The headliner here is naturally the full controller support. After much testing, it's now available for everyone!
Gameplay adjustments in this patch focus on a few things:
- Improve the ease-of-play of the Guild, and push their mechanics to play better with more of the card pool and their faction-specific mechanics; on this front, the Ranger, the Shock Trooper, the Dive Suit, and the Electrocannon see the most changes, though many other units see kit improvements as well
- Certain Scavenging mechanics were quite opaque to many players, such as what Hazardous nodes meant and how the odds were being calculated for success. Some system adjustments for the Scavenging mechanic now make it much clearer how the odds are being calculated, and (re-)use the Dice system (2d6) we previously used in the City for stats
- Refinements to the City systems from Update 10 give even more choices than before, and with greater clarity; you now also have the ability to draft new Allies who have powerful abilities to help you in the City so the game leans more fully into the concept of dual-deckbuilding: you deckbuild for the City and you deckbuild for all your units
Full Changelist
(Patch 0.17.0) [v.511397]
Full Controller Support
- You can now play on any gamepad of your choice on PC
- Steam Deck also features full support in its controller mode
- For both, use the suggested "Official Layout for As We Descend" to get the expected functionality
- You can customize your keybinds further in the in-game settings menu
Settings
- Profile can now be reset (fully deletes metaprog); this setting is under Gameplay Settings
- Under Controls, you can now find the options for rebinding
City-Cycle System
- [New] Undermarket (City Location): A secret location
- [New] Messenger (Council, Market signets) that helps you gain more Favor
- [New] Guttersnipe (Market, Secret signets) that helps you gain more Copper
- [New] Copper Coil (Resource Item, scavenged from Ruins)
- Brute, Investigator, and Advocate all have special abilities now!
- All advanced locations allow for an Ally draft rather than just giving you a plain Envoy
- Envoy and Emissary text has been made italicized to show that it's flavor text and not gameplay text
- Faction War events now pan the camera over to the destroyed location
- Adjusted Market Plaza; now has new option that trades Copper Coils; existing trade for Supplies grants an increased amount of Allies from 2 to 3
- Adjusted Courier: Has new "Great Exchange" option that can turn Supplies into other items; "Sell an Item" value now varies based on Rarity of the item, and slightly prefers certain items over others
- Adjusted Tinker: "Study" option cost changed from Artifact Half to Copper Coils, and properly indicates that it's once-per-run. "Repair" option cost changed from Artifact Half to Computation Chip. Information panel now shows "Study" and "Repair" separately.
- Adjusted Fountain: Has new "Prayer" option that takes Copper Coils. "Offering" option cost changed from Computation Chip to Supplies.
- Adjusted Work Pit: "Recruit Allies" option now takes Copper Coils rather than Artifact Halves, number of Allies reduced from 3 to 2; has new "Fresh Volunteers" option that takes Supplies
- Adjusted Noodle Shop: Specialized food options now take Copper Coils but have greater efficacy
- Kitchen location now has flavor text
- Improved the City Location info panels; output now shows as a [?] in more circumstances, and shows more of the proper outputs for various options (Troika Council, Farm, Mycologist Lab, Kitchen, Benefactor)
- Various items have their rarities adjusted (mostly for the purposes of the Courier)
- Fixed an issue where the Cook appeared smaller than intended at the Market Plaza
- Fixed an issue where visiting the Courier wouldn't reveal its secondary action
- Fixed an issue where you could learn more perks than your max cap at the Collector
- Fixed an issue where the Mycologist's second option did not have a cost displayed
Scavenge System
- Scavenger chance system swapped over from a numerical odds system (Scavengers / Threshold, with a *2 Threshold penalty on Hazardous nodes) to the dice roll system of Scavengers vs Grade
- Dice roll modifications are shown on a panel so it's easier to see all factors that are affecting a dice check (aka a given dice roll)
- The Grade is the soft-threshold of a given node; if you have at least enough Scavengers to match the Grade, then it is guaranteed to succeed. If you have fewer, you will have to pass a dice check
- Hazardous nodes: Always require a dice check and are harder to pass, but generally have significantly lower Grades as compensation
- If you fail a dice check, the Scavengers sent are lost but you can reattempt the check by using more Scavengers with a minor increased advantage against the same check
- Treasure anomaly icon changed to be distinct from the inorganic anomaly icon
- Ruins are generally laid out in a way where you have slightly more options when choosing how to route
- Added two additional standard scavenge layouts
- Added an additional major scavenge layout
- Large scavenge layouts increased from 8 possible slots to 9
- Small scavenge layouts increased from 7 possible slots to 7-8 (depending on variant)
Ranger Rework
- Auto-attack changed from 3x2 (+1 hit per squad member) to a single shot that deals 6 damage (+2 per Squad Member)
- [New] Switch Rifle (Starter perk): While in the Guard Zone, this unit's Offense cards have x1.5 attack power but is unable to auto-attack.
