Novità

Ogni aggiornamento del gioco, con le parole del suo What's New, dal più recente. Le note sono in inglese, la lingua del gioco.

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  1. 15.6 A new address

    Novità

    • Lunekin now lives at play.lunekin.com, next to its website at lunekin.com. The old address brings you here with your progress: your collection, your Tamer level, your runs and your settings are all where you left them.
  2. 15.5 The Encyclopedia

    Novità

    • The Encyclopedia is now a book. It drops onto the desk, opens, and its pages turn like paper: on the left the open book, many cards to a spread; on the right the card you pick, full size, with its lore.
    • Two ways to read your Lunekin: LINES, one card for each line, or ALL CARDS, every line with its four forms side by side.
    • Turn a page with the wheel, with the page number, with Page Up and Page Down, or take the page and drag it across the spine. Pick a chapter by its bookmark and the book leafs through to it.
    • The book now holds the whole Rite: trinkets, the elements, builds and roles, the trainers and the Apex, and every entry leads to the others.
    • Your codex now also counts the builds you have fielded, the roles that have fought, the trainers you have fought with and the Apex you have faced, from your next battle on. What you have not met yet waits as a silhouette, and the title page shows how much of the codex is yours.

    Correzioni

    • The intro film now plays its sound in Chrome, Firefox and Edge, not only in Safari.

    Interfaccia

    • The intro film has its own sound button and volume, and shows from the start how to skip it.
  3. 15.4 The crossroads

    Novità

    • A Lunekin from the crossroads now arrives ready to fight: already evolved to the star your team has reached, chosen from three that lean on your elements and on the builds you are building. Late in the climb, the three can be Legendary.
    • Copies from the crossroads: you now choose which of your lines receives them.
    • Trinkets from the crossroads: two of the three cards are picked for your team, by its elements, roles, builds and effects.
    • Some journeys find an egg at the last crossroads before the Apex. It is for your collection: it opens when the journey ends, into a card you are missing.

    Bilanciamento

    • The next-shop discount is gone from the crossroads: it was the gift that helped least. Its choices now give other gifts.

    Interfaccia

    • In battle, nothing pops up any more as the mouse crosses the field: click a Lunekin, a chip or a bar to read it, and click elsewhere or press Esc to close it. The card stays live while the fight runs, with the aim line of the Lunekin you opened.
    • Space pauses and resumes the battle, also while a first-time note holds the fight.
  4. 15.3 Lunekin

    Novità

    • Feralune is now Lunekin. The game has a new name, and so do its creatures: every feral is now a Lunekin: one Lunekin, ten Lunekin.
    • The game has a new home. The old address brings you there with your progress, so nothing else changes: your collection, your Tamer level, your runs and your settings are all where you left them.
  5. 15.2 Crafting

    Bilanciamento

    • Crafting a card with Dust now costs much less from Rare up, and the evolved forms of a line cost less too.
    • Every duplicate now gives a little more Dust. Your first packs feel the same; the last cards of your collection come far sooner.
  6. 15.1 Shadowburn

    Novità

    • Shadowburn is the first card set of Lunekin: every line and every painting released so far. Its eleven packs have a brand-new look, each with the rarest creature of its element on the cover.
    • The packs now live in the SHOP, on the title screen, and the Moonlit Pack is now the Shadowburn Booster. Every card now shows its set.
    • Choosing your starter is now a hand of cards: they are dealt face down, turn over one by one, and you pick the one you want to climb with.

    Interfaccia

    • While the game waits for the server, three Lunekin play in the corner instead of a message; a message appears only if the server really does not answer.
  7. 15.0 Extraordinary Signatures

