Spellbreak (Switch): Software updates (latest: Ver. 4.0.0)

On this page, you will find all there is to know about the various Software updates for Spellbreak on Nintendo Switch (originally released on September 3rd 2020 in Europe, North America, and Japan)!

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Spellbreak – Ver. 4.0.0

  • Release date: July 22nd 2021 (North America, Europe) / July 23rd 2021 (Japan)
  • Patch notes:
Movement
Dodge

Players have traditionally asked for some sort of built-in skill-based movement option outside of Runes, so we’re introducing a new Dodge mechanic. It’s a short-range burst of speed that allows players to, well, dodge incoming attacks or as a way to quickly reposition themselves for an advantage.

  • When Dodge is activated, the character will quickly move in the current movement direction.
    • If there’s no movement, the character will dodge forward.
    • Dodges triggered from the ground propel the character slightly further than midair dodges.
    • Dodges triggered from the ground add a small vertical impulse to the character, a little “hop.”
  • Dodge, by default on PC, is the Control key. On controllers, it’s by pressing the right thumb stick.
    • To make room for Dodge, the Crouch behavior has been removed.
  • The rules of Dodge:
    • Dodge is always on the X/Y plane, there’s no vertical dodging.
    • For 0.3s after a dodge, a player’s maximum speed is reduced by 33% and their air friction is increased by 700%.
    • Players can dodge in midair.
    • There’s a minimum delay of 1.5s between each dodge.
    • Players receive a movement speed penalty for 0.5s after dodge completes.
    • Mana recharge and spell cast animations can be interrupted by dodge.
    • Levitation can also be interrupted by dodge.
    • The dodge itself can be interrupted by spell or sorcery casts or by using a rune.
    • Finally, the dodge animation can be interrupted by levitation 0.35s after start.
Levitation

With the inclusion of Dodge, we also want to limit the amount of extreme verticality in Spellbreak. Too often levitation had no tradeoffs to it, so we’re placing a few restrictions in place but also increasing its responsiveness. Verticality is now more dependent on your build choices, rather than a default option shared by everyone. This makes level design and build choices more impactful.

  • Levitation upward movement speed is now fixed and is ~40% slower than the previous maximum upward speed.
  • Maximum levitation height has been reduced by ~30%.
  • Levitation now consumes a minimum amount of mana (~35%), even if the jump button is released early.
  • Levitation now consumes 55% of mana per second (previously 80%).
  • Reduced retained upward momentum when levitation ends.
  • Increased how long it takes for mana to begin regenerating after levitation to 1.5s (from 0.8s).
    • The 1.5s mana freeze is cancelled if a character touches the ground.
  • Levitation now provides an instantaneous upward movement, no matter the starting velocity.
    • This makes levitation much more responsive.
Levitation Controls

We’ve added 3 different levitation control schemes to choose from, located in gameplay settings. Previously these were only available for players using controllers.

  • “Hold” control mode controls the same as levitation in 3.0.
    • This is the default.
  • “Tap” control mode requires players to press the jump button while in midair to start levitation.
    • This will levitate for 0.66s if the button is tapped.
    • Players can continue to hold to levitate until mana runs out to levitate longer
  • “Toggle” control mode also requires players to press the jump button while in midair to start levitation.
    • After a tap, the character will continue to levitate until the button is tapped again or mana runs out.
  • Levitation control schemes apply to both controllers and KB/M.
Other Movement Changes
  • Increased gravity to 1560 m/s/s, from 1400. (For reference, Chapter 1 gravity was 1920.)
    • This is part of the above changes to levitation and decreasing the amount of verticality.
  • Lateral speed when dropping in Dominion reduced by 33%.
    • It was previously too easy to traverse too far across the map when respawning and keep control of multiple zones.
  • Forward movement speed has been increased by +3 in BR (was already +3 in Dominion).
    • This was weirdly inconsistent between the two modes, so enjoy the faster base speed in BR!
  • Removed forward speed momentum braking when firing spells.
    • Another relic from the past. Get aggro!
  • Adjusted movement acceleration: you start moving a bit slower, but reach full speed a bit faster.
    • The previously “dual-gear” acceleration let players start moving quickly, but ramp up from walk speed to full sprint relatively slowly. This has been replaced/simplified with a single acceleration value. The slower initial ramp-up speed reflects the addition of Dodge to quickly change position.
  • Added 200% “air boost” acceleration.
    • This allows you to start moving quicker in midair.
  • Characters can now jump off unwalkable slopes, but only once until they land on a walkable surface again.
  • Added “coyote time” allowing you to jump a few frames after walking off a ledge.
    • Both of these changes are to address times where a player would levitate when they meant to jump.
New Camera
  • A new optional centered camera has been added that avoids many 3rd person aiming issues and improves accuracy while aiming at targets that are very close or above.
    • The legacy camera is still available under options.
  • There’s also a new vertical FOV setting. Horizontal FOV is still determined by the aspect ratio of monitors.
    • A wider FOV has a tradeoff of being able to see more of the action while targets appear smaller on screen. Some players, especially on TV or handheld devices prefer a smaller FOV that makes it easier to see their targets.
    • If you’d like the old, chapter 2 behavior, setting it to maximum will make it the same as pre-patch.
Gameplay & Balance Changes
  • Sorceries no longer charge while (re)spawning from a portal.
  • In Dominion, sorceries now start on cooldown after respawn or recall.
    • This is to lower the amount of sorc spam on capture points.
  • Lowered the height of Dominion capture point zones.
    • Being able to capture / contest from way up high while raining down attacks felt kind of silly.
  • Sorceries that can be used for a class mobility skill now show different VFX for players that are able to use it for movement.
    • Affects Flamewall, Toxic Clouds, and Tornado as long as the player has the appropriate movement skill if the player has the relevant skill.
Fire
  • Increased Fireball recovery time by 0.1s.
    • A slight reduction in firespeed to reduce its close-range efficacy.
  • Reduced Dragonfire damage to 40dps (from 50dps). Prev 17 damage per tick, now 13.
    • This combo in particular was responsible for some big burst damage in Dominion, especially.
Stone

With the changes to levitate, stone was very strong in testing, so we’ve scaled it back.

  • Decreased Shockwave velocity to 51.5m/s (from 54m/s).
  • Reduced Shockwave width to 0.6m (from 1.4m).
  • Decreased Shockwave damage to 26/33/36/38/42 (from 30/39/42/45/50).
Wind

Wind “spam” was becoming a real problem, so we’ve dialed it back in a number of ways.

  • Reduced size of Wind Shear projectile from 70cm to 25cm.
  • Increased minimum Wind Shear damage to 3/4/5/7/8 (from 3/3/3/4/5).
  • Reduced the max range Wind Shears will impulse you from 12m to 8m.
  • Max lifetime of Wind Shear reduced to 0.8 (from 1.0).
Toxic / Toxicologist

Toxic was too limited in being able to be used at even medium ranges, so we’ve made it slightly more potent at slightly longer ranges. These changes also reward better aim.

  • Increased max Poison Spray distance by about 20%.
  • Changed Poison Spray arc trajectory so that it better aligns with the crosshair.
  • Reduced spread of Poison Spray by 10%.
  • Increased Vanishing Mists ejection speed and distance.
Lightning

We’ve made some pretty significant changes to Lightning Bolt to better match expectations AND to increase its skill cap.

