Hi all,
I am very pleased to announce the first major balance patch for Cult of PiN, and combined with all the earlier changes I felt this merited a version upgrade, so v1.1.0 is now live! There are some fairly big changes to the Roguelike element in this patch, with more focus on specific builds and some new Glyphs and Blessings to get your teeth into. Glyphs were the primary focus of this patch, however I do plan another balance change in the near future that looks to rework some Blessings, Balls and Curse effects so there is still plenty to come! There are also a number of QoL changes in this patch to make for more infomed theory crafting, alongside some performance, bug and text fixes as well - I hope you all enjoy!
v1.1.0 Patch Notes
Balance Changes
Rebalancing of 43 existing Gylphs alongside 15 new Gylphs and 3 new Blessings - see the full list of changes below.
New mechanic - Crit Chance and Crit Damage. Starting at 0%/X2, this can be increased with Gylphs and Blessings.
Increased Act Mana Rewards to 12 (was 10).
Shop Reroll cost now increases by 2 per Reroll (was 1).
Minimum Multiball Mission requirements now 3 (was 2).
Increased the base chance of Rare and Legendary Glyphs appearing in the shop.
Boss and Bumper Heal spells now heal for a % of Player damage (was % of Bumper HP).
Increased base damage of Sparks Ritual from 25% to 35% of current total Damage per tick.
Bonus Tentacle damage multiplier increased from 2% to 5%.
QoL Updates
New 'Stats' Panel added to the Shop and Pause menus - see detailed information on the different damage types and gameplay modifiers for your build
New upgrade display formatting - all positive modifiers now show in green, and all negative modifiers show in red. I've also standardized the display format to make it quicker and easier to read.
Rewording a number of upgrades and Rituals text for clarity and provide more details.
Limited the maximum amount of Screensake active at any given time
Bug Fixes
Fix for Pyro's Bomb Ball not dealing correct damage on hit.
Fix for duplicate Multiball and Sparks Ritual upgrade options shown.
Fix for a number of ball sticking points on all tables.
Fix for Ball dealing damage to Blockers/Bumpers when moving to Bonus Table while colliding.
Fix for Ball triggering Mission lights when moving to Bonus Table while colliding.
Fix for a case where Boss Bumper would not despawn correctly when being destroyed during a small animation window.
Fix for Ball particles creating a line across teh table when entering/exiting some ramps
Fix for Glyph Display header not displaying the correct text.
Various UI fixes for Vertical display mode.
New Glyphs
Toxic (Uncommon) - x2 Poison damage. -20% Ball Damage.
Deadly (Rare) -x3 Poison damage. -40% Ball Damage.
Rapid Effects (Uncommon) - +30% Poison damage frequency.
Longterm Illness (Common) - x2 Poison duration.
Precision (Common) - +5% Crit Chance. -5% Damage Multiplier.
Sharpshooter (Rare) - +15% Crit Chance. -10% Damage Multiplier.
Ferocious (Common) - Poison and Fire damage can Crit.
Headshot (Common) - +1 Crit Damage multipler.
Water Offering (Common) - x1.5 Tempest Damage. -10% Ball Damage.
Sky Offering (Common) - x1.5 Sparks Damage. -10% Ball Damage.
Flame Offering (Common) - x1.5 Inferno Damage. -10% Ball Damage.
Sacred Fire (Common) - x2 Burn Damage. -5% Ball Damage.
Devoted (Uncommon) - x1.25 All Ritual Damage. -20% Ball Damage.
Ascendant (Rare) - Damage from all Rituals can Crit.
Quickshot (Rare) - +50% Crit Chance for 1.5s after using Nudge.
Baller (Uncommon) - x1.2 Ball Damage. -20% All Ritual Damage.
New Blessings
Poison Stacks - Poison Effects can now stack. -50% Poison Damage.
Big Crit - +2 Crit Damage multiplier.
Spell Damage - Bosses take full damage while casting Spells.
Existing Glyph Balance Changes
Goalie - No longer auto-shows in Endless mode, you will have to reroll to find it!
Punch Up - +100 Base Damage. (was 75)
Mathematics - +25 Damage Multiplier. (was 15)
Doubler - x2 Damage Multiplier. Now Uncommon. (was Common)
Heavy Hitter - +300 Base Damage. -5% Ball Damage.
Adv. Mathematics - +50 Damage Multiplier. -5% Ball Damage.
