Aethermancer’s latest update adds new monster Ravager

Aethermancer’s latest update adds new monster Ravager

Moi Rai Games has released a major quality of life update for roguelike monster battler RPG Aethermancer. This new update, which is update 0.5.0.8, adds the new monster Ravager, a Combat Inspect feature, and the ability to redistribute equipment among monsters. Ravager’s addition brings new moves and traits to use, so players can experiment with party builds some more. The Combat Inspect feature can be used at any time in battle so you can see exactly what buffs, debuffs, and conditions are active at any time. You can read the full patch notes below.

Aethermancer update 0.5.08

New Content

  • Festive Theme for Pilgrim’s Rest!
  • Added a new monster: Ravager!
    • Can be found in Pilgrimage Path as an alternative champion. Alternative champions unlock once you have beaten the regular champion at least once (Ravager is the only alternative champion for now). Once unlocked, you may encounter either the regular or alternative champion (it’s random).
    • Types: Terror, Critical, Dodge (Shifted: Terror, Critical, Sidekick)
    • Signature Trait: Cursed Blood: Aura: For every 10 Critical or Wild damage dealt by allies: Applies 1 Bleed to target enemy. (Unchanged for Shifted)
  • Added new skills to go with Ravager:

    • Lightning Assault (Critical Action) – Fire/Fire/Wind/Wind: 4 x 4 damage against target enemy. +10% Crit Chance. On Crit: Applies 1 Bleed.
    • Splatter (Critical Trait): Aura: Allies gain +25% Crit Chance against enemies with Bleed. Whenever an enemy dies: Spreads half of their Bleed stacks to the remaining enemies.
    • Cunning Minions (Critical + Summon Maverick Trait): Minion Limit +1. **Aura: Each allied monster gains +10% Crit Chance and +1 Crit Damage for each Minion attached to it. (”Minion Limit +1” is a new perk that increases the amount of Minions that can be attached to the monster by 1)
    • Dread and Gore (Critical + Terror Maverick Trait): Aura: Whenever Terror stacks are consumed on an enemy: Applies 1 Bleed for every 2 Terror stacks consumed. Whenever Bleed stacks are consumed on an enemy: Applies 1 Terror for every 2 Bleed stacks consumed.
  • Added a Combat Inspector!

    • You can now check what several things do even if you don’t want to use the Mouse!
    • You can now hover Actions, Equipment, Traits, Buff & Debuff’s, Perks and even the Reset Action of Enemies
    • This replaces the old Monster Info Screen
  • You can now redistribute old Equipment when replacing it with new Equipment

    • A small animation plays that communicates this

  • Start of every combat turn, the game now previews who the enemies are going to target

    • This can be disabled in settings
    • This also includes a Short Damage Preview of how much damage the enemy action would do without any additional modifiers like sidekick, etc. (You can check this damage preview again by hovering enemy actions)

Small Changes and Improvements

  • You can click on the Monster overviews directly in the Pause Menu now to open their details page
  • The UI shows a yellow exclamation mark when a NPC offers new dialogue
  • Add Tooltip to Equipment Select Menu
  • Added a little memento icon for enemies in combat that you have not captured before
  • Added a new animation when unlocking secret rooms
  • Added the Inspect Monster Button to more NPC Events
  • Enemy Mephisto will now only use Alchemical Blast starting from turn 3 in combat
  • Added switch follower monster prompt & last rebirthed monster indicator to the Exploration HUD after rebirthing a monster
  • Resources are now displayed via the Exploration HUD in Pilgrim’s Rest
  • Added FPS Cap and VSync toggle setting
  • Reworked the visual presentation of Aether generation at the start of the turn
  • Most of the Music tracks got some of their instruments replaced by live recorded Instruments
    • 18 music tracks recorded by live instruments (Flute, Clarinet, Violin, & Nyckelharpa).
    • We’re eager to hear feedback how you like those changes!