- [New] Sure Shot (Starter card)
- [New] On the Double (Rare card)
- [New] Find Cover (Rare card)
- Starts with Mobilize instead of Reposition
- Pointblank Fire reworked entirely
- Marker Light buffed: Has a new Guard Zone bonus to gain 2(3) Flow
- Line of Fire buffed: draws cards immediately instead of applying Planning
- Concussive Shell slightly reworked; bonus changed from Support Zone to Guard Zone, and no longer applies Exerted
- Unload slightly reworked; damage decreased from 8(10) to 6, Guard Bonus hits increased from 2 to 3(4)
- Can no longer learn Lead Shot, Double Time, Take Cover, Shock Round
Shock Trooper Rework
- [New] Ionized Bolts (Starter perk): Whenever this unit hits an enemy, your next Shock card applies +1 Shock.
- [New] Charged Bolt (Basic card)
- [New] Storm Arrows (Rare card)
- [New] Lightning Storm (Mythion card)
- Starts with two Repositions instead of one Mobilize
- Can now learn Evasive Action, Wild Volley, Shock Round
- Interference reworked
- Can no longer learn Piercing Bolt, Hammerhead
Electrocannon Kit Enhancement
- [New] Static Burst (Electrocannon)
- [New] Flux Current (Electrocannon)
- [New] Electrocute (Electrocannon)
- Electrocannon can now learn Quick Thinking
- Electrocannon can no longer learn Static Force
- Voltmeter reworked
Overseer/Dive Suit Kit Enhancement
- [New] Piercing Thrust (Overseer, Rare card)
- [New] Brave the Heat (Overseer Mythion card)
- [New] Deep Strike (Dive Suit, Rare card)
- [New] Torpedo Tube (Dive Suit Mythion card)
- [New] Benthic Trawl (Overseer, Dive Suit)
- Overseer/Dive Suit can no longer learn Nerves of Steel
- Dive Suit can no longer learn Extraction, Vent Suit, Depth Charge
Other Combat Cards and Units
- [New] Reorganize (Bombardier/Demolisher/Electrocannon)
- [New] Ammo Dump (Ranger, Demolisher)
- [New] Evocation (Navigator)
- [New] Focused Lens (Bell Maiden)
- [New] Dazzling Stroke (Bell Maiden)
- Custodian can now learn Nerves of Steel (alongside Commander)
- Bombardier/Demolisher can no longer learn Dry Powder
- Helping Hand reworked
- Set to Stun now applies Feeble instead of Dizzy
- Various units can no longer learn Shielded Advance; it's now a neutral Lantern card
- Surging Volt renamed Discharge
- Fire Maiden can no longer learn Blinding Torrent
- Bell Maiden can no longer learn Clean Sweep, Blast Wave
- Bell Maiden can now learn Inspiration
- Omen Sight and Future Sight reworked into a combined neutral card for the Navigator/Wayfinder (named Omen Sight)
- Navigator can no longer learn Arcane Insight
- Channel Flow adjusted: limited charges decreased from 3(4) to 2(3)
- Reality Tear nerfed: Damage/Stagger values decreased from 6(9) to 5(7)
- Surgeon can now learn Inspiration
- Consuming Fury+ reworked: Instead of adding an unupgraded Consuming Fury to your deck, now adds two Consuming Fury+ to your discard; damage increased from 7 to 9
- Assist, Embolden marked as Votive (no gameplay change)
- New card art: Into the Breach, Low Strong, Inner Radiance, Packed Bags, Facsimile
- Buff renames: Fiery Blade and Voltaic Blade renamed Fiery Strikes and Voltaic Strikes respectively
- The Arbalist now fires from one-crossbowman-at-a-time for some of its multishot attacks
- Votive Lantern drafts now guarantee an Empower option (as it did in older versions of the game)
- May have fixed an issue where Mythion-level Lantern cards were not being offered in the standard Lantern draft
Miracles
- [New] Split the Heavens (Guild only)
- [New] Essence Flow (Guild only)
- Guardian Shell buffed: Barrier increased from 15 to 20, and applies Enduring Barrier instead of Persistent Barrier 5
- New card art: Guardian Shell, Rekindle
- Miracles are now properly Origin-constrained, so you should be getting only Miracles relevant to your origin
Deprecated Cards
- In total, the following cards have been deprecated: Extraction, Vent Suit, Depth Charge, Rummage, Dry Powder, Take Cover, Blinding Torrent, Clean Sweep, Arcane Insight, Static Force, Piercing Bolt, Lead Shot, Double Time. If you had any of these cards on an existing run, you'll still be able to use them; but you'll no longer be offered any going forward
Tech
- [New] Zap Pin
- Ringing Chime deprecated
- Updated the icon for Bastion Monument
