting Roar’ Ultimate (Wolf Form) can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Pulverize’ that was not applying ‘Pyromania’ and ‘Armor Break’ effects to enemies hit above the bomb’s base radius + Fixed ‘Pulverize’ extra radius not being correctly applied in Wolf Form + Fixed bug of Power not taking into account Combo Points when ‘Explosive Rush’ is combined with ‘Pulverize’ (both now benefit from Combo Points properly)
  • The Pied Piper:
  • + ‘Plague of Rats’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Plague of Rats’ maximum cooldown set to 60s (from 90s) + Piper now gets back his rats properly while entering Cyclops’ cave + Fixed ‘Deep Notes’ night shots producing double impacts on destructible props
  • Beowulf:
  • + ???? ‘Double Shock’ animation is now quicker, it lasts only +0.2s (from +0.6s) compared to the default Shockwave (Power) + ???? Significantly increased move speed during Special with ‘Bladestorm’ Talent + ???? ‘Bladestorm’ additional spins now always deal 100% damage (from 90%/80%/70%/60%) + ‘Retaliation’ can now be interrupted by any other Ability + ‘Fiery Slash’ now deals 400%/500%/600%/700% Attack Damage (from 500%/625%/750%/875%) + Fixed a bug that allowed ‘Retaliation’ to be cast in succession when triggered again at its end + Fixed a bug that made Beowulf fire deal excessive damage when applied to an already burning enemy in multiplayer (when playing as a peer) + Beowulf's trait is not blocked anymore when he is stunned by certain conditions
  • Snow Queen:
  • Design Notes: The Snow Queen’s Attack was perceived to be a little slow and unreactive, we adjusted this to make her more dynamic and satisfying to play. + Increased Attack Speed and reduced base damage in the same proportion so it is more reactive and dynamic without damage per second change + ‘Strafe’ now sends up to 5/6/7/8 Attacks (from 4/5/6/7) + ‘Frost Ray’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Snow Storm’ Ultimate is now disabled when a Snow Storm is already in progress plus cooldown will only start when Snow Storm ends
  • Aladdin:
  • + ‘Major Enchantment’ effect is now inactive while game time is frozen (Chapter start Safe Zone) + ‘Tornado Jump’ base damage per second set to 40 (from 64) + ‘Leaping Strike’ now deals 200%/250%/300%/350% Attack Damage (from 240%/300%/360%/420%)
  • Melusine:
  • + ‘Wisp Ballet’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Soothing Presence’ effect that incorrectly remained active when Melusine was at Death’s door + Fixed ‘Backwash’ stagger which is now correctly reduced in the same proportions as the damage it deals
  • Geppetto:
  • Design Notes: Geppetto’s dummies had a hard time in Chapter 2 because of the scaling system of the game. We adjusted that so that they can now correctly keep up with Chapter 2 enemies. + Set Dummies’ Base HP to 70 (from 80), set HP gain per level to 15% (from 10%) + Reviewed ‘Unstable Cores’ effects: + When created, DUMMIES have a 50% chance of being unstable + Hitting an unstable DUMMY with POWER - or if it is destroyed or dismantled - causes it to explode, dealing 80 area damage + ‘Meca-Puppets’ cannot be Unstable anymore + ‘Heart Ties’ armor bonus for Geppetto now takes into account ‘Meca-Puppets’ + Fixed ‘Meca-Puppets’ that could be built inside collisions / outside game zone + Fixed Dummies not taking into account DMG bonuses linked to ‘Golden Egg’, ‘Bloody Mary’s Mirror’ or ‘Oni Mask’ + Fixed Dummies being inaccurately targeted by some enemy attacks (like Tentacle Nightmares Night Shots) + Fixed “Rooted” status not being properly handled when using Dash with ‘Rocket Science’ Talent + Fixed Meca-Puppets, which is now correctly playing specific animation when using ‘Laser Eyes’

Balancing


  • ???? Three Little Pigs’ quests:+ Reducing resources to complete the quests to 15 for all party size + A part of the XP is gathered by constructing the house + Stone caves are revealed when the quest is triggered + Stones caves now have Dream Crystals + Straw camps can now have a chest, Vision Tower, or a Dream Crystal
  • Vision Towers:
  • + Green Tower still reveals 4 points of interest and gives 300 base XP after being activated + Orange Tower now: + Reveals 6 points of interest + Gives 600 base XP after being activated
  • Dream Crystals:
  • Design Notes: Dream Crystals were not consistent with other rewards, as they were the only ones that could be claimed without fighting. Note that Dream Crystals can still be destroyed and collected in combat, but it is now longer and more risky. + Dream Crystals are now protected and damage-resistant while the player is in combat + Big Dreams Crystals’ shards values changed to: + 80-120 shards for green crystals + 120-180 shards for orange crystals + 160-240 shards for red crystals
  • ???? Tentacle Master Nightmare (Chapter 1 Boss):
  • Design Notes: We saw that Chapter 1 Boss was a bit too strong while Chapter 2 Boss could be a little more challenging (at least, as long as we don’t introduce Chapter 3). We adjusted this as well as Chapter 2 Boss’ ‘Summon Eyes’ behavior, which could be frustrating when players didn’t have time to kill all the eyes before he summons them again + Base HP set to 250 (from 300)
  • Faceless Master Nightmare (Chapter 2 Boss):
  • + Base HP set to 400 (from 350) + After summoning Eyes, Boss gets Double Armor (-75% damage taken) instead of its regular Basic Armor (-50% damage taken) as long as some Eyes are still alive + Boss will not re-summon Eyes while some are still alive
  • Enemies:
  • + Enemies summoned during events (like the Pig House assault) will not alert nearby wandering enemies anymore + Wandering enemies will now better check their distance and height with players to avoid joining fights when they are too far
  • Jinns:
  • + Standard Jinns can now be slightly pushback by abilities + Storm Jinn’s Thunder attack now properly disappears on Jinn’s death
  • Undead Hogs:
  • + Reapers’ Scythe Cleave base damage reduced to 18 (from 20)
  • Roc Birds:
  • + Roc Eggs don’t have collision anymore (harmonization with other enemies)

Fixed bugs


  • Major:+ ???? Textures setting: The game doesn’t crash anymore when changing the texture quality settings + Magical Objects: Items cannot be duplicated anymore in multiplayer

  • Minor:+ ???? Magical Object: The Nibelung ring gives the ultimate charge properly if picked before level 5 + Sinbad’s Quest: Sinbad Quest HUD is now properly displayed for peers + Health bars: Fixed an issue where the enemies’ health bars were not displayed for peers + ???? Controls: Issue with PAD for selecting a Talent if contextual action was bound on A + ???? Sound output settings: The game now properly reacts to changing sound output device

Roadmap





- The Passtech Team ????

Social Channels


Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website
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Release:06.04.2023 Genre: Actionspiel Entwickler: Passtech Games Vertrieb: Nacon Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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