The countdown is almost over!
We're not very far from the release of the Sahti Collection DLCs, bringing you epic new adventures, unique heroes, and endless strategic possibilities. As mentioned, we also one of the biggest content patches for Across the Obelisk also coming your way along with the release.Today, we have the patch notes for Update 1.5 packed with new features, improvements, and content for the game!
Let's dive into the patch notes!
Singularity
A new gameplay mode has been introduced, were you can playy the adventure with a new set of rules, the same unlocks, and ten new Madness levels.
Heroes can only have one copy of any playable card, and they start with a new deck. Upgraded rewards cards will be more common, but altar upgrades are limited and divinations are disabled. Also town upgrades and chest rewards between games don't exist.
With this new game mode we want to introduce an exciting new way to play AtO and how to think about and set up your decks.
We have also added two new cardbacks that you can unlock by playing this game mode.
Increased Madness levels
2 new Madness levels for Adventure mode, increasing it to Madness 18. We have added the 9th base level and 1 new corruptor, Equalizer.
The Equalizer corruptor makes tha all thermometer combat rewards are equalized to the "Great" performance reward in that same combat. This means that no matter in which round the combat ends, you will always have the same reward of experience, gold and cards at the end. Note: With this corruptor activated, the only thing the thermometer will count for is for the purpose of improving the final score.
With this new corruptor we want to promote a game a little more relaxed and without the pressure of having to finish a fight quickly to finish in excellent. Also at high levels of madness we hope that with this corruptor we will open more opportunities to builds of a more defensive character or with more varied strategies, since at score level it won't matter so much in which round you finish the combat.
Damage calculation changes
We have changed how the damage is calculated for several cards that had two damage types and under certain conditions.
Damage has been unified when there are two sources of damage of the same type, either by the card itself (Fixed number + X) or by a card with two different sources but that have been transformed to the same type. From now on, in the damage preview and in the damage result, it will be counted as a single source (they will be added and then the bonuses will be applied), instead of two damage sources of the same type.
On the cards with 2 defined damage types, when converted to the same type, only 1 value will be shown on the card (remember to right click on the card to see the original card). We hope this change will make everything more consistent and intuitive.
We have improved the damage preview, showing the damage done for cards with "X" where x was 0, but it dealt damage due to having bonus damage.
New Curse: Rust
Rust is a new curse that modifies existing auras or curses in the game and has several functions.
On the one hand it increases the effect of Poison, Crack and Slow by 50%, on the other hand it also reduces the effect of Wet, Sharp and Fast by 50%. In addition, when applying Rust, it dispels Reinforce charges and each Rust charge prevents a Reinforce charge.
Rust has been added to several base game cards and some enemies, but this aura curse is more dominant on enemies coming from the Sahti Islands.
Improved perk tooltips
In combat all the tooltips of the auras and curses change dynamically according to the perks you have chosen and that will modify the aura or curse.
We have adjusted the powerful perk that increased powerful to 10% damage to 8% but reduced the max charges to -2 instead of -3.
New Cards & Items
We have added 8 new cards and 6 new ítems to the base game.
New Cards: Amplify, Charged lunge, Compassion, Evaporate, Holy Water, Oxidant, Thorneater and Thunderbolt.
New Ítems: Alchemy pot, Cauldron, Exotic Spices, Fork, Rusty Boots and Salt.
Card Changes
Added a small fixed base damage to all cards(+20) that only had 1 damage type and dealt damage based on X aura or curse (Bane, Bloodbath, Shield Charge, etc). Also adjusted some of the values of the old cards of that type that already had a base damage to match the card changes.
Other
Added the new community Cardback.
New Weekly Challenge, Pirates Ahoy! This weekly challenge features some of the new bosses of the Sahti Islands and comes with his own Cardback.
Added a few new events over the world and events replies.
New sounds for some the enemies.
Fixed some text here and there.
Fixed all of the reported bugs.
This is one of the biggest content patches we have done so far, we hope you enjoy it!