Perks
- Alternate starter perk for the Forge Smith renamed from Empowered Tar to Empowered Hammer (old name was duplicated)
- Untamed Chaos rarity increased from Basic to Rare; fixed an issue where getting Untamed Chaos as the starter bonus perk would not trigger its effect properly
- Sadism renamed Monster Hunter; Attack Bonus increased from +1 to +2
- New art for Empowered Challenge, Empowered Command, Empowered Bombs, Empowered Piercer, Empowered Tar, Empowered Hammer, Empowered Bleed, Barrier Suit, Deliberation, Absorbent Mass
- Containment uses the previous art for Absorbent Mass
- Fixed an issue where Enduring could lose its stacks when resurrecting a unit
Codex
- The visual for Basic rarity on Units has been adjusted slightly
- Alternate Starter Perks are now visible in the Codex
Descensions
- Epicenter (Descension 8) no longer increases the cost of higher rarity nodes in Ruins
- Eternal Ruin (Descension 9) no longer decreases Scavenger count of each Expedition by 1; instead, it increases the cost of higher rarity nodes in Ruins
UI/UX
- You can now press and hold Spacebar in order to use the Rune action on a card you're hovering in hand
- Targeting a weakpoint now shows the Stagger preview when the enemy is staggerable, e.g. they aren't Staggered (this was technically added in Update 11 without being noted in the patch notes; it's been fixed to no longer show when the enemy is not staggerable)
- Signets now share a combined tooltip block with the Resource Item tooltip and the Contaminated tooltip
- Modified the visuals of the "Start Descent" button in the display panel on the lower-right side of the progression panel
- Flavor text visuals have been adjusted to be italicized
- When drafting between two City location options, you'll be able to see the location info panel associated with that option
- In the City location info panel:
- Perk rewards now have a diamond-shaped perk icon rather than a square-shaped perk icon (also improves its visual in the Trade Items event at the Market Plaza)
- Buff rewards are now colored in
- Temporary Ally rewards have a more specific visual
- The Mycologist's Void Fungus option now has a unique reward icon
- Perk rewards now have a diamond-shaped perk icon rather than a square-shaped perk icon (also improves its visual in the Trade Items event at the Market Plaza)
- In the City, your Hand tucks down further and it also tucks down when you're hovering any location (so it should no longer obstruct the location panel options)
- Default fallback cardart changed from a Ranger portrait to a card art that clearly says "BETA"
Bug Fixes
- Fixed a major softlock bug where you could get stuck in combat with looping animations in certain situations (typically affecting a multi-attacker like the Arbalist)
- Fixed an issue where you could "Back" out of the Elder Visit and recall your Ally while still triggering a followup Elder event which would allow you to choose options
- Fixed the miasma texture issue at the City's workshop (again)
- Fixed an issue where "copy" effects (like Echo Shield, Facsimile, and Holo Caster) weren't creating a perfect copy of the card; now they should have the right rarity and usages
- Fixed a minor visual issue where one of the nodes connecting Descension 4 to its sub-Descension Market Shortage was always lit up (even when the surrounding modifiers had no progress)
- Fixed a tooltip display issue where Flow/Command refill value (when hovering the combat resources during combat) would not update with refill-increasing effects like Accumulator and Flooded Memories
- Fixed a tooltip display issue where the Guild's overview tooltip erroneously said "You can retain a max of 0 between turns." instead of "You can retain a max of 5 between turns."
- Fixed a tooltip display issue where the number of available items was inclusive of Contaminated items (even though they can't be used until purified)
- Fixed an issue where Atomic Disruption wouldn't work unless the Wayfinder was empowered
- Fixed stagger preview values of Riptide to be accurate
- Fixed an issue where revisiting a lost battle could allow you to "skip" past the battle site on the map with other Expeditions