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Auto Battler v0.2.0 Patch Notes

Intro

Hello everyone, it’s been quite a while since the last patch notes! We’re sorry for the wait but at long last, Survival Arena Auto Battler Public Beta 2 (AB-PB2) is almost here! It features significant changes to almost all facets of the game, so this document is quite lengthy, I have included a quick overview for people just wanting the TL;DR. Where possible I have included the reasoning behind changes, which I hope will help give context and some insight into our thinking. Feedback from AB-PB1 has been exceptionally positive and we hope to further improve on that with AB-PB2. You’ll notice a host of these changes are a result of the feedback the community provided during AB-PB1, so please keep the suggestions coming! ~ Ben

PB2 Access

All players who had AB-PB1 will automatically gain access to AB-PB2. Please note that you must login to your Illuvium account and download an entirely new version of the game. After downloading AB-PB2, you should delete your old PB1 game file folder.

If you do not have access to Private Beta yet, you can apply for this on our website.

So with that, on to the patch notes!

Overview

106 New units. 75 T0’s and 31 Lynxes.All Illuvials have had their Omega progression simplified. Stage 1’s on average are more powerful and stage 3 are less.The Shoebill, Pistol Shrimp, Ant Eater, Taipan and Star Nosed Mole lines have had their Omegas reworked.Leaderboard now ranks players correctly; Training mode no longer counts towards the Leaderboard.You now gain a 10% interest bonus on any unused mastery points per round.Added augments, they can be equipped to your Illuvials to provide additional power and effects.Balance tweaks to almost all Illuvials.Synergy tweaks, generally speaking, primary synergies have had their power increased and composite synergies have had their power decreased.Checkpoints! Every 5 waves in Competitive mode and every wave in Training mode your progress is saved, you can replay from a checkpoint after you are defeated.

New Additions

Dominant Synergies

Illuvials now gain dominant synergies, these have no direct effect (right now) on the Illuvial but are used for bonding. This is not well communicated right now in the UI, we’ll be addressing that as soon as we can.

Bonding

Your Ranger can now bond with an Illuvial and gain their dominant synergies. This allows for more complex team synergies and when combined with your ranger’s weapon choice, can create composite synergies for your ranger. This is a buff.

Ex. 1: Ranger bonds with Tatopee, the stage 1 Earth/Psion snail = Ranger gains Earth/Psion synergies.Ex. 2: Ranger equipped with an Earth Gauntlet bonds with Tatopee, the stage 1 Earth/Psion snail = Ranger gains Earth + Psion synergies and becomes a Granite Invoker.To remove a bond, the bonded Illuvial must be recalled from the board (can be re-added).Illuvials like the stage 1 Lynx with no affinity or class cannot be bonded.

Augments

Augments have arrived! Fifty augments are available in PB2. Augments can be used to modify an Illuvials purpose and behaviour, strengthen their current role or give them an entirely new role. Each augment card features an innate ability that can be used to enhance an Illuvial and additionally allows you to select 2 stat bonuses of your choice. Up to two augment cards can be added to each Illuvial already on your battle board.

Ex. 1: You can add an augment to a Bulwark Illuvial that strengthens nearby allies. Additionally, you select two stats like energy defence + physical defence.Ex. 2: You can add augments to a weaker Illuvial to help it become a primary carry (similar in strength to a higher tier Illuvial).To remove an augment, the Illuvial with the augment attached must be recalled. Recalling will refund the Illuvial cost + the augment cost. The Illuvial or augments can then be reused however you like.

Augment Data sheet can be found here.

Survival Mode Changes

Wave limit has been increased to 40.

Without going too deep into the design side, there are limits to what we can do with wave generation whilst ensuring there is a variation from day to day. These limits increase as we add more Illuvials and augments. Expect this limit to increase further as new Illuvials are introduced but for now, we’ve increased it to 40.

Added Mastery Point Interest, 10% of unused mastery points are given as additional mastery points in the next round.

This change is primarily aimed at allowing greater scope for expression of skill at higher skill levels and making the earliest waves more interesting. It changes your objective from “Can I beat this wave?” to “How do I beat this wave with the smallest expenditure?”

Changed the time allowance for planning phases. It now starts at 40 seconds and increases by 5 seconds each round.

Aimed at making the time limitations in Survival mode more meaningful. The previous fixed 60 second timer was providing too much time at the earlier waves and providing too little at the latter. We may have been too generous with the 5 second increment, so feedback on this is appreciated!