  • Lightning Bolt Damage is now 3-4 / 3-5 / 4-6 / 5-7 / 6-8. Previously it was 5-7 / 6-8 / 6-9 / 7-10 / 8-11.
  • Lightning Bolt fire rate increased by 25%.
  • Lightning Bolt maximum bloom increased to 2 degrees (from 1 degree).
  • Lightning Bolt now has a repeatable spread pattern that restarts whenever firing loop begins.
  • Maximum Lightning Bolt bloom increases by 0.3 degrees per shot (prev 0.1 degrees).
Projectile Speeds
  • Adjust projectile velocities to account for latency overcompensation bugfix:
    • Fireball speed 3250 -> 4000
    • Ice lance speed 20000 -> 26000
    • Wind shear speed 8000 -> 10000
    • Lightning bolt speed 30000 -> 40000
    • Toxic spray speed 4000 -> 5500
    • Players may notice some slight changes in feel for various spells, but there should be far fewer hit registration issues. To be clear, this is not an adjustment for the sake of balance.
Runes
  • Lowered Springstep height by 20%.
  • Increased Springstep lateral velocity by 40%.
  • Chronomaster rune cooldown changed from 17/13/11/9/8 -> 22/18/16/14/13.
    • Coupled with dodge, there were a few builds kicking around that used Chrono to too great of an effect, so this dials it back slightly.
Misc.
  • Added scrolls to the practice map.
    • Finally!
  • Bots, in practice, will no longer attack you unless they’re attacked first.
    • Or you can chill out in practice too without being smacked around…
  • Optimizations to reduce load time
  • Improved character locomotion animations when quickly changing directions.
Map Changes
  • A lot of reworks all around the BR and Dominion maps to accommodate the dodge and levitation changes to ensure everything is still traversable.
  • The Great Hall has been added- being so close to the Fracture’s origin tore it apart, with its pieces suspended in time and space over Banehelm.
  • Polished up the entrance to Banehelm with the addition of towering statues and other props
  • Some mysterious new structures have shown up related to the story of chapter 3…
Usability
  • There’s now a new “Accessibility” tab on the settings menu that allows players to adjust various colors for a number of UI elements.
  • Currently, players can choose from a number of pre-defined palettes.
  • UI elements that can be colored:
    • Spellstorm circle map color
    • Rarity colors
    • Player and squadmate colors in BR
    • Player and squadmate colors in dominion
    • Danger ping color
  • End of Match Screen now includes some additional usability and info:
    • Players can see the next earnable reward at the end of progression bars.
    • Added the ability to add friends on the Dominion post match screen.
    • Accolades scroll much faster on the post match screen for ranked Dominion matches.
    • Players can hover over accolades on the post match screen to get a description of how that accolade was earned and what it means.
  • Added warning popup showing penalties for leaving a match early:
    • Loss of xp and quest progress
    • Ranked crowns are forfeit
    • Teammates will be at a disadvantage.
    • Shame on you!
  • Play Screen received a similar treatment:
    • Added alert that displays when the party leader tries to change to a game mode that does not support the current party size.
    • Players can view up to 6 quests.
    • Players are no longer locked to the play screen while in queue so they can browse cosmetics, chapters, mastery, etc while waiting.
      • The store screen and chapter pack screen are still locked as to prevent issues with purchases not completing
  • Added in-match scoreboard to Dominion that shows points, exiles, times exiled, and damage by player, and updates if a player has disconnected.
  • Players are now only able to join another player’s party if they’ve been invited to join (or they can request to join if they have yet to be).
  • Added dialogue volume setting in the settings menu.
Loadouts
  • Another oft-requested feature: Players can now save their cosmetics per-class!
  • Each class now has a separate saved loadout for talents and cosmetics (though talents are still accessed via the normal flow).
  • The cosmetics tab has been split into separate “collections” sub-menu and “Loadouts” sub-menu.
  • The Collections sub-menu will show all cosmetics without assigning them to a class or you can use the “equip to all” option to equip them to all classes.
Chapter 3
  • A whole new chapter of quests and content, with the player investigating the appearance and objectives of a new force in the Hollow Lands: the Wardens…
  • Story Quests are no longer gated by week. All story quests are available immediately (but still need to be completed in order).
  • Chapter 3: “The Wardens” chapter pass includes 50 levels with accompanying rewards for each level.
    • The Wardens will ambush players around the map and will attack players if they stray too close to their strongholds.
  • Two new packs in the store:
    • Adherent of the Elements Pack for $25
    • Stoic Crackshot Pack for $100
  • Players can now purchase multiple chapter pass levels at once when buying levels with gold.
  • Season 2 of Ranked begins!
    • Titles and Badge rewards for performance in Season 1 will be granted on login.
    • Players’ league and tier reset to a lower level performance in Season 1.
Store / Cosmetics
  • Added a bunch of cosmetics of all kinds to the store.
  • Xbox Game Pass subscribers get the Chapter 3 chapter pass for free!
  • Outfit icons in the collection screen and loadout screens now show posed characters.
  • Outfits will use their store pose and store intro animation when scrolling through classes in the class select screen.
  • Added sound effects to store intro animations.
Bugs
  • Fixed several issues that would cause the Teleportation Rune to report an “Invalid Target” error.
  • Removed an invisible platform that players could access at the top of the Banehelm Dominion map.
  • When a Toxic Cloud is frozen in midair, it no longer stays suspended there.
  • A bunch of floating chests now respect gravity and are back on the ground.
  • The chapter’s XP bar will now refresh and display property after buying a level.
  • Fixed an issue causing the tutorial dialogue box to appear in the top left of the screen.
  • ‘Enter next safe zone to resurrect squadmates’ text no longer persists after doing so.
  • Fixed an issue that would cause games to start matches with only one party if another second party unreadied during the queue.
  • Fixed an issue causing multiple HUD elements to disappear after transitioning from the lobby to the match with any confirmation pop-up open.
  • Fixed a bug where the character does not perform the default class selection animation or have the gauntlet equipped when entering class selection screen.
  • Fixed some flickering textures on the final tutorial island.
  • Fixed players being unable to navigate to the chapter pass purchase screen with a controller’s d-pad buttons.
  • Fixed an issue causing several game modes to disappear from the game mode selection screen after returning from any game mode.
  • Migration prompt now displays when the host of Custom Dominion Match attempts to join another party.
  • Player’s online status and party status no longer remain active after the application is force closed.
  • Fixed several outfits clipping during the mocking laughter emote.
  • Fixed players with poor internet connection being unable to turn on/off the “Voice chat enabled” option in match.
  • Fixed the Vowguard Inquisitor’s cape bunching up on the play and collections menu.
  • Fixed Ice lances sometimes being stuck in the environment.
  • Player card no longer oscillates up and down when rotating the character in the Mastery or Collections screen.
  • Fixed several instances of LOD popping around the map.
  • Fixed Jewelworks glow cloudburst preview disappearing after a short time when viewing in the collections menu.
  • Final circle in battle royale now correctly continues shrinking as time passes.
  • Fixed an issue causing toxic mists to be invisible when materials and effects settings are on low.
  • Fixed an issue where chests would sometimes spawn in as already opened.
  • New talent notification jewel is now correctly dismissed when the newly unlocked talents have been viewed.
  • Ice and wind brilstone VFX now always appear above ground; sometimes they would erroneously appear below ground.
  • Fixed the player being granted extra starting armor on drop when having both the Tough talent and Stoneskin skill equipped. They now correctly give 20 armor on drop instead of 30.

Spellbreak – Ver. 3.1

  • Release date: May 5th 2021 (North America, Europe) / May 6th 2021 (Japan)
  • Patch notes:

Custom Matches

A very popular player request is finally here! Groups of between 6 to 10 players will be able to set up custom matches of Dominion on their chosen map and server. For full details about this feature and how to use it, please see the Custom Matches article on our support site.

  • Accessed from the gamemode select screen. Select Dominion and select “Custom” as the type.
  • Must be a party leader of a party of 3 or more players to join or host a custom Dominion game.
  • When the host creates and confirms the match settings, a match code will be generated and displayed on the play screen. This code can be entered by another party leader to join the custom match.
    • On PC, players can choose to hide the match code with an option in the Account menu (so, for example, a streamer doesn’t have random folks joining their games) and use the copy button to get the code.
  • Custom matches don’t grant match crowns, XP, chapter rep, or quest progress.

Dominion

  • A new Banehelm map has been added. Watch your step!
  • Added animation to the score bar to better show when players earn points via exile.
  • Added animation to the score bar to show when points are gained by controlling objectives.
  • When a player is exiled in game, a number showing how many points the team got for that exile will appear in-world at their last location.
  • Updated level up alerts in Dominion to make them more noticeable, better communicate the time that the skill was granted, and what the newly gained skill does.
  • Alerts stating that a zone has been captured are now much more noticeable.
  • Added Minor Mana and Armor Blessings that give +5 Max Mana and +5 Max Armor respectively.
    • These only appear to players when there are no other boon options left and should fix the probability of capping out boons resulting in suboptimal choices.
  • Fixed end of match Dominion scoreboard incorrectly breaking ties on team ranking. In the case of a tie, it now prioritizes Exiles, then Exileds, and finally Damage.
  • A large number of accolades will now show their proper values client-side.
    • This is already in place on the server but now will appear properly on the client too.

UI

  • Revamped the class & talent selection screen to be much cleaner.
  • Refreshed the visuals on the in-game map and portal selection screen.
  • Polished the in-game notification feed that shows match exiles.
  • Polished in game UI at the bottom of the screen that contains spells, sorceries, and runes.
  • Added monospaced type for timers.
  • Cooldown timers now show the tenth-decimal if the duration is less than 10 seconds.
  • Added a notification to the play screen when a friend invite is sent.
  • Added a countdown to the Chapter Screen quest panel that counts down to when Weekly Quests reset.
  • Polished up the quests screen to better communicate which quests have been completed.
  • Friends that are not in a queue or a match are now shown in the friends menu as being “In Menu” (previously displayed as “In Game”).
  • Offline friends are also no longer as eye-catching on the friends screen.