    Novità

    • From Rare up, every signature is now a mechanic of its own: 64 lines got a new one at ★3, and no two of them work alike.
    • Lunekin that move: rescue a wounded ally by trading places, fall back to the other row, close ranks over a fallen neighbour, turn the whole team like a wheel, or call every ally onto one target.
    • Lunekin that bend time: turn an ally back to the HP it had moments ago, take back what a foe's last cast gave, repeat an old cast as an afterimage, delay damage, store casts and unleash them, or start Sudden Death early for the rival.
    • Lunekin that make copies: summon a young form, split in two on falling, reflect a foe onto your side, raise a decoy in front, or leave a shade that keeps casting.
    • Lunekin that trade: swap HP, statuses, cast bars, Shield or even what they cast with a foe; devour what a fallen foe had grown; siphon the healing meant for it.
    • Lunekin that change: take a foe's shape, harden into a shell, return as a young form instead of falling, chain two foes together, swear an oath that keeps an ally standing while it lives, or share one Shield among allies.
    • Lunekin that pay a price: borrow power now and repay it later, pay HP for a stronger cast, fall by choice to heal the team, turn a foe's healing into wounds, even out the team's HP, or stop a whole element from applying its effect.
    • The first time you meet each of these in battle, the battle explains it, and every card and hover prints the exact numbers.

    Bilanciamento

    • Common and Uncommon signatures got a small personal twist each, tied to the creature they belong to.
    • Every signature was measured again and tuned to add a similar share of strength at ★3.
  8. 14.0 Every Lunekin Has a Signature

    Novità

    • Every Lunekin earns a SIGNATURE at its apex: all 136 lines now have one, with its own name and an effect no other card has. Each star unlocks something: ★0 its line ability, ★1 a role, ★2 its growth, ★3 its signature. Below ★3 the card shows the signature dimmed, as a promise.
    • New interactions, used by the signatures: Mark (the foe takes more direct damage from every attacker for a few seconds), Empower (an ally's next cast is stronger), Shift (a Lunekin pushes its own debuffs onto a foe), Infuse (the casts of its neighbours also carry its element's status). New moments too: when an adjacent ally is struck, and when a foe falls.
    • Evolving to ★3 now reveals the signature on the new card. In battle, a Marked or Empowered Lunekin shows it on its outline and in its chips, and the first time you meet each interaction the battle explains it.

    Bilanciamento

    • Builds follow rarity: Common and Uncommon lines feed one build, Rare and Super Rare lines two, Legendary and Mythical lines three, and dual-element lines also feed Prism. A line feeds the same builds at every star.
    • Super Rare, Legendary and Mythical signatures now wake at ★3 like every other one (they used to work from the first form). A Mythical law still holds from the first form.
    • Every signature was measured and tuned to add a similar share of strength at ★3, whatever the card's rarity.

    Interfaccia

    • Cards list abilities in the order they unlock, with the signature's name in its line. Long ability text shrinks to fit instead of being cut, and the painting keeps its size on every card.
    • Field Manual: Evolution shows what each star unlocks, and Signatures explains the new interactions. On the third day of the tutorial, Rhea introduces the signature right after the evolution.
  9. 13.7 Crossroads Count Right

    Correzioni

    • Crossroads: every count in an event's story now matches what it hands you: a trinket offer of two no longer promises three.
    • The Daily Rite is spent when your journey begins (starter picked): backing out to the title or reloading before that keeps today's attempt.
    • When the server has been asleep, the game now says it is waking it up and waits for it, instead of giving up on your first action.
    • If your guest sign-in on this device stops working, the game now says so and offers START AS A NEW GUEST. Your old tamers stay saved on the device.
    • Battle: numbers for the back row now sit above the heads in front of them, and an enemy whose bars moved up shows its numbers above its own bars instead of on your Lunekin; a culmination banner no longer appears twice.

    Bilanciamento

    • Journeys that end before day 4 without a victory now pay Lunes and XP only for the first 3 of each UTC day; later ones pay nothing, and the end screen says so.

