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Major by xTomCat

The Event Shop

Event shop and more!

Hello! This update was originally going to be much smaller, but I felt this was a system that needed a lot of fleshing out, so here we are.

Some quick stats:

  • 18 New items!
  • New currency and shop!
  • 4 Reworks to events!
  • 2 New pants res enchants!
  • 9 Reworks to existing res enchants!
  • Too many riftwalker changes to quantify here!
  • Better bread!
  • A lot of QOL!

Event Shop

Events have been in need of changes for some time. In particular, they haven’t felt nearly rewarding enough. With this addition, we hope to make events feel rewarding, which in turn will cause them to feel more alive. Talk to Esme in spawn to access the event shop! A sandbox minds member, WilleWalleWill, suggested that we design this feature, so big thanks to him!

Event Tokens

These can now be earned from events. They expire after the season ends, and can be spent on an assortment of permanent and rotating items in the new event shop! Event tokens are awarded based on position (e.g, coming first place awards more tokens than coming second place) and are the same for all events, apart from Team Destroy, which awards much more tokens than others. Here’s one of the items that is permanently available to buy!

Seasons and rotating items

This update introduces seasons. Each season lasts for one month, and corresponds to when the battlepass resets. We hope for seasons to be a good way for us to introduce balance changes regularly, to keep the meta of the game feeling fresh. Each season rotates the Rotating Item Shop. In this shop, only a certain amount of each available item can be bought, and available items reset in both availability and quantity each season. (For example, the Golden Goblet will not appear in this shop every season, and you can only buy one per season.) Additionally, this shop always contains one cosmetic box for purchase each season, and will sometimes contain exclusive cosmetics! We hope that seasons will be a good way for us to keep the game feeling fresh.

Loot Bags

With this update, we’re adding a new system: Loot Bags! They can be obtained either from placing in the top 3 of events, or can be purchased directly from the event shop. They come in 5 rarities: Common, Rare, Epic, Legendary, and Mythic. Each rarity provides significantly better loot as well as more rolls, but they are rarer and more expensive. We have taken care, however, to ensure that each tier feels as rewarding as possible. Here are the odds for obtaining them from events:

Team Destroy: 1st place - Legendary (Guaranteed), Mythic (5% Chance) 2nd place - Epic (Guaranteed), Legendary (5% Chance) 3rd place - Rare (Guaranteed)

Gamble, Blood Bath, 2x Rewards: 1st place - Epic (Guaranteed), Legendary (40% Chance), Mythic (2% Chance) 2nd place - Rare (Guaranteed), Epic (40% Chance), Legendary (2% Chance) 3rd place - Common (Guaranteed), Rare (40% Chance), Epic (2% Chance)

We hope that this addition helps make events more desirable! Higher tier loot bags contain new, very useful items. A lot of time has gone into making this system work well, so we’re excited to see what you all think of the new loot.

Event reworks/QOL

Event rewards aren’t the only problematic bits. We’ve changed the core gameplay of many events, and improved many features in relation to them to ensure they’re actually fun to play.

Team Destroy The entire event is revamped! You still win by earning the most points for your team, but the methods of obtaining them are different. Each team now has their own wither with its own health pool on their towers. Every 10 seconds, this wither generates 3 points for your team. To increase your point production, you must destroy other teams’ withers, preventing them from gaining passive point production and increasing how many points you earn every 10s. Watch out though, as if your wither is destroyed, your point production will also be paused! A team can revive their wither by spam clicking it to get their production back on track. Points can still be stolen by killing players, so be careful not to die!

Notes:

  • Event now lasts for 5 minutes.
  • Power-ups now spawn near mid periodically, and can give you a huge edge in combat.
  • Towers are positioned much closer to mid, for faster paced gameplay.
  • Towers take damage when being hit.
  • Towers require 20 hits to repair.
  • When nearby, towers will shoot wither skulls at players on the enemy team.
  • This is the event with the highest reward potential, and is the best way to earn mythic loot-bags in the game.

Gamble This event got some nice changes, too! We wanted to make it feel more competitive, so pvp aspects have been incorporated into the gameplay loop. The reward pool now gives event tokens, making the stakes much higher! We also added Giant Tickets, which are quick-time capture points, similar to meteor. These spawn periodically and, when captured, award +30 tickets!