Added Checkpoints. In Competitive mode these unlock every 5 Waves and can be used 3 times across the run. In Training, these unlock every wave and can be used an unlimited number of times.

The most requested feature from AB-PB1, they allow runs to last longer and prevent small misplays from being quite so punishing. In Training mode, they make learning the game more straightforward and should help new players significantly.

Removed Training mode from the Leaderboard.

This should technically be in the bugs section, but due to the sheer impact of it on AB-PB1 I’ve also included it here. Training was never intended to be a competition, it should be a safe, chill place where players can learn the game without feeling pressured. Now the only way to get onto the Leaderboard is via Competitive mode.

Training mode no longer uses the Competitive deck.

Another bug rather than a feature, Training mode uses the deck from the previous day’s Competitive mode rather than the same deck. Aimed at allowing Training to have no impact on that day’s Competitive Leaderboard whilst still allowing players to experiment and improve.

Improved Enemy Spawning Behaviour.

We’ve increased the number of board locations Enemies spawn and improved the AI’s positioning as a result.

Illuvial Changes

All 45 Illuvials from PB1 have been updated in some shape or form. This includes updates to Omegas, stats, animations, SFX and VFX. Due to the sheer amount of data involved, we’ll be linking some tables with that specific information and outlining the reasoning for the changes.

Here is a link to the updated Illuvial data (Thanks to Garfdoodle for the assist!)

Axolotl Line

The Axolotls were struggling to fulfil their role as Bulwarks, whilst at the same time struggling to feel Psiony. We’ve added Omega power scaling to their max health components and tweaked their numbers.

Pterodactyl Line

Pterodactyl was one of the earliest Illuvials to come into being. As our thinking on classes has evolved the Pterodactyl has become increasingly disjointed with the Slayer archetype (an auto-attack centric Rogue) with its Omega being the dominant aspect. We’ve changed it to be a Phantom to match its Omega centric playstyle.

It no longer gains Untargetable and instead gains one of our new plane changes; Airborne during the Omega.

We’ve also tweaked its Omega VFX to improve clarity and to generally be more awesome!

Sea Scorpion Line

Sea Scorpion is our archetypal Fighter, we’ve reduced the energy cost of its Omega in order to push its damage to be more sustained rather than bursty.

Thylacine Line

Thylacine’s Omega was taking a significant amount of time to go off and was struggling with reliability as a result. We’ve drastically reduced the Omega duration, added attack damage scaling, and normalised all stages to hit 2 targets. We also updated the class synergy to be Slayer instead of Phantom. These updates improve the overall functionality of the Omega while also providing a more balanced gameplay experience.

Turtle Line

Turtle was massively over-performing when stacked in the midst of a team. We’ve toned its Omega down but increased the area of effect (AOE) slightly, reduced the length of the ability, and added damage and root effect across all the Stages. Archie and Archos should be significantly more reliable and easier to use effectively.

Anteater Line

Anteater was almost impossible to use well and in order to balance, had their numbers grossly inflated. Resulting in an Empath Rogue dealing gigantic damage and being too tanky. It has had its Omega reworked, and now provides more conditional tankiness in the form of dodge and debuffs enemy Omega power in a large AOE.

Beetle Line

Beetle has remained mostly unchanged but has lost the stacking bonuses on its Omega. These bonuses were causing it to become regularly unkillable and with the addition of augments, it was too simple to achieve.

Dodo Line

Dodo is the perfect character and has remained largely unchanged.

Elk Line

Elk was overperforming massively as a tank. As a Mystic, a significant amount of the counter-play should revolve around bursting it down, but due to its skill kit that wasn’t happening. The correct course of action was almost always to just ignore it and deal with it last. We’ve removed the automatic self targeting of its Omega, and it now will only heal itself when it is one of the lowest health characters. This should help somewhat, but likely won’t fix the problem. We’ll be addressing this further at a later date with our base stat update patch.

We want to push our Illuvial healers in different directions. We’ve changed the Omega to do more healing depending on the recipients missing health, and reduced the cast time. This should push Elk to be a powerful emergency healing character but less powerful as a generic one.

Pangolin Line

Pangolin wasn’t really feeling like a Fighter, we’ve added attack damage scaling to its Omega, changed the VFX to be more clear and tweaked its stats to be more fighter like.