Class Unlocks

  • To better onboard brand new players, classes now need to be unlocked by increasing your mage level:
    • All players start with Pyromancer unlocked.
    • At Mage Rank 2, Stoneshapper is unlocked.
    • At Mage Rank 3, Toxicologist is unlocked.
    • At Mage Rank 3, Conduit is unlocked.
    • At Mage Rank 4, Tempest and Frostborn are unlocked.
  • Existing players will not have their classes locked by this update, even if they are not the required mage rank.
  • Mastery screen, class selection screen, and mage rank rewards all updated to reflect locked class statuses

Balance

General
  • Sorcery cast animations no longer trigger mid-air hover.
    • Players still hover while aiming, this only removes the hover during the cast animation.
    • With the gravity reduction, this is no longer needed and just feels better overall.
  • Adjusted aiming heuristic for nearby characters to make aim more important for targets that are very close.
Talents
  • Athletic now also adds “Run Speed +1/2/3/5” in addition to “On reading Body Scroll: +1 Character Level”.
    • It was a little on the weaker side and as a bonus now makes even more sense thematically.
  • Gilded now reads “On reading Spirit Scroll: Upgrade 2 random equipped items by 1 Rarity”, instead of upgrading all of your equipped items.
    • Gilded turned out to be MUCH stronger and prevalent than we expected and allowed players to cap out very quickly. This tones it back somewhat while still leaving it quite strong.
  • Increased Fellowship shared healing radius to 12m (from 8m).
    • Just making it easier to use!
  • Foresight no longer “pings” Vowguard in Dominion, making it easier to see players on the minimap and get audio notifications when they are nearby. Ditto.
Runes
  • Teleportation
    • Movement/falling is no longer locked while casting, but movement while casting is slowed to “potion drinking” speed.
    • Aiming will still hover.
    • With longer cast speed, it’s no longer necessary to keep players “locked” but the reduced speed keeps it from being a free escape.
  • Flight’s amount of turn “friction” has been reduced by 50% to make it smoother and offer more control.
Conduit / Lighting
  • Removed windup animation from Lightning Bolt.
  • Increased Lightning Bolt cast speed by 5%.
    • With the previous cast speed decrease, it left Lightning in a rough spot. Removing the windup makes it feel MUCH more responsive, especially when paired with the increase in speed.
  • Reduced amount of aim assist on Lightning Bolt.
    • AA on Lightning has always been good and without a windup, it turned out to be too good, so it’s been dialed back somewhat.
Pyromancer / Fire
  • Firefly’s amount of turn “friction” has been reduced by 50% to make it smoother and offer more control.
  • Increased Firewall cast animation duration to 0.8s (from 0.6s).
    • With the overall buff to AoEs and no more movement penalty, this adds a smidge more commitment to casting the sorcery.
  • Reduced duration of Flamewall to 6s (from 15s).
    • The amount of AoE in Dominion is VERY strong for attacking/defending points and it really doesn’t need to be THAT long.
  • Reduced collision size of Fireballs by ~30%.
    • It’s often too easy to land Fireballs and feels like they shouldn’t be hitting visually when sometimes they do.
Tempest / Wind
  • Increased Tornado cast animation duration to 1.3s (from 0.9s)
    • With the overall buff to AoEs and no more movement penalty, this adds a smidge more commitment to casting the sorcery.
Toxicologist / Toxic
  • Increased Poison Cloud cast animation duration to 1.2s (from 0.8s)
    • With the overall buff to AoEs and no more movement penalty, this adds a smidge more commitment to casting the sorcery.
  • Reduced electrification duration of toxic clouds to 2s (from 5s).
    • Again a general tamping down of AoE. Maintaining an electric cloud was trivial and offered a lot of power, but this change also makes it easier to use offensively without shocking yourself.
  • Toxic Spray
    • Reduced spread by 17%.
    • Reduced pellet physics size by 50%.
    • Spray dissipates after 0.65s in the air (prev 2s).
    • Overall, this is to reduce the efficacy of Toxic Spray as a long range “gardening” tool, while increasing the power at close range.

Misc.

  • Added bots to the practice map that will move around and fight the player when attacked.
    • Another feature that’s been frequently requested, now you can practice against moving targets that pose a little more of a threat.

Map

  • Added new gate structures at the edges of Hymnwood.
  • Updated the Lux Vault POI.

Store

  • New outfits, artifacts, cloudbursts, afterglows, and emotes have been added to the store.
  • More emotes now include sound effects.

Nintendo Switch

  • Increased joystick deadzone while on menus so players don’t accidentally select things they didn’t mean to.
  • Fixed an issue causing low texture resolution when playing in TV mode.
  • Fixed misaligned league tier number in the inventory screen.

Bug Fixes

  • Primary gauntlet now appears on the correct hand in gauntlet selection.
  • Fixed a bug that caused parties to disband when the party leader changed the gamemode.
  • Chapter pack prices are now listed for the correct price in Chile.
  • Fixed invisible Spellstorm rifts that sometimes appeared in Battle Royale.
  • Parental restrictions on PS4 that restrict voice chat now properly block in game voice chat.
  • Fixed Fortitude talent description on boon screen to not run out of bounds.
  • Fixed Runic Fluency Talent text overlapping with its icon in the Talent Selection screen.
  • Fixed a number of floating chests around the map, as well as some chests that were partially submerged/buried.
  • Fixed a number of floating bricks and greenery around the map.
  • Fixed a few floating brilstones in various places around the map.
  • Fixed a number of misaligned collisions around various parts of the map that caused players to be able to walk in the air.
  • Fixed snow not appearing in some areas around Banehelm on PS4, XB1, and Switch.
  • Fixed an issue where players that were blocked/reported on the inventory screen remain audible and cannot be muted.
  • Players can now turn on/off the “Voice chat enabled” option in a match.
  • Fixed an issue where Teammates or enemies could not be muted/unmuted on the victory/defeat screen in Dominion.
  • Fixed an issue where typing an “e” in the Spellbreak friends search bar would cause the game to tab out of the friends screen.
  • Party invite notifications now correctly appear on the shop screen.
  • Long names no longer get cut off in notifications related to friend and party requests.
  • NPCs spawned in Battle Royale matches are no longer added to the remaining players counter.
  • Fixed issue where the player did not receive HUD notifications for accolades related to leveling up.
  • Teammate’s avatar no longer persists in the Play menu upon restarting the title after leaving a match.
  • Player’s card no longer persists on the Chapters Menu after leaving Chapter Rewards Screen with the player’s card displayed.
  • Fixed new players appearing in league Iron 3 instead of Bronze 10.
  • Fixed a bug where the prompt to exile bots in Battle Royale would display with the revive icon instead of the exile icon.
  • Pinging a brilstone now correctly shows the brilstone icon instead of a white square.
  • Fixed Burning Corsair and Underworld Titan vfx remaining visible while disrupted.
  • Ice trails created by ice lance now correctly extinguish toxic flames
  • Fixed players being brought to the news screen after selecting the Dominion game mode through the news screen.
  • Fixed party invite notifications occasionally not showing player names.
  • Fixed steam vfx occasionally appearing yellow when active in a captured zone.
  • Flame walls now correctly turn ice puddles into steam.
  • Fixed a soft lock caused by losing internet connection during server transitions.
  • Fixed default background color appearing for a moment when switching between the collections screen and mastery screen.
  • Sound effects on the login screen now correctly play.
  • Fixed belts sometimes giving full armor when picked up from exiled enemies in Battle Royale.

Spellbreak – Ver. ???