    Interfaccia

    • Controller: the battle result starts on CONTINUE, and on the title screen ← → reach the top bar. Steam Deck renders sharper text.
    • Controller and keyboard prompts now name your buttons; eggs show their rarity gems; Reduce Flashing also dims light on browsers without WebGL; the practice shop can no longer be rerolled.
  10. 13.6 Gale Pays Off

    Bilanciamento

    • Gale pays off: ten Gale lines deal more Damage where they trailed their rarity, and seven early-game Gale lines have more HP in their first two forms. Galeling, Cyclora and Zephyrael are unchanged.
    • Measured: Gale teams went from the second-lowest to a mid-table element in the tournament (41.7% to 50.1% wins), and committing to Gale is now rewarded. Run difficulty is unchanged.
  11. 13.5 Housekeeping

    Correzioni

    • The FULL CARD counts the casts before Sudden Death with Eclipse in mind, Sanctuary says it converts Heal (Regen ticks do not count), and the evolution hover says how many copies the line needs.
    • If the game server is behind your version, the game says so instead of asking you to reload.
    • Tutorial: a double click no longer skips a note, and rerolling no longer restocks the cards you already bought.
    • Hover works again right after closing a window, without moving the mouse, and a Camp message no longer lingers over an open window.
    • Rival teams from the pool keep their partial growth between fights.

    Interfaccia

    • Wraithling's growth is now called Haunting: its old name borrowed a team law it does not use.
    • New glossary entry: Rite Echo, the rival the Rite builds when no other tamer is waiting for your day. The Field Manual lists F11 (desktop full screen), and every prompt names your controller's buttons.
    • Fallback icons for elements, keystones and ranks are plain glyphs, never emoji. Settings shows the data version under the patch version.
  12. 13.4 Fair Growth

    Bilanciamento

    • Growth is fair now: a stack growth keeps any fraction until it makes a whole stack, and "every Nth cast" growths keep counting from one battle to the next. Growth Ring really adds 30% to Burn, Armor and every other stack growth. Growths that fired on every hit or every neighbour's cast now fire every Nth time, and every Damage, Heal, Shield and HP growth is doubled. Triumph also multiplies trinket On Victory gains.
    • New players start with Flarewhelp instead of Cindermaw in their Ember deck, and in the first three days the Rite Echo no longer digs for copies before facing you.
    • Bargain Bin and Merchant's Scale discount the first Lunekin you buy each day. Bramblemail (+110% Shield), Mending (+160% Heal) and Last Stand (Protect 4, +10% HP) are stronger. Income trinkets tell you when your income bonuses are already capped.
    • Endless: the Apex returns every 2 days and crossroads no longer restore lives.
    • Pollenwing offers CONTROLLER instead of AFFLICTOR: evolved, it was giving foes Evade.

    Correzioni

    • A seat you free by selling stays yours to fill from the shop; gifted Lunekin join at your next Camp.
    • Ranked: beating the Apex always adds to your score, and reopening a Ranked run you never started keeps the same draft.
  13. 13.3 Every Choice Is a Choice

    Bilanciamento

    • Role talents rebalanced so no role is the obvious pick at the first star: COMMANDER, RETALIATOR, BERSERKER and HEALER talents are toned down, ASSASSIN, CONTROLLER and HEXER talents are stronger, and no talent is worth twice another of its role.
    • Role synergy now strengthens every talent: Guardian Angel gives 2 Protect to adjacent allies, Blood Price grants +2 Multicast when an ally falls while below 60% HP, Coup de Grace and Last Word deal heavy damage instead of a knockout, Slipstream charges the ally in front on every cast, and Undying revives at up to 95% HP.
    • Builds pay off at 3 and at 5 lines. Sanctuary turns 80% / 100% of overhealing into Shield (was 40% / 55%). Mirage: an evade grants 1.2s / 2.2s of cast charge (was 0.2s / 0.6s). Clockwork: each cast charges neighbours by 0.14s / 0.26s (was 0.07s / 0.14s). Tempest splash 15% / 22% (was 10% / 17%). Frost: +25% at 3 lines (was +20%).
    • Perpetual Motion (the Clockwork apotheosis) charges 13% of each bar instead of 16%: still the fastest team in the game, now fast enough to watch.
  14. 13.2 Rarity Means Power

