Patch Notes: The Elite Breach, perfected
Bosses
- A boss no longer throws a blow you have no fair way out of. It weighs each attack first and picks another, or moves in, if the attack would leave someone nowhere to stand. This includes the safe havens of a pending CHECK, burning pools from earlier blows, and a duel's ring of fire.
- If a boss can't fairly hit someone, for example a player on a balcony, it now turns on the rest of the party for a few seconds instead of walking at them.
- Feints no longer glint. A feint that is cut off is cancelled at the right moment on every screen.
- A burst of damage that crosses two phase lines now plays both phase turns in order, each with its card.
- The Valkynaz signatures (the Conquest, the Chaining, the Eclipse) now start at their second phase. The Conquest plants its banners one at a time, and each third burns until its banner falls.
- The Last Spellmaster's Arcane Lattice now sweeps the whole floor in strips, rim to rim. Her Final Examination returns later in the fight. A caged player is never struck while the cage holds them.
- The Wellhead Wyrm takes flight again from its risen perches, and its breath reaches the far rim of its court.
- Garoth's Wellfire is aimed at its target.
- Duels keep their lord inside the ring, and ring-filling blows stay out of them.
- The Armsmaster's guard glint shows only on lords, and the Wingbeat's lane is warned a second ahead.
Halls and platforming
- The Broken Way. The bridges between sections now break apart. You cross them on Drifts, Beats, Crumbles, Pendulums, Vents and Rails, in every direction. Long bridges break several times.
- Forks are real choices. The Low Road has its own platforming, and the High Road keeps time with Beats.
- In fight halls, the rooms come before the trial, and the door opens right after it. The trial waits for your party to arrive: its waves, the Scriptorium's quiet and the Deserter all hold until you're there.
- Approaches mix two kinds of platforms. Passages have real gaps, Drops really drop, Rails never collide, and Pendulums are checked across your whole jump.
- Alcoves sit at the edge of the court, behind a doorway in its wall. Balconies and other fittings are where you can actually reach them.
Fixes
- The running leap is off on the Spire's and the Hour's proven courses, so a jump lands where the course was proven to land.
- A collapsing tube in a routed hall starts falling when you reach it, not on a fixed timer.
- Falling through a void zone to a lower way sends you back instead of letting you skip ahead. A Drop is never mistaken for the void.
- Vents burn for their whole eruption. A Pendulum hits exactly where it is drawn. A Drift's chains no longer pass through floors above it.
- Broken bridge ends are drawn closed, and every hall of a large circle shows the outlines of its Beats and Crumbles.
- Each room's floor counts as new ground for the toll.
Breaches opened before this update keep their old halls until they end.
Patch Notes: The Elite Breach roars
Music
- Every song in the Elite Breach has been re-orchestrated. String sections, brass, choir and organ now play as full ensembles with stereo width instead of single thin voices, and the war drums are real taiko, kick, toms and snare with weight and attack.
- The fights drive harder: driving low strings under everything, the legion's chant, brass blasts at the top of each phrase, cymbal swells into each one, and high string shrieks as a Court reaches its last phase.
- The halls between fights build as you go: each one starts sparse and climbs to a peak, in each band's own colour. The Galleries have timpani and fanfares, the Cairn a soul-bell and chant, the Shade a rippling harp and a heartbeat, and the Wellhead anvils.
- A trial now breaks down and builds back up. The last two minutes of the count have a ticking clock.
Ambience
- The Spire has its own ambience. The dungeon drips and creaking doors are gone. In their place you hear the roar of the void, a drone in each band's own voice, and in the distance the legion's war horns and drums, daedra roaring, and stone breaking and falling into the abyss.
- Each band has its own far-off sounds: a cracked bell, wailing souls, howls and whispers, a forge's hammers.
- While a Court's lord sleeps, you can hear it breathe.
What's Changed
- EG-ROAR: the Elite Breach's score roars, and the Spire gets its own air by @Lattymoy in #1014
- EG-PERFECT: the lords' blows fair and whole, spec law 10 THE BROKEN WAY, and the audit by @Lattymoy in #1030
Full Changelog: app-v0.1.9790...app-v0.1.9824