Tri-hard - x3 Ball Damage (was x3 Damage).
Tsunami - x4 Tempest Damage. -20% Ball Damage.
Point Blank - +1 Base Damage for each 40,000 Points. (now only shows on Hard difficulty or higher).
Stock Options - +1 Damage Multiplier for each 100,000 Points. (now only shows on Hard difficulty or higher).
High Praise - +10% Damage Multiplier when any Ritual is triggered. All Ritual mission count +1.
Impulsive - +2 Base Damage per Bumper hit. (was +1, now Uncommon - was Rare)
Criss-Cross - x6 Damage Multiplier. Flippers are inverted. (was x4)
Bound - The next time a Curse would be shown, destroy this Glyph and choose a Blessing instead. (was No more Curses can be added this run)
Fudge - Reduce current Nudge Timer by 50%. -10% Ball Damage.
Weak Spot - Boss Tentacles no longer respawn. +15% Boss Bumper HP.
Towering - x4 Inferno Damage. -20% Ball Damage.
Bad Habit - +8 Damage Multiplier when a Bumper is destroyed. (was +4)
Coupons - +150 Base Damage for each Empty Glyph Slot. (was +75, now Uncommon, was Common)
Leftovers - +4 Mana per Spare Ball on Act Complete. (was +2)
Five Chillies - x2 Burn Damage. -10% Ball Damage. (was x4 Poison and Burn Damage)
Antique - Rare and Legendary Glyphs appear more often. (increased effectiveness, now Rare, was Uncommon)
Persistant - x2 Burn duration. +100% Burn frequency. (was x2 Poison and Burn duration)
Easy Mode - Re-enable Slow Mo drain save effect. Reduce current Nudge Timer by 25%.
Big Short - +50 Damage Multiplier for each Empty Glyph Slot. (was +30)
Weakness - -10% Bumper HP. +5% Ball Damage.
Manacles - Boss Tentacles respawn 2x slower. +10% Boss Bumper HP.
Blockless - x2 Damage Multiplier for each inactive Blocker. (was x8 Damage Multiplier when the Central Blocker was inactive)
Cha-ching - +1 Mana when an active Bumper is hit. +10% Bumper HP.
Piggy Bank - +4 Mana when a Bumper is destroyed. +10% Bumper HP. (was +2 Mana)
Sailor - Reduce Tempest Ritual mission count by 2 (minimum: 2). (now Common, was Uncommon).
Sermon of Water - Increase Tempest duration by 10 seconds. Increase Tempest mission requirements by +1. (was 5 seconds).
Prospecting - +15 Mana when Tempest ritual is triggered. Increase Tempest mission requirements by +1. (was +8 Mana)
Arsonist Reduce Inferno Ritual mission count by 2 (minimum: 2). (now Common, was Uncommon).
Burned Notes - +15 Mana when Inferno ritual is triggered. Increase Inferno mission requirements by +1. (was +8 Mana)
Sermon of Light - Increase Sparks duration by 10 seconds. +5% Sparks damage. (was 5 seconds).
Mobile vendor - +1% Damage Multiplier when any active Bumper is hit. Resets when a Spare Ball is used. (was resets on Act Complete)
Crypto - +15 Mana when Sparks ritual is triggered. Increase Sparks mission requirements by +1. (was +8 Mana)
Lunch Money - +15 Mana when Multiball ritual is triggered. Increase Multiball mission requirements by +1. (was +8 Mana)
Stocked - +15 Damage Multiplier for each Spare Ball held. (was +10)
Summoned - +2 Spare Balls when any Bonus Table is activated. (was +1)
2-4-1 - Bonus Tables spawn 3 Balls. Bonus Table Timer -10s.
On The House - Immediately increases Damage Multiplier by 10%, then destroys this Glyph. (cost increased to 15 Mana, was 10)
Phew. With all of the above changes, there should now be multiple high-damage builds (poison + crit is my new personal favourite), while also making it a bit harder to get by with just any old build. At higher difficulties especially, you'll likely need to pick one or two specialties if you want to beat the Act VI Boss. There are still a couple of alternative build types I'd like to support better such as a single-ball build or a nudge build, but I'll include those when I review the Blessings, Curses and Balls. For now though, I hope you all enjoy these changes and as always, please let me know your thoughts!
Happy Flipping!
Kenny