Notes:

  • Event now lasts for 5 minutes.
  • Killing a player now steals half their tickets.
  • Giant tickets spawn regularly
  • Picking up a ticket now has a chance to be lucky or super lucky, multiplying how many tickets you earn!
  • Reward pot now awards event tokens, with the total increasing depending on how many tickets have been earned.

Fancy!

Blood Bath This event was in a decent spot already, but we made it even more chaotic. For the duration event, bots are multiplied by 2.5x instead of 2x! Additionally, it now awards event tokens instead of coins and renown.

Notes:

  • 2.5x Bot Count
  • Event now lasts for 5 minutes

2x Rewards You can now win 2x rewards! Weird, right? Coins that you earn are stored through the event, and winners are determined based off of how many coins they earn. Additionally, bonus rewards are earned if at least 2000000 coins are earned by everyone! We also made the event last for 5 minutes, so have fun with that.

Notes:

  • Event lasts for 5 minutes
  • You can now win depending on how many coins you grind during the event
  • Bonus for all if 2000000 coins are earned in total.

Auction This event was beyond saving. It has thus been demoted to a minor event!

Event Mastery

Winning events will now level up your event mastery! This is a way of rewarding the best event players out there, and it even comes with a cloak! (If you can afford it, of course.) Winning events goes towards your event mastery level, each level increasing the amount of event tokens you earn from events. You need… a lot of wins to max it out. Good luck!

New resurrector enchants and reworks!

Res enchants are interesting, but not cool enough right now. This update aims to fix that. We’ve added two new pants res enchants, and reworked almost every existing res enchant in the game! We hope you enjoy experimenting with whatever new metas this may cause

NEW: Shadowdance! (Pants) Gain a 4/8/12% chance to fully dodge an attack. When dodging, gain +20/30/40% Speed for 3 seconds!

NEW: Infernal Ritual! (Pants) Hold shift for 2s to charge Ritual for 3s/3.5s/4s. While ritual is active, gain +40%/50%/60% Speed, and leave a trail of fire behind you. Any enemy standing in fire takes 1.5/2/2.5 true damage/sec and has their healing reduced by 30%/40%/50% for 3s/4s/5s! 15 second cooldown. This is probably the most complicated enchant in the game. I’m looking forward to seeing how players use it!

REWORKED: Leap -> Arctic Assault! Right-clicking with a sword initiates a dash forward, freezing the ground beneath you. Frozen ground damages enemies by 1/2/3 hearts of true damage every second, and slows them drastically. 15 Second cooldown. Leap is a very unique enchant, and we wanted to keep its core gameplay, while adding an interesting mechanic to it. We think we’ve done it justice with this change, it’s extremely fun to use!

REWORKED: Reborn Kills heal you to full health and plant a heavenly flower for 15s. You and any guildmates within 10 blocks of the flower gain 5/7/10% Damage, 10/15/20% Speed, 10/15/20% Healing efficiency, and heal 0.5 hearts per second. Cooldown: 30s/25s/15s The flower can be broken by enemies! Previous reborn was just not it. It was useful in, like, two situations, and never anywhere else. This change aims to make it much more versatile and useful for both fighting and streaking.

REWORKED: Bruiser While blocking, reflect 0.4/0.5/0.6x of damage taken as true damage. Reduces damage taken while blocking (after reflection!) by 0.95x/0.9x/0.85x. This change aims to make bruiser a bit more useful, while not being entirely broken.

BUFFED: Phoenix After proccing, gain +10%/+15%/+20% damage until death, as well as 2/2.5/3 seconds of complete immunity. Also, made the animation about 100x cooler.

BUFFED: Hearts 0.5/1/2 Bonus hearts -> 1.5/2/3 Bonus Hearts!

BUFFED: Revengeance 5/15/25% damage -> 15%/20%/25% Damage, AND 0.75/1/1.25 hearts of True damage! Now resets when you kill them back. Added a cool slash particle effect when it activates. Revengeance is now… really, really overpowered. It might even be tuned down, or maybe not! Who knows.