  • Release date: April 20th 2021 (North America, Europe) / April 21st 2021 (Japan)
  • Patch notes:
  • Matchmaking improvements
  • Countdown starts as soon as players finish loading in
  • Reduced whirlwind AOE damage
  • Fixed ignition damage issue
  • Reduced max damage of Wind Shear
  • Changes to Vowguard behavior

Spellbreak – Ver. ??? (Chapter 2)

  • Release date: April 8th 2021 (North America, Europe) / April 9th 2021 (Japan)
  • Patch notes:
Chapter 2
  • A brand new chapter begins! Players will learn more about the cause of the Fracture while having to ward off an incursion by the sinister Vowguard.
  • 12 weeks of new Story and Honor quests will introduce the player to new NPCs.
  • A few new gameplay affecting objects have been sprinkled around the map…
  • Players can now reroll 1 daily quest every day.
    • We heard your feedback here!
Battle Royale
  • The final circle location is no longer completely random in Battle Royale. It now chooses (randomly) from a selection of hand-placed end locations.
    • This is similar to how Clash worked and should ensure the final circles are much more interesting!
Resurrection
  • Players will now have an option to resurrect their fallen teammates when crossing into the next circle in Battle Royale.
    • To resurrect a teammate, a player will have to enter a new safe zone AFTER their teammate has been exiled and hold Use key for 12s.
    • This does not include teammates who have been downed but not exiled.
    • Players respawn with their common class gauntlet but no other inventory.
    • Players retain their talent levels after respawn.
    • Folks have been asking for a way to get back in the game after being exiled early on. Don’t give up, Breaker, there’s hope for a comeback yet!
Gameplay and Balance (Battle Royale)
  • Increased time to exile a player to 6.5s (from 5.0s).
    • We wanted it to be slightly harder to sneakily exile someone so it’s now more of a commitment.
  • Downed “orb” timer reduced to 60s (from 90s).
    • On the flip side, playing hide and seek as/with an orb could potentially take a long time. Now, with resurrection, it’s easier to bring back fallen teammates and we wanted to lower this amount so we didn’t double dip.
  • The storm now deals increased damage early on before reaching its current damage values.
    • First circle does 2 damage per tick (up from 1), then 4 per tick (up from 2) until next closure, then 8, then 16, 20, 32
    • Early circles were almost entirely ignorable.
Gameplay and Balance (All Modes)
  • Overall gravity has been reduced by 25%.
    • This does not affect Shockwave, Springstep, Featherfall, or Bedrock fall speed.
    • This makes going airborne more of a commitment and puts the player more at risk for being shot down. After seeing how the change to wind jumping worked, we felt comfortable extending this wider.
  • Wind Surge no longer has a 35% gravity reduction.
  • Increased cast speed for ALL spells/sorceries other than Lightning Bolt and Wind Shear by 18%.
    • With the removal of Fervor, we took the opportunity to revisit cast speeds across the board (including sorceries!) to make things much more snappy at a base level.
  • Sped up drop recovery animation duration (when falling from a portal/respawn) to 1.0s (from 1.34s).
    • Made it slightly more responsive to account for the increased amount of falling that’s going on these days in Dominion and resurrection.
  • Fix issue where projectiles would occasionally fire in a random direction.
Runes

These changes are largely to decrease the ability for players to reset / escape fights entirely with runes.

  • Increased Featherfall cooldown by 2s across rarities.
  • Decreased Chronomaster cooldown by 4s across rarities.
  • Increased Teleport windup to 1.0s (from 0.6s)
  • Reduced Teleport cooldown by 2s across rarities.
  • Reduced Flight rune duration to 3.5s (from 5.0s).
  • Increased vertical flight speed of Flight rune to 60% of full speed (from 50%).
  • Reduced invisibility duration of Shadowstep to 1s (from 2s).
  • Springstep no longer maintains speed through levitation.
  • Increased horizontal speed/distance of Springstep.
Potions
  • Reduced Knowledge Potion drop rate.
  • Knowledge Potion now takes 3s to consume (prev 1s)
    • They were fun while they lasted, but it’s time to dial them back.
  • Safeguard Potion now takes 4s to consume (prev 5s)
  • Large Safeguard Potion now takes 6s to consume (prev 8s)
    • Safeguards took a little too long to drink for the amount they healed, so we’ve sped them up by 20%.
Talents
  • For this release, our goal with talents was two-fold:

    • We want to increase the number of viable builds.
    • We want to shake things up.
  • To that end, we’ve made the following changes:

    • Talents now cost between 1 and 4 points (up from 3).
    • Players now have 7 total points to spend (up from 6).
    • There are now 7 talents per category (up from 6).
Body Talents
  • Tough
    • Cost: 1
    • Max Armor: +10/12/15/25
  • Dexterity
    • Cost: 2 (from 1)
    • Run Speed +3
    • Levitation Mana Cost: -15/18/20/30%
    • No longer gives Jump Height
  • Wellspring
    • Cost: 2
    • Mana Recharge Rate: +25%
    • On 0 Mana: Spell Damage +10/12/15/20% (6s)
  • Vigor
    • Cost: 3
    • Max Health: +25/30/35/50
    • Moved from Mind to Body
  • Fellowship
    • Cost: 3
    • Any healing affects nearby teammates at 25/50/75/100% efficiency
  • Ambidextrous
    • Cost: 4 (from 3)
    • Gain Level 1 Skill of Offhand Gauntlet’s Class
    • Offhand Spell Mana Cost: -10/15/20/35% (from -5/10/15/25%)
    • Moved from Spirit to Body
  • Athletic
    • Cost: 4
    • On reading Body Scroll: +1 Character Level
Spirit Talents
  • Mystical
    • Cost: 1
    • Max Mana: +10/12/15/25
  • Thirsty
    • Cost: 2
    • Potion and Shard Consume Speed: +25/35/50/75% (from 35/50/65/90)
    • No longer has AoE effect
  • Vampiric
    • Cost: 2
    • Heal for 20/25/30/40% of health damage done
  • Inspired
    • Cost: 3
    • Spell Damage: +10/12/15/20% while you have a Rune charge
  • Fortitude
    • Cost: 3 (from 2)
    • Create a barrier that absorbs one source of damage before reforming
    • Cooldown: 60/50/30/20s (from 60/50/45/30s)
    • Moved from Body
  • Foresight
    • Cost: 4 (from 3)
    • See Future Storms and Mana Vaults
    • See Enemies on the Minimap every 10/8/5/3s (from 10/9/8/5)
    • Moved from Body
  • Gilded
    • Cost: 4
    • On reading Spirit Scroll: Upgrade all equipped items by 1 Rarity
Mind Talents
  • Intelligent
    • Cost: 1
    • Rune Cooldown: -5/10/15/25%
  • Spellslinger
    • Cost: 2 (from 1)
    • Store extra Gauntlets and Runes in your Inventory
    • Sorcery Cooldowns: -10/12/15/20% (from -5/8/10/15)
  • Curious
    • Cost: 2
    • Chance to find an extra Scroll: +12/25/35/50%
    • Scroll Reading Speed: +100%
  • Tracking
    • Cost: 3 (from 2)
    • On Damage Target: Outline target for you and your squad (3/5/7/10s) (from 3/3.5/4/6)
  • Hardened
    • Cost: 3
    • Immune to Ignition and Corrosion
    • Freeze and Shock Duration on you: -35/50/75/90%
  • Rebirth
    • Cost: 4 (from 3)
    • On Disruption (once): Resurrect with 20/30/40/50 Health (from 10/25/35/50)
    • Immune for 4s after Resurrection
    • Run Speed: +25% while immune
    • Moved from Spirit
  • Runic Fluency

    • Cost: 4 (from 2)
    • Max Rune Charge: +1
    • Rune Cooldown: -5/7/10/15%
  • The following talents have been removed for the time being:

    • Escapist
    • Fervor
    • Finders Keepers
    • Focused Mana
    • Harmony
    • Recklessness
    • Recovery
    • Scavenging
  • Projectiles fired after switching gauntlets with Spellslinger no longer fire off in the opposite direction.

For more information about the Chapter 2 talents, including some frequently asked questions, check out this post.