Pistol Shrimp Line

Pistol was struggling at the earlier Stages and its Omega wasn’t really feeling powerful enough for an Omega focused carry. But due to its design it was very difficult to address, with it hitting anywhere between 1 and EVERYTHING depending on positioning. We couldn’t just increase the numbers. Instead, we’ve tweaked its Omega to be blockable and massively increased the numbers. It’ll shred through targets and when one is defeated it’ll hit the next. We’ve also massively increased the duration of the Omega from .8 seconds to 4.2 allowing you to really feel its impact, but increasing the opportunity to disrupt it via CC.

Shoebill Line

Shoebill has been the recipient of a host of Omega changes, aimed largely at making its Omega more interesting and nuanced on top of shifting it better towards what we envisage for a Templar. The Omega now Stuns and debuffs Enemies whilst buffing Allies. We’ve also reduced the intensity of the Omega VFX heavily as it was utterly dominating the visuals whilst on the screen, and the reduced intensity has allowed us to also reduce the Energy cost to allow more frequent Omegas.

StarNosedMole Line

Another recipient of the new Plane Change mechanic, StarNosedMole now gains Underground during its Omega. It also has had its Stun upgraded to a Charm allowing for a more reliable and disruptive Omega. It now acts as an absolutely fantastic disruptor and can cause utter havoc on positionally dependent backline comps.

Taipan Line

Taipan’s Omega wasn’t particularly clear or very exciting. We’ve added some jazz and pushed it to better match the identity of an Arcanite. Its Omega now provides a massive Attack Speed buff, and causes its Attacks to explode in an Area around the Target.

Snail Line

Snail’s biggest weakness rested with the unreliability of the targeting on its Omega, this has now been addressed, and resulted in the higher Stages being utter monsters. We’ve toned down the number of projectiles on Seeforus as a result. Tatopee has gained Damage reduction during its Omega to match it better to the Earth identity.

Synergy Changes

Synergies have had quite a number of changes, mostly stemming from the existence of bonding but also a desire to encourage more mixed teams. Generally speaking, the lower Thresholds have gained some power and the higher have lost some. We’ve adjusted the power balance for Composites, adding more power into the Thresholds and reducing some from the Innates.

Here is a link to the updated Synergy Values.

Hyper Changes

Fighter Hyper Bonus

Upon becoming Hyper, Fighters gain 35% Attack Speed, and their damage Pierces 25% of Physical and Energy Resistance.

Bulwark Hyper Bonus

Upon becoming Hyper, Bulwarks gain 50% Crit Reduction, 20% more Physical and Energy Resistance, and (8% Max Health + 100) more Max Health.

Rogue Hyper Bonus

Upon becoming Hyper, Rogues gain 30% Crit Amp, and when causing a Crit they also burn 5 Energy from the target.

Psion Hyper Bonus

Upon becoming Hyper, Psions gain 50% Omega Power.

Empath Hyper Bonus

Upon becoming Hyper, Empaths Heal Allies for 30 Health and provide 3 Energy per second in a Radius of 20 around themselves.

Overload

It is essential that we disallow ties, we also essentially want to keep the length of a battle to some capped duration. To solve this, we’ve added Overload. It begins at the 40-second mark and continues for 20 seconds. Each second the Battle Board pulses with PurestTM Damage equal to a percentage of the Max Health of each Combat Unit. These damage pulses increase by 5% each second.

Unfortunately, this does not guarantee a clear winner, in very rare instances the last Enemy and Ally may be vanquished during the same Time Step. In this case, the Combat Unit with the highest “damage overflow percentage” remains alive. EG — Character A is left on -50, and Character B is left on -100. Character A’s team would win.

Armament Changes

Armaments haven’t had much change, we’ll be tweaking more heavily at a later time with an Armament overhaul patch. We want to add more depth to the Suits rather than have them just be a stat block, and introduce Weapon lines. But that’s still a ways away, for now, we’ve toned down the Staff Omega and added some extra Weapons into the pool. They’ll now change on a daily basis as the deck updates.

Terminology Changes

We’ve run a pass on all the descriptions, aimed at improving clarity. We’ve got more coming in this space and will be adding advanced combat descriptions in a later patch. For now, it’s in a bit of a halfway house, but hopefully still much improved from AB-PB1. We’ve updated some of the terminology we use for specific gameplay behaviour and added some new ones. I’ve also taken the chance to add official explanations to some key gameplay behaviours that previously were not really explained.

A̵g̵i̵l̵i̵t̵y̵ → Dodge

This is the chance for a character to avoid an incoming Attack.

