Updated
May 25, 2023
Illuvium Arena v0.2.5 Patch Notes
Intro
Hello everyone, the Illuvium team is excited to share with you what we’ve been working on for the past few months. This patch features massive updates to the Autobattle and is combined with the first large update to the Overworld. You can find the patch notes for the Overworld HERE. As per usual I have included the reasoning behind these changes, on the Autobattle side we have significant changes to every Illuvial, a rework to Synergies, improvement to the UX and Hyper…… as well as 28 new Illuvials.
Overworld 0.2.5 Access
All players who had AB-PB0.2 will automatically gain access to AB-PB0.2.5. Please note that you must log in to your Illuvium account and download an entirely new game version. After downloading AB-PB2.5, you should delete your old game file folder.
If you cannot access Private Beta yet, apply through our website.
So with that, on to the patch notes!
Overview
28 New Illuvials, from 10 new lines.
All Illuvials have had their stats and Omegas reworked. Bulwarks and Fighters have more power in their stats, Empaths and Psions have a greater percentage of their power in their Omegas.
Synergies have been simplified and strengthened. Synergies only increase their own count rather than multiple Synergies. We’ve simplified the effects as a result but increased the power of the effect provided.
Added Hyperview, allowing players to see the state of Hyper on the board and how it is being influenced.
Overload fixed, now the damage is shared across the team more fairly.
Updated Survival Algorithm to better match the changes to team composition stemming from Illuvial and Synergy changes.
Reconnection improvements, allowing players to rejoin active Survival games.
New Illuvials
Tenrec Line
Rota, Revo and Gyro are based upon the spiny Tenrec found in Madagascar. They are powerful Rogues with strong ranged auto attacks that excel at the 5 D’s.
Tiktaalik Line
Ebb, Fludd and Geyyser are based on the prehistoric Tiktaalik, extinct for almost 350 million years. They’re more lovers than fighters, and don’t have auto attacks, but make up for this with powerful teamwide Healing.
Monkey Empath Line
Based upon our #1 favourite founder, Aapon is an AOE supporter. Combining team buffs, mud whacking and Enemy stuns they can be a powerful tool for protection and damage.
Monkey Rogue Line
Based upon our #1 favourite founder, Grilla is a slippery Rogue that bamboozles the Enemy. Highly mobile they leap across the battlefield, leaving clones in their wake.
Monkey Fighter Line
Based upon our #1 favourite founder, Monkier is an all in Fighter. Every other attack is a powerful AOE punch capable of hitting multiple units.
Polar Bear Line
Mjoll, Jokull and Jotun are some of the most powerful front line Illuvials, combining personal healing, strong damage and stat stealing they’ll tear through other front liners if ignored.
Komodo Dragon Line
Headi, Krunk and Blotto take it slow, but they can afford too. Massive and tanky they and their Allies have the edge taken off and any Attackers can be a little disoriented.
Penguin Line
Slappin, Stabbin and Slashin t̶e̶r̶r̶i̶b̶l̶y̶ creatively named by our Concept team, are powerful Rogues with an Attack Focused kit. Going Super Saiyan with alarming regularity they’re a sharp addition.
Terror Bird Line
Pho, Phorus and Phosphorus are brutal dino birds. Combining overwhelming offence with more overwhelming offence they are incredibly powerful fighters.
Squid Line
Squizz is the first Illuvial from the Squid line to make it in. One of our most iconic Illuvials, uniquely and shockingly starting off with a Shock affinity, and a shockingly dangerous Omega, calling down shocking lightning on its Enemies.
Illuvial Base rework
This is a fundamental Overhaul to all Illuvials, aimed at pushing each Illuvials into more unique archetypes and allowing Illuvials greater strengths and weaknesses.
Due to the sheer amount of changes I won’t be able to go in depth as to the specifics. But if you want to look in detail at the changes - the stats can be found here.
As a rough general rule, Empaths and Psions are considerably less tanky and deal less damage with their auto-attacks, but have had that power pushed more into their Omegas. This heavily changes their gameplay and makes them far more susceptible to Rogues and flanking behaviours. Higher Mastery Point Illuvials will feel this change to a greater extent.
For Fighters and Bulwarks, that behaviour is reversed. They gain greater stats and have had their Omegas weakened. This is particularly apparent with the lower cost Bulwarks and Fighters, they are far more effective at their role than they previously were.
Simple Synergies
We have changed Synergies, now playing a Unit with a Synergy only increases the specific Synergy that they are. (Playing an Arcanite + Magma Unit now only increases Arcanite and Magma) Previously playing a composite Unit would increase their Primaries and the Composite. (Playing a Magma used to increase Magma, Fire and Earth) This resulted in significant complexity, in both understanding, balance and dilution of the identities of the Synergies themselves. With the simplified version, we’ve reduced the number of moving parts within a Synergy and condense the power and identity. This also has the effect of allowing a greater range of Synergies to be used within a Team, as Synergies are less interdependent. Allowing for a far greater range of viable team compositions.
With the reduced complexity we believe that these changes will be a significant improvement both for new players struggling with the complexity of Arena and for experienced players wanting more flexibility in the team comps that are viable.
You can find the detailed information here.
Overload fix
A small bugfix here but one that should have a significant impact on gameplay. Overload now splits the damage among all Units on a team, rather than equally. This now correctly gives the Player with more Units alive an advantage, as they individually will be taking less damage.
Hyperview
This is the first step in our push to improve the clarity relating to Hyper. The Hyperview can be enabled by pressing on the third tab of the Synergy Panel. Here you can see the Hyper range for each Unit and how much Hyper they would gain. Mousing over a specific unit will then change the view, and show how each specific Unit is impacting it. Hyper will continue to see improvements in this area over the coming updates.
Updated Survival Algorithm
With the changes to Synergies and Illuvial stats, the Survival AI needed some tweaks in order to perform to standard.
Others
Continued improvements to VFX, SFX, Models, Animations and Textures.
Connection and Reconnection Improvements
AI augment selection has been adjusted.
Interrupted Abilities are now handled more gracefully.
Added a cap for Attack Speed at 2.5 Attacks per second.
Pathing has been improved with a reworked movement interpolation/smoothing algorithm.
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