Balancing Changes (Monster)

The balancing changes for this update are rather conservative, since the last set of balancing changes was rather recent. We mostly tried to target monsters, types, and skills that have been overperforming or underperforming for a long time.

Medusa

  • Adjusted the Signature Trait to trigger for every 5 debuffs cleansed (from 6) and deal 1 x 5 damage (from 1 x 6)

Naga

  • Adjusted the Signature Trait (unshifted) to deal 2 x 4 damage (instead of 2 x 2)
  • Increased 2nd Worthiness Perk (unshifted + shifted) to Shield Generator +3 (from +2)

Djinn

  • 3rd Worthiness perk (unshifted + shifted) increased to Evasion +20% (from 15%)
  • Shifted Djnn’s health reduced to 30 (from 35); matching the unshifted value
  • Signature Trait (unshifted) was adjusted to grant +35% Crit Chance (form +30% Crit Chance)

Balancing Changes (Types)

Critical

We decided to give a soft rework to the Critical type with this update. We removed the few skills that apply Force (instead moving them to the Force type). To make up for that, Critical now has easy access to skills that apply Bleed stacks. Bleed stacks open up more potential for synergies for the Critical type itself, as well as for Maverick skills with other types. We think this is a more interesting direction for the Critical type and also helps to distinguish the Critical type from the Force type. We also made some further buffs and reworked some non-aura skills into auras. Please also take note of the new skills we added to support this rework (listed above)!

  • Generate Force (Action): Only available to Force Type now.
  • Precision Meteor (Action): Only available to Force Type now.
  • Fire Blast (Action): Crit Chance increased to +30% (from +25%)
  • Stone Edge (Action): Damage reduced to 3 x 8 (from 3 x 9). Added: “On Crit: Applies 1 Bleed.”
  • Critical Bleed (Maverick Trait): Changed into a regular Critical Trait (no longer requires Affliction type in the party, is no longer a Maverick Trait)
  • Cruelty (Trait): Reworked into a Force + Power Maverick Trait: “At the start of combat, and whenever an enemy is staggered: Applies 1 Force and 2 temporary Power to self.”
    • Old effect (as a regular Critical Trait): “Crit Damage +3. At the start of combat, and whenever an enemy is staggered: Applies 1 Force to self.”
  • Critical Hybridization (Trait): Reworked into an aura: “Aura: On Crit from an ally: Deals an extra hit with 3 Wild damage. Triggers once per action.”
    • Old effect: “On Crit: Deals an extra hit with 3 Wild damage. Triggers once per action.”
  • Assault Shield (Maverick Trait): Reworked into an aura: “On Crit from an ally: Shields them for 3.”
    • Old effect: “On Crit: Applies 3 Shield to the ally with the lowest amount of Shield.”
  • Sidecrits (Maverick Trait): Now also applies 1 Bleed: “This monster’s Sidekick Attack is always critical and applies 1 Bleed.”
    • Old effect: “This monster’s Sidekick Attack is always critical.”

Force

Apart from the Critical rework, the most drastic set of changes are aimed at the Force type, which has been underperforming for a long time. These changes are meant to help promote the intended Force strategy of using Support Actions to build up Force stacks.

  • Petal Shield (Action): Force stacks applied increased to 2 (from 1)
  • Air Shield (Action): Force stacks applied increased to 3 (from 2), but Shielding per Force stack reduced to 2 (from 3)
  • Precision Meteor (Action): Damage increased to 1 x 18 (from 1 x 15)
  • Into the Fray (Trait): Adjusted to apply 1 Force to each ally (instead of applying 1 Force to target ally and 1 Force to self)
  • Reinforce (Trait): Reduced the healing to 3 (from 5) and increased the Force applied to 2 (from 1)
  • Fierce Summoning (Maverick Trait): Also Shields the attached monster for 3 when it triggers
  • Massive Damage (Maverick Trait): Health required per +1 Crit Damage adjusted to 15 (from 20)

