Focus On: The Force Psyker!
MIND BULLETS! The Force Psyker ability trees have been modified and completed based on feedback and suggestions. Thanks everyone who has been submitting feedback and bug reports - as always, please let us know what you think!
Force Psyker Class Changes
- Force Energy now regenerates each turn at a rate of 25% of your current energy. The more you have, the faster it will regenerate. If the Force Psyker continually uses their strongest abilities, they will deal a lot of damage but quickly become Mentally Exhausted. Alternating powerful attacks with default / weaker attacks allows sustained damage. We’ll continue to refine Force Energy use and regen as we move into balancing abilities!
- Removed weapon synergies for Berserker abilities. Abilities that had different effects based on equipped weapon type now have those effects baked into the ability.
- Barrier display reworked and now shows health remaining for each barrier in play.
Guardian
- Aegis Strike - no longer deals increased Threat or consumes Force Energy with each bounce. Damage now increases with each bounce, damage overall increased.
- Mirror Prism - reduced FE cost and increased duration of damage effect and prism health.
- Spirit Armor - now provides increased Threat and damage dealing.
- Removed Absolution.
- NEW ABILITY : Condemn - reduce damage an enemy deals by a large amount.
- NEW ABILITY : Inner Peace - heal and regen Force Energy when your Force Energy is low.
- NEW ABILITY : Purifying Prism - absorb negative status effects off allies.
- NEW ABILITY : Manifest Spirit - manifest a damage dealer also wards allies from death.
Sentinel
- Warding Blow - damage boosted and Barrier health from damage reduced to compensate.
- Empathic Strike - gains more damage from Barrier absorbed damage.
- Warden’s Wrath - no longer consumes Barriers to deal damage but gains damage each time a Barrier is created.
- Spirit Link - redesigned to grant Barriers to unprotected allies and reinforce existing Barriers when one is damaged.
- NEW ABILITY : Inner Balance - Deal increased damage when Force Energy is high, take less damage when Force Energy is low. Emergency Barrier creation for weak allies.
- NEW ABILITY : Barrier Prison : Encase an enemy in a Barrier to prevent them from acting.
- NEW ABILITY : Manifest Destiny - Instantly create a Barrier on each ally. Passively increases the health of all Barriers you create.
Berserker
- Force Hammer - reduced Force Energy to use and now obliterates shields on critical hits.
- Fists of Fury - now retains charges gained each turn, resetting at the end of battle. Force Energy regen at all ranks and visual improved.
- Spirit Onslaught - no longer interacts with Daze effects, but increases damage if Stunned.
- Mind Bullets - reduced primary target damage and increased secondary target damage.
- NEW ABILITY : Inner Turmoil - gain damage and Force Energy regen when low.
- NEW ABILITY : Shattering Blow - smash a target to reduce their Armor.
- NEW ABILITY : Manifest Rage - manifest a construct to absorb a copy of damage you deal and then explode, dealing the damage between all enemies.
New Manufacturer: Zuse
Zuse focuses on cutting-edge tech for Light Shield and Light Armor.
- Upgrades for Light Armor that deal damage on dodge.
- Upgrades for Light Armor that heal on taking damage.
Changes
- Hacker ability Overcharge reduced max shield regen to 50% of shields.
- Engineer’s Detonate Charger ability divides generated shields between allies.
Fixes
- Fixed an issue with Soldier’s Magentronc bomb calculating damage incorrectly.
- Fixed an issue with Cyberninja’s Assassinate calculating damage incorrectly.
- Fixed an issue with Hacker’s Memory Leak effect calculating damage incorrectly.
- Deploy Bolty tooltip clarified to indicate he can only be deployed once per battle.
- Fixed an issue wherein previewing an ability could display incorrect values.
Coming Soon…
- Focus on: The Void Psyker!
- Next Campaign Mission: Triangulatin. (It’s a comin!)
- More cool stuff!