NERFED: Attractive Tier 3: 7s Cooldown -> 8.5s Cooldown

NERFED: Generosity Price: $10,000 -> $20,000 Made the sound effect MUCH fruitier

Adaptive output Gave a cool particle effect + sound effect when it activates.

General Balancing:

  • Nerfed megastar: 2.5% -> 2% Bonus Damage every 5 levels.
  • That’s literally it.

Riftwalker Changes:

Riftwalker is the coolest streak, but it isn’t perfect. With these changes, we aim to bring riftwalker closer to its original design, and make it much more fun to play. Hopefully. It’s important to note that these changes probably make rift a lot harder, and due to this, we have buffed the loot pool to make it more rewarding. (also removed nightshards from it!)

  • Reworked how debuffs work:

    • At 5k kills, 2 debuffs activate at the same time, and at 10k kills, 3 debuffs activate.
    • Multiple of the same debuff can now activate at once.
  • Demon bots no longer deal knockback, and no longer pull you out of mid. However, they deal very true damage when attacking now.

  • Due to more debuffs activating overall, we’ve reduced the amount of rewards you gain from demons. Overall, though, as more will be spawning, you should gain approximately the same amount of rewards.

  • When you are outside of mid on chaos phase, you get teleported back inside.

  • The debuffs you roll are now shown in chat.

  • Falling into a void hole now teleports you high up, and reduces your healing for 3 seconds.

  • Celestial cascade nerfed: Now does 6 damage (9 if evolved) with an AOE per meteor of 3 (4 if evolved) With a meteor count of 3 (4 if evolved). Hopefully it breaks the server slightly less now!

  • Added title messages when stepping in a fire pit or void hole.

  • If you don’t get 100 energy in harmony, you gain no abilities during rift mode. This is an experimental change, but it makes energy much more important.

  • Frost nova now gives a LOT more energy!

  • Disabled twinclaws while chaos mode is active

  • Void holes no longer have a safe spot on the centre.

  • Evolved ability activations are now more obvious. They all now have their own name!

  • Rift charge is now kept if server instance restarts.

  • It is now more obvious that riftslayer crowns must be combined with the same tier We are open to feedback on these changes!

General QOL changes:

  • You can now mass-eat XP enfused bread! If bread is XP enfused, it can be left clicked to open a menu where you can instantly consume up to an entire stack. XP boost is now capped, exactly equivalent to 2 stacks of xp enfused bread, scaling upwards with your enfuser level.
  • Revamped the Mystic Well menu, it now feels much cleaner to use and provides helpful messages in relation to tokens, enchant limits, etc.
  • Added the ability to toggle promotion on/off!
  • Fish now have lore saying that they can be sold to the pawn stars.
  • Jewel swords are now actually called jewel swords.
  • Cold stone lore has been redesigned.
  • Lore on certain consumable items has been improved.
  • Added a sub-menu in the super egg GUI where you can read descriptions and stats of each super egg ability!
  • Redesigned the ingame store GUI
  • Meteoric charges no longer give yourself blindness.
  • Locked items can no longer be sold at the Pawn stars.
  • You can now see how much mining and fishing XP you need to the next level on the sidebar.

Bug Fixes:

  • HOPEFULLY fixed coin capsules giving coins. If this is still happening, make a ticket.
  • Demon bots can no longer insta-kill you for no reason.
  • Tryhard bots now start attacking you as soon as they spawn.
  • Fixed Celestial cascade not evolving.

What’s next?

This is my first update as a developer for sandbox, so a large portion of this update’s development cycle was me learning how sandbox’s systems worked, hence why it took some time to come out. In the future, I have big plans for additional content for sandbox, and while I can’t share specific details so soon, i can tell you that the areas I am looking to improve include:

  • Tryhard Bots
  • Skills
  • Midgame Progression
  • Expanding the endgame progression ceiling
  • Other, secret things.

As always, I always read the suggestions channel, so feel free to suggest anything in there.

Credits:

  • Myself: Design, some builds, Development
  • Harrison: Development
  • Willewallewill: Many suggestions in sandbox minds, including the initial event shop idea. He has been awarded the first ever Magnificent Painting item for this suggestion!
  • Foggiertiger535: Builds
  • Sandbox Minds: Testing and balancing

That’s it! We hope you enjoy the update!

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