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  • 6 days ago
  • 4 min read

0.4.23 brings a big update to the event system and many QoL improvements.

Patch Notes

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19 May 2026


GAMEPLAY CHANGES (Highlights; more details below)

  • Major changes and updates to the Event system

  • New relics and items for Shield builds

  • QoL changes, including the option to toggle the rankup screen

  • Performance optimizations

  • Bug Fixes and Balance Updates


VISUAL AND AUDIO UPDATES

  • Rankup screen that's triggered on the Shop is now hideable

  • Added an animation to battle result screen

  • The hero panel now shows the 5th hero

  • Removed scrolling on initial hero selection bonus relic

  • Backup now has a visual indicator on bottom heroes

  • Visual improvements on tutorial visuals


BUG FIXES

  • Fixed characters sometimes freezing (usually Yuuna) after getting stunned

  • Fixed items that give you an extra class incorrectly affecting A and S rank up choices, those classes should only affect combat

  • Fixed missing data tracking during rank up choice

  • Fixed missing tooltips during relic rewards

  • Fixed post-battle team composition effects using older battle data instead of the last one

  • Fixed default reward text in run lost window

  • Fixed not updating ability icons and item slots during rank up animation

  • Fixed a bug where Rush Nexus was not triggering.





GAMEPLAY UPDATES

– Aleco, Lead Designer

Today’s patch brings the first batch of changes from Events 2.0, a major overhaul of RR’s old event system which unlocks the ability for us to do more with events and crossroads than ever before. We’re starting with some improvements to the first two crossroads of Act 1, but we have many more event-related improvements planned for future patches. We also have some brand new relics and items for Shield builds, as well as updates to a handful of existing Shield-focused relics. Finally, this patch includes a modest number of Hero balance changes, mainly targeting the weakest and strongest Heroes in both Endless and RSP modes.



Crossroads and Event Changes


  • The first crossroads of Act 1 has been updated to provide a much wider range of potential rewards.

    • Each reward from this event gives the player a relic unique to this event. Many of these relics reference specific fights during Act 1 in which their effect will trigger. To help players track their progress through each Act, you can now hover over each fight in the Act Map at the top of the screen to see their fight number.

  • The second crossroads of Act 1 is now guaranteed to be a new crossroads which gives the player a unique relic or item with a keyword (Poison, Stall, Generate, etc.).

    • This crossroads has replaced the old “Recruiter” regular event, which was guaranteed to occur during either the 3rd or 4th crossroads of Act 1.

  • The Act 1 Challenge Fight crossroads has been pushed back one spot and now occurs before Fight #4. It previously occurred before Fight #3.

  • The Act 2 regular crossroads which gives players unique Class-focused relics is now guaranteed to occur at the 3rd crossroads of Act 2 and has been slightly updated.

  • The final crossroads of Act 1, the first crossroads of Act 2, and the final crossroads of Act 2 are now guaranteed to be random crossroads from the same pool.

  • The “Shady Advance” crossroads has been temporarily removed from the random crossroads pool.



Enemy and Difficulty Changes


  • SS Difficulty: Slightly reduced the offensive stats of enemies during Act 1.

  • The Demon now has less offensive stats on all difficulties.



Shield-Focused Changes


For the past few patches, many of the top scores on the Endless mode leaderboard have been put up by Warrior-focused comps. These comps get the vast majority of their survivability from effects which give Warriors lasting Shields based on the damage deal. We are happy to see these comps performing well, but couldn’t help notice that Mystics, the Shield-based class, are often overlooked in these comps and very rarely appear as the focal point in top Endless comps.


Meanwhile in RSP mode, where each Hero death brings you one step closer to defeat, Mystics have proved to be far more essential. They are often the most reliable way to keep your Heroes alive while completing missions, and have been central to the longest RSP runs over the past two weeks. Since Shields have become so important for success in both modes, this batch of changes is intended to create a wider variety of Shield-based options for both Endless and RSP mode players.


  • Many relics which apply Shields to Heroes now apply lasting Shields. 

  • The effect of the Mystic Legendary Relic “Mystic Mana Ascension” has been moved onto a new epic relic called “Mystic’s Inundation”. Mystic Mana Ascension now has a new effect which provides lasting Shields.

  • There is a new epic relic, “Shield Converter”, which deals damage to enemies whenever a Hero is Shielded by a source other than itself.

  • There is a new epic item, “Shield Energizer”, which deals damage to all enemies whenever the holder applies Shields to another Hero.

  • The Warrior legendary relic, “Warrior Bloodshed Engine”, now applies lasting Shields equal to 20% of damage dealt (previously 25%).



Relic Changes


  • The quest requirement on Stall Vessel and Rush Vessel increased from 3 to 4.

  • Shard Power Extractor now deals 10% Max HP damage per trigger or 2500 damage, whichever is higher.



Hero Changes


  • Logan

    • ⬆️Execution (Signature Active Ability)

      • Threshold 1: 5000 -> 2500

      • Threshold 2: 25000 -> 20000

      • Threshold 3: 50000 -> 40000

    • ⬇️The Fit

      • Attack per Rush Trigger: 2 base + 2 per rank -> 0 base + 2 per rank

      • Crit per Rush Trigger: 1 base + 1 per rank -> 0 base + 1 per rank

  • Aria

    • ⬇️The Harmony

      • Shield applied: 100% of Magic -> 66% of Magic

  • Ming

    • ⬇️The Balanced

      • Max HP% Gain: 33% per rank -> 25% per rank

  • Ratna

    • ⬇️The Ostentatious

      • Magic % Gain on cast + backup: 50% -> 33%

  • Nyx

    • ⬇️The Spark

      • Burn per Attack: added Stall (5)

      • Frost per Attack: Stall (10) -> (15)

      • Poison per Attack: Stall (20) -> (25)

  • Funke

    • ⬇️The Stoked

      • Mana gained per Burn tick: 4 -> 2

  • Zuri

    • ⬇️The Blade Master

      • Base damage and healing per attack: 10->5

  • Sal

    • ⬇️The Infectious

      • Attack Speed gained per debuff inflicted: 1 base + 1 per rank -> 0 base + 1 per rank

  • Reyna

    • ⬇️The Champion

      • Rush 10 -> 7

  • Yuuna

    • ⬆️The Hired Killer

      • Initial Shards per Kill: 2->3

  • Pollen

    • ⬆️The Bloomer

      • Now makes Sanctuary of Bloom last 1 second longer.

  • Hoyoung

    • ⬆️Base Stats

      • Mana Lock Time: .75 -> .5

  • Rip

    • ⬆️The Glutton

      • HP per stack: 30->33

  • Dragomir

    • ⬆️The Stalker

      • Omnivamp Gain: 4 base + 2 per rank -> 4 base + 4 per rank



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