    Bilanciamento

    • Rarity now means power: 77 Lunekin were retuned so every line performs like its tier, measured in the lab. Super Rares no longer outshine Legendaries, and a Mythical is a Mythical: Scoriath now detonates Burn every 3rd cast with Mythical-grade stats.
    • The strongest supports and healers (Seraphelm, Coralux, Mistralune, Druidwood, Oraclith, Solivolt, Kaleidra) are toned down; the underdogs (Tempestral, Aeromaw, Skarralon, Duneroar, Voltherak, Voidsovran, Caldraxis) are up. Magmyre gains Burn and Flashover at every evolution.
    • Trinkets match their rarity too: a rarer trinket is reliably stronger. Common flat trinkets are smaller (Whetstone +6 Damage, Salve +5 Heal, Buckler +6 Shield, Dew Drop +1 Regen), and many triggered trinkets hit much harder: Executioner's Seal knocks out foes below 50% HP, Headsman's Axe empowers your whole team on a kill, and Storm Crown, Kettledrum, Ward Totem and Mirror Veil trigger more often.
    • The Phalanx (90 Shield) and Stalwart (+25% HP) keystones now outclass the trinkets they used to copy.
    • No trinket prices or odds changed.
  15. 13.1 Ready for the Road

    Novità

    • The whole game plays from the keyboard: one focus model, Enter acts, Escape backs out, and the Field Manual has a Keyboard chapter with every shortcut.
    • The Practice Climb now teaches what decides a real climb: fill your first line, light your first build, read your Lunekin's growth at the second star, sell what feeds nothing, and it ends at the Moonlit Market with your packs. Your first real climb adds four one-time notes: your first build, a full bench, a Lunekin whose square matters, and a shop with no copies of your lines.
    • Rarity is readable without colour: one to six gems on every card, thumbnail and shop tile. Helpful states carry a small up mark, harmful ones a down mark.
    • Settings open during a battle (gear or O): the fight pauses and resumes from the same tick. A master volume slider, and Reduce Flashing and Screen Shake now start on when your system asks for less motion.
    • The Field Manual has an index, What's New opens once per release, and the Title shows only what exists. Credits name what the game is built from.

    Bilanciamento

    • The starter of your trainer's element is always on offer when your collection can field one.
    • Abandoning a Ranked climb costs the points a defeat would cost that day. The Daily Rite is one attempt per account per day.
    • The Apex that returns in the endless is measured on the team you actually field.
    • Trial rules print their real numbers (Ironman starts with 4 lives instead of 10), and the prologue counts its reaches and rivals from the calendar.

    Correzioni

    • An error no longer leaves the screen frozen: a message appears, the game explains what to do, and lost storage is reported once.
    • A journey saved by an older version is closed with a word and paid as a defeat on that day, instead of vanishing. A tab left open on an old version is told that a new one is ready.
    • Camp cards and tooltips fit the longest names and abilities: text shrinks, drops the epithet, then ends with "…", and the full text lives in the tooltip. Ability cards use the glossary's trigger words (On Cast, On Struck, On Kill).
    • In battle, numbers for an enemy whose bars sit above your front row appear beside its health bar instead of on your Lunekin's head, and build and mythic-law badges sit above the team bars instead of over the enemy back row.
    • Reduce Flashing and Screen Shake cover every flash and shake in the game, including knockouts, chests and the hatch.
    • Sound stops while the tab is hidden and resumes where it was; a success no longer sounds like a refusal.
    • The first load is lighter: battle and Camp art load when you enter them.
    • Pack and progress screens say what they mean: a pack you were given is named after the pack it opens, OPEN 10 says what it really costs, and a level reward reads PAID once paid.
    • The Assassin role reads "the weakest, the dying, the strongest": Headhunter strikes the strongest foe.
    • Leaderboards show only real tamers.
  16. 13.0 True to Its Word

    Novità

    • Trigger trinkets now work in battle. The 54 trinkets that grant an ability (On Kill, On Struck, Battle Start and the rest) were doing nothing: they now fire, and the battle opening shows them.
    • Reloading the page in the middle of a battle no longer cancels it: the fight is resolved as it would have played, and a defeat still counts.
    • One word, one rule: 30 rules, trinkets, keystones and Lunekin that shared a name with something else now have their own. The Chill culmination is Hoarfrost, the signature pause is Stasis, the Growth build is Triumph, the Leech Fang trinket is Sated Fang.
    • Mythic laws are shown in battle, and Sudden Death says which side Eclipse is holding it back for.