Classes and Gauntlets
  • Spell damages (other than Ice Lance) are being changed across the board to make more rare gauntlets more powerful than they were previously. Details below in the relevant sections.
  • Mana costs are now consistent across rarities. Generally speaking, mana cost is now equivalent to the old rare gauntlet. Details below in the relevant sections.
    • Adjusting your muscle memory to lowering mana costs while upgrading your amulet felt awkward at best. Standardizing them across rarities lets players strategize around their mana bar in a more straight-forward way and makes increases to max mana feel more impactful.
  • Sorcery cooldowns are lowered at higher rarities. Details below in the relevant sections.
    • On the other hand, sorceries NOT improving as rarity increased was always a headscratcher. Why doesn’t it get better over time? Now it does!
Conduit / Lightning Gauntlet
  • Lightning Bolt’s damage is now 7/8/9/10/11 (from 7/8/9/9/10).
  • Lightning Bolt’s mana cost is now 9 (from 9/9/9/8/8).
  • Lightning Strike’s cooldown is now 18/16/15/14/13 (from 15).
  • Lightning Strike now does 25 damage on hit (up from 20).
Frostborn / Frost Gauntlet
  • Ice Lance’s mana cost is now 24-48 depending on charge duration (from 30-60/27-54/24-48/21-42/20-40).
  • Flash Freeze’s cooldown is now 18/16/15/14/13 (from 15s).
  • Frozen Alacrity now grants “Ice Lance: Leaves Ice Trails / 150% faster acceleration on Ice Trails / Immune to Slow/Frozen”.
    • Frostborn has long struggled with getting frozen while on their own ice trails. No longer!
  • Icicle no longer grants “Ice Lance: Hover in mid-air while aiming (5s).”
  • Ice Lance now hovers across all classes while being charged.
    • This behavior being tied to a class felt very inconsistent and made it more difficult to swap between them in a way that didn’t happen with other class abilities. It also highlights the risk / reward of the sniping playstyle.
  • Ice Lance projectiles are no longer blocked by Toxic Spray or other Ice Lance projectiles
  • Fixed Ice Lance occasionally looking like it’s being fired from behind the player firing it.
  • Various fixes for rubber-banding caused by ice skating.
Pyromancers / Flame Gauntlet
  • Fireball’s damage is now 25/30/34/38/42 (from 25/30/34/36/38).
  • Fireball’s mana cost is now 17 (from 20/18/17/16/15).
  • Flamewall’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from lingering flames and flaming tornadoes increased to 18 damage/sec, ticking every 0.33s (Up from 12 damage/sec, ticking every 0.5s).
    • Ground flames were more of an annoyance than a threat. This makes standing in fire bad, like it should be.
Stoneshaper / Stone Gauntlet
  • Shockwave’s damage is now 30/39/42/45/50 (from 30/39/42/44/45).
  • Shockwave’s mana cost is now 21 (from 25/23/21/20/19).
  • Boulderfall’s cooldown is now 14/13/12/11/10 (from 10).
  • Boulderfall now does 30-50 max damage based on distance traveled.
  • Boulderfall windup animation takes 65% longer now.
    • Bouldering someone up close was an incredibly powerful burst and nearly instant. We’ve increased the minimum damage that a boulder can do while also making it slower to cast.
  • Stoneskin skill now grants Max Armor: +20 and On Cast Shockwave: +3 Armor.
    • The armor cap for Stoneskin wasn’t especially intuitive, so it’s been removed, but to keep it from getting out of control, the amount of armor gained has been greatly lowered.
  • Boulderfall now displays its trajectory indicator until the projectile is fired, rather than disappearing immediately when the button is released.

This is so that the trajectory indicator actually shows where the boulder will land, since it’s possible to continue to aim after releasing the cast.

Tempest / Wind Gauntlet
  • Wind Shear’s damage is now 7/9/10/12/13 (from 7/9/10/11/12).

  • Wind Shear’s mana cost is now 9 (from 9/9/9/8/8).
  • Tornado’s cooldown is now 18/16/15/14/13 (from 15).
  • Increased cast speed for Wind Shear by 15%.
    • Again, keeping in line with the cast speed improvements, but just slightly less than everything else.
  • Squall no longer grants its bonuses while in the air, but rather is now triggered based on Updraft or Wind Surge. It now reads: “”On Updraft or Wind Surge: Spell Damage: +20% / On Updraft or Wind Surge: Incoming Damage Reduction: +10%”
    • We sort of knew this was an experimental change when we made it originally. With the decreased gravity, it’s exacerbated further, so we’ve dialed it back to be a triggered ability.
Toxicologist / Toxic Gauntlet
  • Toxic Spray’s damage is now 30/36/41/46/51 (from 30/36/41/43/46).
  • Toxic Spray’s mana cost is now 17 (from 20/18/17/16/15).
  • Toxic Cloud’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from “toxified” clouds/puddles/tornadoes has been increased to 18 damage/sec, ticking every 0.33s (previously 12 damage/sec, ticking 0.5s).
  • Ignited clouds now do up to 3 ticks of 16 damage every 0.33s (previously up to 2 ticks of 20 damage every 0.5s).
    • We wanted the elemental interaction to have its bite back. It’s hard to pull off and needs to be rewarded as such. Good players would get hit for only 20, now they get hit for 16-32. Bad players got hit for 40, they now get hit for 32-48.
  • Fixed toxic puddles causing massive damage if someone rapidly moved in and out of them.
    • This is a bug fix, but wanted to call it out up here since it could result in some heavy damage.
Matchmaking
  • Matchmaking work continues with this release, both to support Dominion and Leagues, but in general to hopefully make better matches, more quickly. Like always, we’ll be iterating on this once it’s live and we can see how matches are being formed and how players are performing.
  • Matchmaking is now much more flexible, balancing player skill, latency, and party composition to find the best possible matches in a reasonable timeframe.
  • Mage rank is no longer used in matchmaking, instead favoring other metrics, such as Leagues and other criteria.
  • Players now wait for their match to fill in the play screen instead of a pre-match lobby.
Store and Cosmetics
  • A new type of outfit has been added: Ascending Outfits. When acquired, they come with a quest that unlocks additional tiers of the outfit. With each tier comes an additional quest to complete.
  • Players who currently own any of the following outfits will now be able to upgrade them with the associated quest: Ascending Virtue, Blightbringer, Chilling Glare, Flinty Scrapper, Smoldering Warrior, and Spark Driver.
  • The Chapter 2 pass, Trickster pack, and Priestess Pack are all now available in the store.
  • Many emotes have had unique sound effects added to them.
  • Bundles of emotes will be going on sale.
  • Some outfits now have different idle animations on the play screen.
UI
  • Players now default to their last played class on the class selection screen.
    • YESSSSS
  • Added a news screen that shows relevant info, new features, or other updates.
  • Play screen got rearranged to better show party composition and active quests.
  • Quest dialog screen has been cleaned up.
  • Current Chapter level now displays on the play screen.
  • Players now get an alert when a friend request is accepted or received or when a party invite is received.
  • New celebratory animation when a player levels up in a chapter.
  • New celebratory animation when a player ranks up a class.
  • Players can now skip animations that trigger when players purchase or unlock a cosmetic.
  • Gamemode descriptions now only show on hover.
Map
  • Banehelm has been completely reworked.
  • Added a number of POIs:
    • Boathouse
    • Gazebo near Ruby Grove
    • Bridge near Halcyon
    • Fever Break
    • Hymnwood Amphitheater
    • Westmar
Nintendo Switch
  • Added option for Gyroscope Smoothing under gameplay settings to control jitteriness versus responsiveness tradeoff.
  • Fixed camera snapping up or down while bringing up menus when Gyro is enabled.
  • Fixed a variety of gyro issues that would cause the camera to abruptly snap.
Optimizations and Performance
  • Optimized a number of VFX.
  • Optimized puddle rendering.
  • Optimized level streaming.
  • Optimized full screen VFX (damage overlays, etc).
  • Reduce animation CPU usage for distant characters.
  • CPU optimization for fired projectiles as well as other common situations.
Bugs
  • Fix characters occasionally showing up as just gauntlets in-match.
  • Players who use a spellstorm rift are now able to interact with downed teammates.
  • Those of you with hundreds of friends no longer lag hard while loading the friends list.
  • Fixed up some inconsistent terminology referring to “level” instead of “mage rank”.
  • Fixed a crash that occurred if a player attempted to join another player who had blocked them while in the mastery menu.
  • Cleaned up a number of places in the map where the Teleportation rune could be used to get into otherwise inaccessible areas. The player would often end up stuck there!
    • Stop trying to hide!
  • Cleaned up a number of areas around the map that would report as invalid destinations when they should have been valid for the Teleportation rune.
  • Fixed a bug that caused the “Risky Landing” quest to not progress.
  • Fixed a bunch of places where players could fall into the Fracture safely.
  • Bots are now aware of players attacking them at extreme distances.
  • Red notification jewel is now properly dismissed after blocking/reporting a friend request.
  • Emote wheel is no longer accessible while a player is in the “hamburger” menu.
  • Fixed a bug that caused the in-game HUD to persist on the end of match screen if the player was in the options menu while transitioning out of the game.
  • Quests that need to be completed in a single match no longer display partial progress.
    • This was confusing UI, but represents no functional changes.
  • Fixed a number of instances where UI buttons would still activate if a player pressed down the button but dragged the cursor off of it before releasing the click.
  • Fixed navigation highlights in menus where they would move to a different menu that is not being focused on for the player.
  • Character model will no longer disappear during class selection.
  • Using the Firefly ability no longer progresses the “Rune User” quest.
  • Character models no longer occasionally freeze when they’re at the edge of the screen.
  • A number of floating chests have had gravity applied to them and have resumed their proper place on the ground.
  • Cleaned up numerous areas where grass and other foliage was clipping through floors or steps.
  • Fixed a number of issues with z-fighting and LOD pop-ing around the map.
  • Corrected bad mouse scaling for 4k displays.
  • Game mode now correctly updates when a player joins a party while in the tutorial game mode. Previously it would be stuck on tutorial mode.

