Updated
Apr 29, 2024
Illuvium: Arena Beta 3 0.3.6 Patch Notes
Welcome to Arena 0.3.6! This massive update comes packed with a lot of changes, modifying the very core of the gamemode. Illuvials now Ascend through their Stages, the Augments have been reworked and Hyper is now significantly more impactful.
We’ve also done some preliminary balancing adjustments, but we’re mostly waiting to see how the game settles with all the changes coming in. Expect more balancing changes to be done in the near future.
Ascension System
Basics of Ascension
The Illuvials can now be Ascended to their next Stages.
Players must play the Stage 1 of an Illuvial to the board and then upgrade them to their higher Stages via Ascension Tokens
Ascension Tokens
But what is an “Ascension Token” you may ask: Ascension Tokens are a new resource that you need to use to Ascend a unit. You use 1 Ascension Token for each Ascension, and you receive 2 Ascension Tokens per round (starting from round 2).
If you end up a round with 1 or more Ascension Tokens, 1 will carry over to the next round.
Recalling a Stage 3 Illuvial will refund 1 Ascension Token.
To be noted that you still have to add all the Stages that you want to play from Team Builder.
With this system in place, you should feel a sense of progression and accomplishment as you develop your board, changing the aspect and power of your units through Ascension.
Augments Rework
The Augments are not available on the Team Builder anymore
Instead, the player now gets to choose 1 out of 3 Normal Augments each Round (except for the “Legendary Augments” rounds).
Each round, before placing or moving units, the player has 25 seconds to choose between 3 Normal Augments. This is part of the Placement Phase duration, so the faster you choose, the more time you have to adjust your board.
This should add a whole new layer of interest to the game, as every player will receive different Augments each match.
The Normal Augments have been reworked and simplified.
All the old Normal Augments have been replaced with 52 new Augments.
This time around, their effects are simple, straight-forward, with only one variant.
The Augments now cost 0 MP
Often you had to choose between adding a new Illuvial to the board, or adding Augments causing a host of gameplay issues and balance problems.
The Normal Augments have been balanced around a power of 30 MP.
The Legendary Augments have been balanced around a power of 50 MP.
Hyper Adjustments
• Hyper has also received significant changes, the two main goals being its clarity and impact over the battle.
• The Hyper now has a scaling bonus - each point of Hyper will give a Bonus, depending on the Class of the unit.
• Along with this, there is still a bonus for reaching Full Hyper.
• These bonuses are now less complicated but more powerful.
The bonuses, based on the Class, can be found below:
Fighter units gain scaling Attack Speed, up to 50%. Reaching Full Hyper also grants an extra 50% Attack Speed, and 60% Physical and Energy Piercing.
Bulwark units gain scaling Damage Reduction, up to 20%. Reaching Full Hyper also grants an extra 20% Damage Reduction, and 400 Max Health.
Rogue units scaling Crit Amp, up to 50%. Reaching Full Hyper also grants an extra 50% Crit Amp, and 10% Health Execute.
Psion units gain scaling Omega Power, up to 100. Reaching Full Hyper also grants an extra 100 Omega Power, and 15% Energy Refund on Omega.
Empaths units Heal Teammates in a Medium Area, providing scaling Heal per second, up to 30. Reaching Full Hyper increases the Healing by 30, and grants 40% Healing Efficiency.
Team Builder Rules
The Team Builder deck rules have also been adjusted to take into account the latest changes:
Minimum 5 Illuvials → Minimum 5 Stage 1 Illuvials
Maximum of 28 Cards → Maximum of 50 Cards
Augments are no longer picked from Team Builder
Other Gameplay Changes
The Placement Phase duration has been increased: It now starts at 75 seconds and increases by 5 seconds with each round.
“Undo” feature has been disabled for now.
The hex size of the units has been adjusted so they have the same size across all Stages. Stage 1 and Stage 2 Illuvials now have the same hex size as their Stage 3 variant.
Illuvials
Stage 1 Lynx
The “Mini-Lynx” has been dominating for quite some time, being really efficient, especially considering its low cost. With Ascension coming in, the Stage 1 Lynx will be used even more as you will need it to get to its higher Stages, increasing its efficiency even further. These being said, we’re nerfing its damage.
Shoebill Line
Shoebill shines best when placed in a corner, together with other empaths. However, because of its low Attack Range, there are many scenarios in which Shoebill has to walk towards the enemies to be able to attack them, which is in contradiction with his kit. To deal with this, we’re increasing the Attack Range.
Synergies
Inferno
With all the changes coming in, Inferno might be stronger and easier to reach. Also, it’s clearly been a strong pick for the entirety of the last patch. We’re nerfing its melting power so that it will still feel strong against tanks but will be more manageable by squishy targets.
Dust
Dust is another synergy that dominated the last patch. The main reason is the “Reduce Omega Power” effect, which is permanent, getting enemy Illuvials to 0 Omega Power. To deal with this, we’re tying up the “Reduce Omega Power” effect with the Blind, giving it the same Duration. As this is a big nerf to its kit, we’re slightly increasing the duration to compensate.
Bloom
Even with the buffs from the last patch, Bloom still struggles to shine. We are giving it one more adjustment, which should be enough to align it with other strong Synergies.
Wildfire
Similarly, Wildfire needs only one more push with Bloom to reach its potential. We’re increasing its “% Max Energy as Energy Damage” through all thresholds.
Bug Fixes
Addressed a gameplay issue with the “Wound” status effect, causing it to not work properly.
Known Issues
• Unable to open Illuvial tooltips with right mouse button (RMB).
• Negative Time error displayed if reconnecting during or after Augment Round.
• Recalling an Ascended unit in the same turn does not update the Recall Fee in the UI.
• Issues with the Illuvial's ascension and augments re-appearing in the team panel after being placed on the board.
• Active filter does not reset if the player's team lacks units part of it.
• Health generated by VampiricPercentage with "ExcessVampToShield": true not shown in combat stats panel.
• Delay in displaying the team panel after selecting the first Augment.
Press
Edi & Meko
Game Design & QA
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