    Bilanciamento

    • A line enters your runs once you own its first two cards, so every Lunekin the shop offers can evolve at least once. The odds row in the Camp shows the odds that are really drawn.
    • Relay no longer charges other Relay holders.
    • Eclipse delays Sudden Death for its side by 15s instead of cancelling it. A battle that reaches 180s ends in a draw, and a draw is your win.
    • Mimic Bloom copies the strongest other ally; it used to pick its own holder and do nothing. Petal Shelter always guards the most wounded other ally.
    • Knockout and Guard credit the kill to the Lunekin that earned it.
    • The share of a hit a guard takes for an ally is now reduced by the guard's own Armor, like any direct hit.
    • Bloom: healing past max HP now becomes Shield, just like Regen. A Bloom at full health no longer wastes your Regen.
    • A frozen shop keeps the Lunekin still on offer and restocks the slots you bought.
    • Chests and crossroads deliver the rarity they print.

    Correzioni

    • Build rules, culminations and the glossary print the exact numbers the battle uses, with the decimals they need.
    • The card of a fielded Lunekin shows its abilities at the strength they really cast, role synergy included.
    • The stat band, the inspector and the full card in the Camp read the same numbers as the battle.
    • Economy keystones and trinkets state the amount they pay.
    • The Apex card describes the team it fields.
    • A forfeit is called a forfeit. A battle shows at most two tips, and Skip works during the opening.
    • No key acts under an open window.
    • A gift that waited in the nest sells like any other gift.

    Interfaccia

    • Selling an evolved Lunekin, a Super Rare or rarer one, or the last of a line on your field asks first.
    • In the bag, clicking a trinket shows its card; selling it is a button with a confirmation, and the bag pages through every trinket you own.
    • A shop card you cannot afford says how much gold is missing before you click.
    • An enemy health bar is never drawn over your Lunekin. The tallest evolved forms in your front row stand a little shorter to keep it clear.
    • Trainer select, CARD MISSING, the binder and pack openings say exactly which cards a line still needs to enter your runs.
    • In battle, signatures and trinkets show the name printed on their card.
    • The Camp has one layout.
  17. 12.2 Tamer Profiles

    Novità

    • Tamer Profiles: one account now holds up to 3 tamers, each with its own level, collection, Lunes, journey and rank. Switch between them from PROFILES on the title screen.
    • Sign in from PROFILES to play the tamers of an account on any device. The guest tamers of the device stay where they are.
    • Your collection now follows your tamer to another device.

    Interfaccia

    • NEW USER in Settings is now PROFILES: starting a new tamer no longer erases the one you had.
    • A new tamer starts with the starter deck and 5 Shadowburn Boosters to open; Wild Packs come from level rewards.
  18. 12.1 Every Level Pays

    Novità

    • Every Tamer level now pays a reward: Lunes at every level, plus Shadowburn Boosters, Wild Packs that open any pack on the shelf, or Dust. The round levels pay the most.
    • Past the level cap your XP still counts: every 1000 XP pays an Apex Tribute of Lunes and a Wild Pack.
    • The PROGRESS page lists what every level gives, and the end-of-run summary shows the reward you just earned.

    Correzioni

    • Coming back to the title screen from Card Packs no longer leaves a black screen.

    Bilanciamento

    • Trinkets are no longer tied to your Tamer level: the ones in your collection are the ones your runs can offer.
  19. 12.0 Card Packs

    Novità

    • The Moonlit Market: every run now pays Lunes, win or lose, and Lunes open card packs. Find it under CARD PACKS on the title screen.
    • Eleven packs on the shelf: the Shadowburn Booster, one pack for every element that holds only its lines, the Eclipse Pack with no common cards, and the Relic Cache of four trinkets.
    • Cut a pack open yourself: swipe across the seal at the top and the cards fly out. Turn them over one at a time, or open ten packs at once and watch them land on one table.
    • Your collection decides your runs: a line evolves as far as the stages you own in a row, and the trinkets from chests and events are the ones in your collection.
    • Everyone starts with a deck of 24 complete lines, three for every element, 21 trinkets and five Shadowburn Boosters to open.
    • Duplicates turn into Dust. Spend Dust in the Collection to craft the exact card you are missing.
    • Two guarantees fill as you open packs: a Super Rare or better within 10 packs, a Legendary or better within 40.
    • Your rivals play with a collection like yours, so a small collection never meets a full one.