Spellbreak – Ver. 2.1

  • Release date: February 8th 2021 (North America, Europe) / February 9th 2021 (Japan)
  • Patch notes:
Store
  • The Bewitching Glimmer Starter Pack has been removed.
  • Added Beguiling Rogue Starter pack.
    • We’ll generally be rotating Starter Packs over the course of multiple releases. We’ll keep you updated as they’re coming and going though so you don’t miss out.
  • Added a whole bunch of new stuff that you’ll see over the coming weeks, including some festive items for the upcoming holidays.
  • When previewing a bundle, all included items will be shown equipped at the same time.
  • New UI transition to show which items in the store the player already owns.
  • Added a sweet “cutscene” to show off a purchased item instead of the “1 reward(s) added to inventory” popup.
  • Added ability to zoom in on cosmetics in the store.
  • Added item frames in the store to show item rarity.
Art, animation, and sound
  • Players can now emote on the Play screen.
    • Dance off while waiting for your teammate to hurry back with a drink.
  • Added audio effects to a number of emotes.
  • Can now toggle sound on/off when Spellbreak is in the background.
UI
  • Chapter UI now more readily shows your next chapter unlock.
  • Chapter level progress is now displayed on the map screen.
  • When a player makes progress on a quest in match, a notification now pops up to let them know.
  • Hovering over an item in collections will now give a preview of that item.
  • Added the ability to “track” a quest, which makes them show up on the in-match quest UI.
  • Gamemode will now automatically adjust to accommodate party sizes.
Mastery Overhaul

We’re reworking a few major things here to prepare for some future features.

  • The XP required to level classes to 20 is now significantly lower than it was previously.
    • Existing earned XP will transfer over to the new curve which means players may find themselves at a higher level than they were pre-patch.
    • Eventually, the current class mastery system and rewards will be retired so we wanted to give you a heads up that if the higher level rewards are appealing to you, you should focus on getting them now. It’s still a ways off and we’ll give you plenty of notice, but even with the lowered XP curve, grinding all 6 classes to 20 is still quite the undertaking.
  • XP is no longer generated by damage done and time survived. Instead, XP is awarded in discrete amounts from achieving accolades in match.
    • We’ve added a large number of new accolades. It’s possible to earn a lot more XP in a given match, especially if you have a ‘good game’ where you pick up a bunch of accolades. It’s important for us to test this system out as it’s going to be built upon for some other features in the future. More info on that soon!
  • New UI shows by class type.
  • Gold granted by mastery levels is now shown in the reward’s title.
  • Mastery screen has custom backplates that correspond to the selected class type.
World
  • Elemental shrines have appeared across the map and will always spawn their matching gauntlet…
    • I wonder why!
  • Added POI in Shadowgrace valley.

Balance/Gameplay Changes:

  • Added VFX to show when a player is restoring health or armor.
    • This lets you see other players healing so you can do something about it.
  • Vital Stone now (again) gives a 25% movement speed boost while invulnerable.
    • Vital Stone’s use has fallen off over the past few months, partially due to an evolving meta, but also because people would pop it and then not be able to get away making it pretty lackluster. We’re reintroducing the movement speed boost, so when you’re invuln, it’s time to run!
  • Reduced Flight Rune speed when traveling upward.
    • Going (straight) up with Flight is becoming too common, even in the early/mid stages of the matches. Instead of preventing it entirely, we’ve slowed the rate of ascent (not lateral movement) to keep things from going too sky high.
  • Increased height of line-of-sight check for Teleport rune destination, making “Invalid Target” failures less frequent.
    • This make TP much smoother to use, especially when it made no sense why it was calling the target invalid.
  • Toxic puddles that have been lit on fire can now be extinguished by Ice Lance or Flash Freeze.
    • Just minor consistency here!
  • The radius of Lightning Storm has been reduced slightly to better match visuals (600cm → 575cm).
    • You know all those times where you swear you shouldn’t have been hit? Those should hopefully be less!
  • Fix unintentional height nerf of Updraft. It now lifts characters the same amount as it did in the Prologue.
    • Yay!
  • Fixed Ice Lance and Lightning Bolts sometimes tunneling through flames or Flash Freeze instead of getting blocked.
  • Fixed some occasional rubber-banding when skating on ice trails.
  • Fixed inconsistent deceleration when no movement input is provided while mid-air after skating on ice trails.
  • Fixed bug where making a poison cloud explode with fire would continue to block projectiles for a couple seconds after the flame has dissipated.
Nintendo Switch
  • Added separate horizontal and vertical gyroscope sensitivity.
  • Adjusted smoothing of gyroscope input for improved responsiveness.
  • Fixed a bug where gyroscope aiming would sometimes cause large snaps in camera rotation.
  • FIXED THE WHITE SCREEN CRASH
    • Finally. Hopefully..
Bugs
  • Previously, purchasing a Chapter Pass with gold that would level your class or mage rank, the purchase could fail. This has been resolved.
  • Fixed a bug where players would sometimes rubber-band for up to 5 seconds, especially when first entering a match.
  • Edited level of detail properties on characters to lower the amount of perceived rubber banding on players who are far away.
  • Fixed the ‘Buy Chapter Pass’ option briefly appearing after entering Quests menu when the player already has the Chapter Pass.
  • Fixed a bug causing the Hinterland outfit to not stay equipped.
  • Stormseeker Slipstream Cloudburst VFX no longer lingers after landing.
  • Stalwart outfit is no longer completely black when facing a light source or standing in shadows.
  • Dusken Wake afterglow no longer appears stretched in the collections screen.
  • Fixed a bug causing the Mage Rank icon to appear black on the Match Experience screen when the starter outfit is equipped.
  • Re-added stone particles to Stone’s Plummet cloudburst after being erroneously removed.
  • The player card is now displayed properly upon returning to Main Menu from Solo BR, Practice, or Tutorial.
  • Denying an item ping after accepting it now correctly makes the ping disappear quickly.
  • Spellbreak no longer crashes when switching between the tabs on the Main Menu after the quests roll over from the previous week.
  • Resolved a bug causing rare amulets from exiled enemies to count towards the progress of the ’Epic Collector’ Honor quest.
  • Corrected the “Top Fifteen” quest never completing but continuously providing rewards.
  • “Top Fifteen” Daily Quest has been fixed to be “Top Ten” (it would also only give rewards if you were in the top 10).
  • Progress now correctly updates for the ‘Eye of the Storm’ quest on entering the 4th and later safe zones in a match
  • The completion of the first step in the Tutorial is now correctly tracked in the progression of the “Initiation” tutorial quest.
  • Fixed quest completion notifications on the after match summary screen that were showing the Gold icon as a reward instead of an XP icon.
  • Picking up an item while using the Spellslinger talent now correctly progresses the ‘Collect X item’ quests.
  • Honor quests UIs no longer change their sizes while scrolling through them.
  • Text in Quest widget on Play Tab no longer overlaps with Rewards icons.
  • Fixed a number of instances of gaps in terrain that let players teleport to unintended areas.
  • Fixed instances of LOD popping around Timberrend.
  • Fixed a number of instances around the map where chests were floating.
  • Fixed many instances of assets clipping into one another all around the map.
  • Spamming the “buy” button to purchase a cosmetic item no longer results in a purchase redemption error.
  • Rapidly changing tabs on the main menu no longer creates unintended additional highlights.
  • Fixed a number of mismatched textures on structures.
  • Fixed a bug that caused players to see their own status as “In Match” while in a party on the main menu.
  • Loading screen art now correctly scales to resolution in windowed mode.
  • Fixed a bug causing the potion consume UI to remain on the screen if a player dies while consuming one.
  • Fixed a bug causing SFX in the quest tab to layer over one another and play extremely loud.
  • Fixed delayed audio on some emotes.
  • Fixed an issue causing ambient sounds to not play in the main menu.