As always thanks for your support and feedback
- The AtO Team.
We're not very far from the release of the Sahti Collection DLCs, bringing you epic new adventures, unique heroes, and endless strategic possibilities. As mentioned, we also one of the biggest content patches for Across the Obelisk also coming your way along with the release.Today, we have the patch notes for Update 1.5 packed with new features, improvements, and content for the game!
Let's dive into the patch notes!
Singularity
A new gameplay mode has been introduced, were you can playy the adventure with a new set of rules, the same unlocks, and ten new Madness levels.
Heroes can only have one copy of any playable card, and they start with a new deck. Upgraded rewards cards will be more common, but altar upgrades are limited and divinations are disabled. Also town upgrades and chest rewards between games don't exist.
With this new game mode we want to introduce an exciting new way to play AtO and how to think about and set up your decks.
We have also added two new cardbacks that you can unlock by playing this game mode.
Increased Madness levels
2 new Madness levels for Adventure mode, increasing it to Madness 18. We have added the 9th base level and 1 new corruptor, Equalizer.
The Equalizer corruptor makes tha all thermometer combat rewards are equalized to the "Great" performance reward in that same combat. This means that no matter in which round the combat ends, you will always have the same reward of experience, gold and cards at the end. Note: With this corruptor activated, the only thing the thermometer will count for is for the purpose of improving the final score.
With this new corruptor we want to promote a game a little more relaxed and without the pressure of having to finish a fight quickly to finish in excellent. Also at high levels of madness we hope that with this corruptor we will open more opportunities to builds of a more defensive character or with more varied strategies, since at score level it won't matter so much in which round you finish the combat.
Damage calculation changes
We have changed how the damage is calculated for several cards that had two damage types and under certain conditions.
Damage has been unified when there are two sources of damage of the same type, either by the card itself (Fixed number + X) or by a card with two different sources but that have been transformed to the same type. From now on, in the damage preview and in the damage result, it will be counted as a single source (they will be added and then the bonuses will be applied), instead of two damage sources of the same type.
On the cards with 2 defined damage types, when converted to the same type, only 1 value will be shown on the card (remember to right click on the card to see the original card). We hope this change will make everything more consistent and intuitive.
We have improved the damage preview, showing the damage done for cards with "X" where x was 0, but it dealt damage due to having bonus damage.
New Curse: Rust
Rust is a new curse that modifies existing auras or curses in the game and has several functions.
On the one hand it increases the effect of Poison, Crack and Slow by 50%, on the other hand it also reduces the effect of Wet, Sharp and Fast by 50%. In addition, when applying Rust, it dispels Reinforce charges and each Rust charge prevents a Reinforce charge.
Rust has been added to several base game cards and some enemies, but this aura curse is more dominant on enemies coming from the Sahti Islands.
Improved perk tooltips
In combat all the tooltips of the auras and curses change dynamically according to the perks you have chosen and that will modify the aura or curse.
We have adjusted the powerful perk that increased powerful to 10% damage to 8% but reduced the max charges to -2 instead of -3.
New Cards & Items
We have added 8 new cards and 6 new ítems to the base game.
New Cards: Amplify, Charged lunge, Compassion, Evaporate, Holy Water, Oxidant, Thorneater and Thunderbolt.
New Ítems: Alchemy pot, Cauldron, Exotic Spices, Fork, Rusty Boots and Salt.
Card Changes
Added a small fixed base damage to all cards(+20) that only had 1 damage type and dealt damage based on X aura or curse (Bane, Bloodbath, Shield Charge, etc). Also adjusted some of the values of the old cards of that type that already had a base damage to match the card changes.
- Absorption: Added the Flask tag.
- Backstab: Increased the damage sightly in all versions.
- Ball Lightning: Blue versión, decreased damage to 16 (from 18) increased repeats to 7 (from 6)
- Bloodforblood: Yellow versión changed to front Monster (from Monster).
- Bulk Heal: Yellow versión now scales from Vanish pile instead of Discard pile, added vanish.
