Malice & Greed
Malice & Greed Aug 24 Balance Update
Version
Aug 24 Balance Update
Version Date
Aug. 24, 2021
Patch Notes
Aug 24 Balance Update
- Malicious Mode now also causes all Bounties and stored units to be lost after each run. You must make do with the options you are given.
- Akimbo Arcade enemies now lose 5 Max HP every round. This means if you stalemate, you win.
- Hunting the final unit in a battle no longer destroys the unit if it is the only one left.
- The Arcane Surge Awakening now generates 1 Surge when you start your turn with any amount of Arcane, rather than only when your arcane is at maximum. It still generates additional surge for each Arcane you spend.
This puts Arcane Surge more in line with the power level of Cuttroat in terms of consistency, but trades out damage and weakness synergies for the versatility of being able to make non-Damage skills Efficient with Surge.
- The Fatalism Awakening has been simplified. It now starts Fatality at 7, and when any unit spends arcane, the enemy with Fatality will have it increased by the amount of arcane spent. When the enemy round starts, the enemy with Fatality loses HP equal to the amount of Fatality on them, but Fatality is not reduced.
You can still move Fatality stacks around by damaging enemies, and you will still apply a fresh stack of 7 Fatality to a new enemy if the enemy with the Fatality stack gets destroyed.
- Sawblade now decreases defense by 2 on Maimed enemies instead of Bleeding ones.
- In the next day or two, a variety of items will be added to add more support for each of the non-Bleed/Zombie starting builds.
- Miscellaneous bugfixes (clone is fixed), updating bugfix patches daily to continue cleaning stuff up.