Spellbreak – Ver. 1.2

  • Release date: October 22nd 2020 (North America, Europe, Japan)
  • Patch notes:
Clash
  • Our first new game mode is here! Clash is a 9v9 team deathmatch mode where two teams race to exile enough of their opponents to reach a predetermined score. First one to make it, wins!
  • Clash is low on stress, but high on fun! It immediately thrusts people into combat and keeps them there for the duration. Great for learning new classes, blowing off steam, practicing, or just having good time!
  • Each side is made up of up to 3 squads of 3 players each.
  • Every time a player is exiled, the exiling team scores a point.
  • Players roam the map, gathering gear, and leveling their skills, just like in Battle Royale.
  • The circle will lead players to designer-placed areas that ensure good gameplay for both teams.
  • Upon being exiled, you keep all of your gear and levels but also drop a copy of your equipment that can be looted by other players.
  • After being exiled, you’ll respawn near your team, high above the battlefield, with full health, armor, and 2 armor shards.
  • Of note: Spellbreak’s game modes are not set in stone. We’ll be experimenting and rotating the available modes over time. We want Spellbreak to grow and change and not be the same thing forever.
  • Per the above, with the introduction of Clash, we’ll be disabling Duos.
Prologue Chapter
  • This release marks the introduction of the Chapter system in Spellbreak! This is the first take and we’re going to be listening to your feedback and evolving it further as we go forward.
  • Earn reputation by completing missions for Avira Emberdane and unlock 25 levels of rewards, including exclusive:
    • Outfits, including an Epic one!
    • Cloudbursts and Afterglows
    • Titles and Cards
    • Gold!
  • Come back every week for new quests or level your reputation up by playing and earning XP as normal.
  • As a celebration of the Prologue, we’re making it FREE for everyone!
  • Check out your progress in the Quests and Chapters tabs and see the story as it evolves over time.

For more about the Chapter system, take a look at this post.

Hollowed Eve
  • It’s time to get spooky with a bunch of new cosmetics arriving in the shop!
  • We’ve also added bundles so you can buy a set of items at the same time for a discounted price.
Matchmaking
  • We’ve made a change to how lobbies are filled to allow them to better populate with players.
  • Now, as more players join, the match countdown timer increases up to a certain point (though it’s still capped at a few minutes) so that as long as new players are coming in, they’ll be placed in an existing lobby instead of closing down the lobby and spawning a second one. Basically, we’re trying to fill one game completely instead of making two half full games.
Gameplay
Bug fixes that deserve a callout
  • Fixed an issue with the Lighting Strikes sorcery not striking players in the outside edge of the sorcery.
  • Immediately jumping upon stepping in a puddle no longer prevents damage from correctly being applied.
  • Fixed a bug where shadow-stepping into a toxic cloud caused the dash component of Vanishing Mists to not trigger.
Talents
New Talents

In this release, we’re adding three brand new talents. They’re unlocked for all players from day 1, so get in there and try them out, make new builds, and let us know what you think!

Vigor

  • Mind
  • Cost: 3
  • Description:
    • Max Health: +25/30/35/50

Foresight

  • Body
  • Cost: 3
  • Description:
    • See Future Storms and Mana Vaults
    • See Enemies on the Minimap every 10/9/8/5s

Ambidextrous

  • Spirit
  • Cost: 3
  • Description:
    • Gain Level 1 Skill of Offhand Gauntlet’s Class
    • Offhand Spell Mana Cost: -5/10/15/25%

For more about talents, please see here.

Talent Changes
  • Vital stone’s immune effect now correctly protects against being pulled by a tornado.

  • Finders Keepers

    • Cost is now 1 (down from 2).
    • Its description now reads: “Chance to find Potions from Chests: +25% / Chance to find Scrolls from Chests: +50/75/100/150%”
    • Note: This description is slightly inaccurate. It increases the chance to find potions AND shards.
    • Finders Keepers* has struggled to find a place outside of very specific cases and we’ve wanted to buff it for a while now. With the changes to consumables, it seemed like a good time to expand its scope!
  • Fortitude

    • Cost is now 2 (down from 3).
    • Fortitude’s been overshadowed by other Body talents and we want to make it more appealing by lowering its cost.
  • Scavenging

    • Cost is now 2 (up from 1).
    • Scav was always a great deal… Too great of a deal in fact, especially with the introduction of some of the new talents.
  • Fervor

    • Cost is now 3 (up from 2).
    • Long the most dominant pick of any talent category, Fervor was too often a no-brainer for what it gave. This also indirectly lowers the power of some classes/skills as well.
  • Escapist

    • Now reads: “Run Speed +3 / On Damage Taken: Run Speed +1/2/3/5 (5s)”
    • We’ve added a hefty chunk of base movement speed to Escapist and it’s always on. Escapist is now for escaping, engaging, and just running around!
  • Thirsty

    • Now reads: “Consume speed 35/50/65/90% faster / Consumables replenish nearby teammates health and armor for 50% efficacy”
    • With the changes to consumables and more plans on the way, we needed to slow Thirsty down a bit as well as make it explicit that it only affects healing and armor. If we wanted to commit to it sharing ALL consumable effects at 50%, we’d likely have to rework it fairly significantly in the process.
Consumables
  • After using a consumable, the player’s vitals bar shows how much they will heal over the duration of the consumable.
    • An oft requested feature. You’ll now be able to see just how much you’ll be healed as it’s happening!
New Small Health Potions and Small Armor Shards.
  • “After drinking for 2 seconds, heals you for 15 health over 5 seconds.” / “After consuming for 2 seconds, gives you 15 armor over 5 seconds.”
  • These are Common rarity.
  • They stack up to 6 in a hot bar slot.
  • They drop in stacks of 2.
  • These are for quick top ups in combat and since they stack to 6, you can carry around a bunch of them. Since they’re common and come in pairs, you’ll also find lots of them.
  • These can be used very effectively in combat to give a quick jolt to your vitals.

The current “small” versions that you’re used to have been renamed, given a new rarity, and had their values tweaked up a smidge for better rounding, but are otherwise unchanged.


Health Potions and Armor Shards
  • “After drinking for 3 seconds, heals you for 25 health over 10 seconds.” / “After consuming for 3 seconds, gives you 25 armor over 10 seconds.”
  • These are now Uncommon rarity.
  • They still stack up to 2.

We’re adding a new potion type called “Safeguard” that refills both health AND armor. These are primarily for out of combat regeneration but if you can find a longer window mid-fight, it’ll help you recover in a big way.

Safeguard Potion
  • “After drinking for 5 seconds, gives you 25 health and armor over 10 seconds.”
  • These are Epic rarity.
  • They take up a hot bar slot but cannot be stacked.
Large Safeguard Potion
  • “After drinking for 8 seconds, gives you 50 health and armor over 10 seconds.”
  • These are Legendary rarity.
  • They take up a hot bar slot but cannot be stacked.
Knowledge Potion
  • “After drinking for 1 second, gives you 2 bonus charges to your Rune and your Sorceries.”
  • These are Epic rarity.
  • They take up a hot bar slot but cannot be stacked.

For more about the new Consumables, check out this post.

Miscellaneous
  • The main menu bar has been slightly re-ordered.
  • All players now start with the title “Breaker” by default.
  • Emotes now loop in the store and collections menus.
  • Artifacts now freeze if the player is frozen.
  • Frozen boulder has improved vfx and material.
  • New sounds added for when players use consumables.

Switch

  • Switch now supports gyro controls.
  • Hopefully fixed the black screen issue for real this time.
    • We’re really sorry about this taking so long to fix!
  • Players with their system date set to before August 18 are now able to log in.
    • Just in case you need to be a time traveling island-hopper for some reason…

All Platforms

  • When servers are down for maintenance, the client now properly reports that instead of giving an authentication error.
  • When a player is exiled from a game and in a party with players still in the game, they are no longer incorrectly labeled as “in match” when they return to the lobby.
  • Fixed a bug causing the shop tab’s UI to become corrupted after idling on it for a long time.
  • If a player fails to enter correct account information, they’ll now be taken back to the login screen.
  • The “Bored” emote now has the correct icon.
  • Parties will no longer be broken up due to network hiccups.
  • Fixed an issue causing users with controllers to be repeatedly prompted to press the confirm button through “Lost Password” flow even after confirming.
  • Users who exit out of the current match and ready up are now able to unready while party members are in game.
  • Fixed a bug causing some users to randomly disband from a party after a match concludes.
  • Sound FX of a canceled sorcery will no longer play twice.
  • Fixed a rare bug that prevented voice chat from being enabled.
  • Players can now see the login queue countdown when logging into Spellbreak with high server load.
  • Adjusted Nature’s Bounty cloudburst color scheme to better match preview icon.
  • Fixed a bug causing unlocked Cards to appear squished when viewed from the rank up reward notification.
  • Exiled players no longer get interaction button hints.
    • As nice as it would be to drink that potion, it feels a little mean to taunt you.
  • Fixed a bug causing the cursor to lose focus when receiving a party invite on the party invites section of friends screen.
  • Sound FX for the menu and title screen, mana recharge, and mana depletion are now correctly affected by the sound effects volume slider.
  • Improved tracking on emote wheel when using a mouse.
  • Setting voice input volume to zero now correctly mutes teammates.
  • When one player leaves a party of two or more when all of their teammates are ready, the party no longer instantly joins a match.
  • Fixed a number of typos.
    • These were the source of deep shame!
  • Fixed a number of untranslated strings.
  • Fixed a bug causing the spectate camera to focus on the lobby map instead of another player when the spectate button is pressed immediately after being exiled.
  • Fixed an issue causing lag when getting exiled.
  • Fixed a bug causing the incorrect class icon to appear next to unlocked skill up on Mage Rank up.
  • And of course, fixed a whole bunch of miscellaneous crashes.