Burn

  • “Burn Hit” equipment affixes were buffed: regular affix was buffed to +12% (from +10%) and rare affix was buffed to +20% (from +15%)

Terror

  • Bone Chill (Action): Terror stacks applied increased to 5 (from 4)
  • Panic (Trait): Terror stacks applied increased to 6 (from 5)
  • Nighmare (Trait): The damage hits now ignore retaliates
  • Dark Exchange (Maverick Trait): Debuffs cleansed (and transferred) increased to 4 (from 3)
  • Frightful Lightning: Applies 3 Terror to each enemy (instead of 3 Terror to each other enemy)

Summon

  • New equipment affix: “Essence Summoning +1” (Minions summoned by this monster gain +1 Essence). Requires “Summon” type in the party to be obtained.
  • Protective Servitude (Trait): Increased healing and shielding to 6 (from 5)
  • Summon Mastery (Trait): Increased Minion Damage to +2 (from +1). Removed the aura tag.
  • Impactful Summoning (Trait): Increased the damage to 4 (from 3)
  • Totem Summons: Changed to apply 4 heal + 4 shield (instead of only doing 6 shield)
  • Faun: Heal changed to 2 x 3 (from 3x 2) (This was always meant to be 2 x 3, but was set up wrongly)

Purge

  • Shock (Trait): Damage reduced to 6 (from 7)
  • Split Aether (Maverick Trait): Damage reduced to 6 (from 7)
  • Wildflower Harvest (Maverick Action): Damage reduced to 3 x 4 (from 3 x 5)

Weakness

  • Hexing Strikes (Trait): No longer has Weakness Reduction +1
  • Warlock Party (Trait): Now also has Weakness Reduction +1, but only applies 1 Weakness to the enemy with the lowest amount of Weakness (instead of 2 Weakness distributed to up to 2 enemies with the lowest amount of Weakness)

Dodge

  • Eye of the Storm: Required damage adjusted to 35 (from 30)

Bug Fixes

  • Quicken now triggers properly for big heal numbers
  • Fix Aether Display Animation in Combat being offset
  • Fixed getting the same map generation seed when forfeiting and restarting a run sometimes
  • Fixed players being able to activate the third Aether Spring before Garden District
  • Fixed some small localization related issues
  • Fixed possible softlock on level up skill selection (possible to encounter with shifted Serket)
  • Fixed Npc music being a bit too quiet
  • Fixed Player Monster HUD’s not resetting between fights
  • Fixed an issue where the secret rooms wouldn’t properly unlock when you load into a zone where the secret room is already unlocked
  • Fixed Chernobog Action Display being wrong with less then two actions if the remaining action was stemming from an Arm
  • Fixed Chernobog using player actions which were no longer blocked by the arms
  • Toxic sprawl no longer loses track of consumed regeneration stacks when allies die
  • Fixed Inspect in Starter Shrine Selection selecting wrong Monster if the Random Monster Button was displayed
  • Fixed being able to double soul catch the same monster if it already guaranteed for the next Shrine
  • Fixed Control the Cursed Description for Chernobog
  • Fixed Terror Wild Element applying to wrong monsters when attacking enemies with a mass action that had Terror
  • Fixed Temporary Boons disappearing when loading save file where combats were won
  • Fixed Chernobog not appearing in his Introduction Cutscene
  • Fixed asset layering in Pilgrim’s Rest
  • Fixed missing lower wall sprites in Garden District in special cases
  • Fixed Garden Protector layering
  • Fixed too strong wind in Pilgrimage Path
  • Fixed too many Samebito The Wise pictures generating in FF
  • Fixed not being able to change the difficulty with the Mouse properly
  • Fixed Start Run Button Description in Pause Menu

Source: Steam

1 Comment

  1. hyatt.cyril

    Exciting to hear about the new Ravager in Aethermancer! It sounds like the quality of life updates will really enhance the gameplay experience. Looking forward to diving into the new features!

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