P̵r̵e̵c̵i̵s̵i̵o̵n̵ → Crit Chance

This is the chance for an Attack or Ability to Crit. Dealing additional damage based upon the characters Crit Amp. By default, only Attacks can Crit, but Augments and some Synergies can change that and allow Omegas to Crit.

S̵a̵v̵a̵g̵e̵r̵y̵ → Crit Amp

Crit Amp is the multiplier for Critical Damage. By default, it is 150%.

Small Area

Area with a radius between 1 & 15 Hexes

Medium Area

Area with a radius between 16 & 25 Hexes

Large Area

Area with a radius between 26 & 35 Hexes

Massive Area

Area with a greater radius than 36 Hexes.

Allies

Combat Unit on the same side, including Self

Teammates

Combat Unit on the same side, excluding Self

Enemies

Combat Unit on the opponent’s side.

Grit

Reduces each instance of Physical Damage received by 1 per Grit.

Resolve

Reduces each instance Energy Damage received by 1 per Resolve.

Focus

Combat Unit Attacks are targeted at their Focus.

Clumsy

Stops a combat unit from being able to Dodge.

Exploit Weakness

An Attack or Omega with Exploit weakness has the damage it deals increased by the % missing health of the recipient. A character with 50% Health would receive 150 damage from an Attack dealing 100 damage with Exploit Weakness.

Thorns

On receipt of Damage from an Attack, deal the Thorns amount in Pure Damage to the Attacker.

Healing Efficiency

Acts as the multiplier when receiving Healing. By default, it is 100%

Energy Efficiency

Acts as the multiplier when receiving Energy. By default, it is 100%

Airborne

Is a plane change, Combat Units that are Airborne can only be affected by Abilities that are also in the air. (Projectiles and Beams mostly)

Underground

Is a plane change, Combat Units that are Underground can only be affected by Abilities that can Target the ground. (Pretty much nothing atm!)

Taunt

Taunt forces a Combat Unit to Focus on the Taunter.

Charm

Charm forces a Combat Unit to move towards the Charmer.

Flee

Flee forces a Combat Unit to move away from the Combat unit that applied the Flee.

Condition

There are 4 conditions — Poison, Frost, Burn and Wound.

Poison

Poison is a Condition that deals 1% of Maximum Health as Pure Damage per second. It lasts 5 seconds and can stack up to 5 times.

Frost

Frost is a Condition that reduces Attack Speed by 3%. It lasts 10 seconds and can stack up to 9 times.

Burn

Burn is a Condition that deals 2% of Missing Health as Energy Damage per second. It lasts 8 seconds and can stack up to 5 times.

Wound

Wound is a Condition that deals 1.25% of the Physical Damage of the Applying Attack/Omega as Physical Damage per second. It lasts for 8 seconds and can stack up to 5 times.

Bugs

Total bugs resolved: 821.

Resolved PB1 bugs

Groom has been disabled in PB2 to address an Unreal Engine crash that accounted for the majority of the crashes in PB1.Enemy Illuvials no longer turn away from their opponents.Enemy Illuvials do not hide at the top of the arena, guerilla warfare was banned.Training mode no longer counts towards the competitive leaderboard.Omegas now fire for full length unless interrupted.Fixed a number of pathing issues.Many leaderboard issues have been resolved.We have properly implemented underground plane changes, airborne not 100% implemented yet.Overlapping effects are now properly accounted for by the simulation.Logging in the first time no longer causes the occasional error.

Major Bugs and Quality of Life Improvements

Connection retries with server stability / connectivity.Many UI improvements, optimizations, enhancements and additions.Added many VFX and optimizations.Fixed a bug where Illuvials got stuck.Illuvial abilities no longer allows out of bounds instances.Going AFK for 15 minutes or more will now properly end the session.Fixed a bug where the Ranger would disappear.Earth daggers don’t give the ranger invisibility anymore.Bonding, Weapons, & Armour now load synergies correctly.Better messaging when we take the server down for updating.
– Better error messaging overall.
– Will be improved upon future releases.Improved readability of all aspects of the UI.
– Synergy highlighting and descriptions.Improved bug reporter.New animations and many animation improvements.Many Omega improvements and balance changes.Improved descriptions across the board.Empath’s no longer get stuck after going hyper.Health bar readability improvements.Player nicknames added.New Skills, Abilities, and States added.Mute sounds on loading screens is now available.Many new UI cards for Illuvials.

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Twitter: illuviumio

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Auto Battler v0.2.0 Patch Notes was originally published in Illuvium on Medium, where people are continuing the conversation by highlighting and responding to this story.

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