Spellbreak – Ver. 1.1

  • Release date: September 29th 2020 (North America) / September 30th 2020 (Europe, Japan)
  • Patch notes:
Gameplay
  • The Lighting Bolts spell’s recovery animation can now be interrupted by casting a sorcery.
  • Fix edge case where reviving or exiling someone could be canceled in order to get faster spell firing.
  • Fixed an issue that caused projectiles to sometimes not register damage even though they hit.
Aim Assist
  • Smoothed out difference in aim assist strength between different framerates.
    • This results in more consistent behavior for all players and eliminates advantages that came from very high framerate.
  • Fixed an exploit where aim assist could be much stronger than intended under certain combinations of distance to target and input sensitivity.
    • This meant it was possible for players under certain circumstances to make their spells incredibly easy to hit. This was mostly clearly seen with the Lightning Gauntlet on PC.
  • Adjusted aim assist values for various console platforms.
  • Aim assist now decreases over distance.
  • Default Look Deadzone setting on Switch is now 0%.
    • This is generally what you want, because deadzones are handled by the OS itself.
Miscellaneous
  • Enabled some extra anti-cheat mechanisms.
  • Game mode now automatically swaps to squad after completing the tutorial.
  • When a player accepts a party invitation while already in a match, they’ll get a UI notification and they can choose to immediately join the lobby.
Switch
  • Fixed cases where players would sometimes get stuck with a black screen during a match.
  • Addressed an issue where players couldn’t load into a lobby with enough time to properly select their drop portal.
  • Switch Pro and third-party controllers no longer send multiple inputs for a single button press.
  • Fixed a bug causing players to sometimes be unable to see disrupted player’s orbs.
All Platforms
  • Fixed a netcode issue that resulted in other characters appearing to stutter/jitter or otherwise not to update at full framerate.
    • Note this also caused “weird” aiming offsets that were reported where it felt like your aim was off. Due to this, your muscle memory with different spells may be affected!
  • Players should be able to interact with things after being interrupted while aiming a rune or sorcery.
  • Players should no longer get stuck indefinitely on the reconnect screen after internet connectivity had been lost and restored.
  • Fixed the infinite loading screen when entering invalid account credentials on login.
  • Fixed missing hit sound effect when your damage is buffed.
  • If the same Spellbreak account is used to log in to two machines at the same time, the most recent login will cause the early session to abort to prevent data corruption.
  • Controller vibration settings now correctly apply in game.
  • Fixed issues where item ping indicators would not draw/update correctly.
  • Added in translations for some previously untranslated text.
  • Fixed a bug that could cause quests to disappear from the main menu when restarting the game.
  • Corrected adjective/noun order indicating rarity for latin-based languages on the collection screen.
  • Fixed Mana Vault animations getting out of sync with sound and timer.
  • Fixed issue with Mana Vaults where its pieces would sometimes flicker as the player walked it.
  • Cleaned up some low-resolution textures that could sometimes appear.
  • Menu / UI sound effect volume is now properly controlled the associated volume slider.
  • Fixed a crash caused by repeatedly pressing the confirm button on the squad loading screen.
  • Fixed instances of shadow popping around the map.
  • Fixed a crash caused by viewing an item in the store while the rollover takes effect.
  • Ice Lance should no longer randomly generate a MASSIVE ice bow.
  • Fixed a bug causing 2 players with random outfits equipped to mirror one another’s outfits.
    • Spidermantwinsmeme.png
  • Fixed a crash caused by repeatedly exiling yourself in the tutorial.
    • Why do you keep hitting yourself?!
  • Fixed some chests not being visible on the player’s client.
  • And last but not least, a whole bunch of more rare crashes have been fixed.

Spellbreak – Ver. 1.0

  • Release date: September 3rd 2020 (North America, Europe, Japan)
  • Patch notes:
Database Wipe

In order for everyone to start on even footing, we’ve wiped game data from beta. If you’ve previously purchased a Founder’s Pack or received a promotional Outfit (Hollow, Treeline, Pioneer, etc), you’ll still have it in your Collection. Rewards earned from progression have been reset, however. This will be the last wipe we’ll be doing, so have fun ranking up and earning those juicy rewards!

Platforms
  • All new and returning players are required to create a Spellbreak account in order to play.
  • You can now play Spellbreak on Microsoft Xbox One and Nintendo Switch!
  • There’s now a Spellbreak account that you can link your Epic, Playstation, Switch, and Xbox to and it will share progression across ALL platforms!
  • Friends can be added via their Spellbreak account ID.
  • Trophies are now available on Playstation and Achievements on Xbox.
Game Mode and Servers
  • For release, we have the following server regions available:

    • US East
    • US West
    • EU
    • South America
    • Australia
    • Japan
  • Each server will feature Squads exclusively at launch with Solos and Duos returning at a later time.

Store
  • Spellbreak’s store is now live! Featuring a rotating set of items, you can now buy and spend gold to deck yourself out in the latest battlemage finery.
  • Players with Founder’s Packs will automatically receive all of their in-game rewards.
  • The Gold store also features a Starter Pack that you can purchase that comes with 600 Gold and a rare Bewitching Glimmer outfit.
Account Progression
  • Class Mastery now has 20 levels and you can earn a variety of cosmetics and gold for leveling up. As a part of this, the rewards have been restructured somewhat from previous patches.
  • Mage Rank now goes to 100 with a number of Badges as well as gold rewards all along the way.
Gameplay
  • We’ve temporarily turned off the Shadowstep and Chronomaster Runes.
    • This isn’t due to any balance concerns, so they’ll be back soon enough!
  • Increased the speed/distance of Springstep Rune by 100%, but increased its cooldown at all rarities by 0.5 seconds.
    • Springstep needed a little more … spring in its step. This makes it MUCH stronger, so we had to tone down its cooldown just a smidge.
  • Tempest’s Updraft now bounces 20% higher.
    • We wanted to make Tempest’s in-air capabilities easier to pull off. Note that this increase also applies to subsequent bounces on top of tornadoes as well.
  • Tempest’s Wind Surge’s horizontal impulse has been increased by 15%.
    • We heard you loud and clear on this one. Tempest’s horizontal abilities weren’t up to snuff and felt kind of kludgy to use. Now with more bounce to the ounce!
  • Electrifying a cloud or puddle no longer increases its duration.
    • Another bug, but it was possible to have things linger around for a long time if you kept “refreshing” them.
  • Lightning Strike should now properly target airborne foes.
  • Fixed Pyromancer’s Pyrolysis so that it now does a consistent amount of damage.
  • Fixed a number of sorcery targeting reticles to better match with the visual and gameplay effects.
  • Fixed a number of effects visual FX to better line up.
Matchmaking
  • We’re introduced some very broad matchmaking rules so that new players will play against other new players and have a smoother on-ramp to the Hollow Lands.
Art, Animation, and Sound
  • Gauntlet models have been standardized across rarities.
    • This is to give us room down the line to further differentiate gauntlet art.
  • All outfits should animate properly when doing an emote or triumph
  • Added animations for sliding down unwalkable surfaces.
  • Sound effects have been added to numerous menus and UIs.
  • Added sounds to the storm, including when it’s stationary, when it’s moving, when it’s nearby, and when the player is in it.
  • Tamped down the very aggressive “armor break” sound.
  • Players no longer hear ambient audio when tabbed out of the game.
Proletariat

How to download updates for Spellbreak for the Nintendo Switch?

To download the updates for Spellbreak, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.


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Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat. Also known as Maintenance Guy by some.