- Burning Blood: Blue versión changed to target hero (from anyone).
- Captivating Voice: white version is now common (from uncommon) slow reduced to 2 (from 3. Yellow version reduced cost to 1 (from 2), reduced damage and slow.
- Corrupted Blade: Increased the damage and charges. Changed Yellow versión to apply rust instead of decay.
- Dawnlight: Yellow versión, changed to work with cards on draw pile (from hand).
- Dark Concoction: Added the Flask tag, changed upgrades to rare (from epic). Changed yellow version to work with self rust.
- Deep Darkness: Blue versión, added vanish and now triples dark (from doublé), yellow versión now cost 3 (from 4).
- Desperate Prayer: Increased healing a bit. Yellow version, added dispel paralize. Blue version, added dispel decay.
- Detoxify: Added the Flask tag and upgrades are uncommon (from common). Blue version, added dispel rust and vanish.
- Devastate: Increased damage a bit and added gain 1 fury to all versión. Yellow versión increased repeats up to 5 (from 4).
- Disintegrate: Increased damage in all versión. Increased burn and spark charges in yellow versión.
- Dilute: Added the Flask tag.
- Electrocute: Increased damage, specially in the blue versión.
- Endless Abyss: Increased damage a bit.
- Energizing Serenade: yellow version, added an Overcharge option.
- Entomb: Blue versión increased dark charges. Yellow versión increased dark scaling to x7 (from x6).
- Holy Aegis: Changed Courage charges for Zeal charges and increased the vitality charges given.
- Gunshot: Increased damage a bit.
- Ice Comet: Increased damage. Upgrades are now Mythic, changed yellow versión.
- Impale: increased damage.
- Inner Fire: Blue versión changed to target hero (from anyone).
- Meteor Shower: Increased damage, specially in the blue version.
- Meteorite: Increased damage. Yellow versión now purges Reinforce.
- Mesmeric Mirage: upgrades are now Mythic. Blue versión, increased damage and added purge buffer. Blue versión now also applies shackle.
- Neverending Story: yellow version, reduced repeats up to 5 (from 6).
- Neurotoxin: Added the Flask tag, increased damage and charges, upgrades are now mythic (from epic).
- Panacea: Added the Flask tag.
- Penance: Yellow versión, reduced damage by 1.
- Poison Catalyst: Added the Flask tag.
- Poison Flask: Added the Flask tag. White versión is now Rare (from Epic).
- Pulverize: Yellow versión, increased crack to 2 (from 1).
- Ray of Hope: Reduced cost of white version, added vanish to all version and ajusted values.
- Revealing Flask: Added the Flask tag. Added gain Stanza I.
- Ruin Bolt: Removed apply Mark and added apply Rust.
- Siphon Life: Blue and yellow versions, increased dark to 2 (from 1).
- Terrorize: Blue and yellow versions are now epic (from rare) and cost reduced cost by 1 on each.
- Toxic Strike: Increased Poison charges in White and blue versions.
- Thousand Needles: increased thorns charges by 1 in all versions. Added Overcharges to the Blue and Yellow upgrades.
- Vile Gas: Added the Flask tag.
- Void Crush: increased scaling to 0.5 (from 0.4) in the blue and yellow versions.
- Yin Yang Bolt: Blue versión, increased scaling to 1.5. Yellow versión, reduced cost to 3 (from 4).
- Holy Smite, Light Cuby card: increased sanctify to 4 (from 3).
- Unholy Smite, Dark Cuby card: now also applies 1 scourge.
Other
Added the new community Cardback.
New Weekly Challenge, Pirates Ahoy! This weekly challenge features some of the new bosses of the Sahti Islands and comes with his own Cardback.
Added a few new events over the world and events replies.
New sounds for some the enemies.
Fixed some text here and there.
Fixed all of the reported bugs.
This is one of the biggest content patches we have done so far, we hope you enjoy it!
As always thanks for your support and feedback
- The AtO Team.
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