    Interfaccia

    • The Encyclopedia is now your collection: it shows the cards you own, how far each line can go in a run, and a CRAFT button on every missing card.
    • In Camp, a Lunekin that cannot evolve further because a card is missing says so on its stage bar.
    • The end-of-run summary shows the Lunes the run paid.
  20. 11.0 Roles Worth Evolving For

    Novità

    • Every role talent has been rebuilt to change how a Lunekin fights, not just add a number. Fifteen talents are brand new.
    • Healer: Resurrection: once per battle, the first ally to fall is brought back. Berserker: Undying: it rises again on its own.
    • Retaliator: Last Word: when it falls, it knocks out its killer. Assassin: Coup de Grace: knocks out the weakest foe once it drops below 35% HP.
    • Commander: War Drums: the casts of its neighbours repeat. Duelist: Twin Blades: its own casts repeat. Brawler: Cleave: its Damage also hits the foes beside its target.
    • Berserker: Blood Price: every ally that falls gives it one more cast in a row. Hexer: Jinx: whoever strikes it is silenced.

    Bilanciamento

    • Every other role talent is far stronger: on average a role is now worth more than twice what it was.
  21. 10.1 The Shop

    Bilanciamento

    • Higher rarities reach the shop sooner: Rare from shop level 3, Super Rare from level 4, Legendary from level 7. Mythical still opens at level 9.
    • The shop no longer favours lines you already own: a copy of your Lunekin is weighted like any other line of its rarity, by the elements and builds your team plays.
    • A reroll now always costs 3 gold: the price no longer climbs with every reroll in a day.
  22. 10.0 Growth

    Novità

    • GROWTH: every Lunekin line now has a Growth ability with its own name. It wakes at ★2, gets stronger at ★3, and makes stats grow FOR GOOD: the gain counts at once for the rest of the fight and stays for the whole run, win or lose.
    • Half of the Growth abilities feed a TEAMMATE: the ally behind, in front, to the left or right, diagonal, the whole row or column: or grow when the allies NEXT to them cast. Where you place your Lunekin now decides who grows, day after day.
    • Drag a Lunekin on your board to see how much your team would grow in each square.
    • After every battle, YOUR TEAM GREW shows each Lunekin's numbers climbing.
    • When copies merge, the evolved Lunekin keeps everything they had grown.
    • 22 new trinkets that grow a group for good: everyone a little, one element, a role, your front or back row, your neighbours: and two that make all growth bigger.

    Bilanciamento

    • Your rivals grow by the same rules. The Apex is stronger to match.
  23. 9.0 Apotheosis

    Novità

    • APOTHEOSIS: field six different lines of Pyre, Echo or Clockwork: your whole team: and the build's rule breaks. Endless Pyre: Burn on your foes never fades, and all of it leaps from every foe that falls, growing as it goes. Infinite Echo: every cast repeats, and every repeat repeats again. Perpetual Motion: every cast charges your whole team, and a bar can overfill.
    • SIGILS: three new trinkets that count as one more line of their build. Five lines and a Sigil reach the Apotheosis.
    • ENGINES: when pieces start feeding each other the battle names it: WILDFIRE when Burn leaps from foe to foe three times in a row, THE MACHINE when your team casts ten times inside a second. The first time is a discovery.
    • OVERKILL: damage past a foe's last HP becomes gold at the end of every battle, won or lost.
    • Two new legendary trinkets that grow during a fight: the Metronome (every cast speeds up the one who cast) and the Kindling Crown (every kill sets your whole team burning hotter).

    Bilanciamento

    • Every Lunekin has twice the HP: battles last longer, so builds, culminations and engines have time to grow.

    Interfaccia

    • Big numbers read at a glance in battle: 1.2K, 34K, 1.2M.
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