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Subscribe to Nintendo Life on YouTube800kSuper Evil Megacorp has this week released its 'Balance of Power' update for Teenage Mutant Ninja Turtles: Splintered Fate.This is a massive update adding boss updates, control improvements, bug fixes and much more. The team also has much more planned for 2025. Here's the full rundown via the official Steam page:Balance of Power Update:"This Community Update brings boss and power balancing tweaks to make fights more fun and fair, along with key bug fixes and progression improvements to keep your runs feeling rewarding. Our goal is to make TMNT: Splintered Fate the best version it can be."Subscribe to Nintendo Life on YouTube800kWatch on YouTube Boss UpdatesWe have rebalanced the various bosses to better reflect the position they appear in the campaign. Karai was a bit more ruthless than her grandfather Shredder, so both have been adjusted to be easier and more challenging, respectively. Leatherhead also received adjustments to his Amphibian Ambush encounter whilst Gigi from our Junkyard Jam DLC has received a slight adjustment to make her a little more fair.KaraiImproved warning on the first Dash, adding 0.3s to itPreviously it was 0.4s, now 0.7sReduced her period of invulnerability after performing her Rage attackThis is the one she uses after her rage bar is full (round kunai explosion where she yells)Previously, she was invulnerable for the full duration of the animationNow she becomes vulnerable right after the kunai come out, providing a great opportunity to counter attackSuper Shadow (Hard Mode)Shadow Flames should be slightly easier to dodge;Reduced Movement Speed by 20%Reduced Rotation SpeedFire Bomb radius decreased to be slightly lower than Mystic Karais version rather than of slightly biggerAdds now spawn separately, first at 75% and then 50% of Karai's HPMystic Karai (Flame variant)Decreased size of Mystic Karai's Flames by ~30%Leatherhead (Punk Frog version)Reviewed all Punk Frog spawns in order to:Avoid exaggerated overlappingReduce their total numbers (you should expect to see 50% less Punk Frogs overall)GigiGigis chop and 360 spin attack now has a bigger windupThis is to make it more reactable to players, right now it's too fastIncrease was +0.55s (from 0.45s to 1.0s)ShredderReviewed all adds, which now follow the following logicAt the start of battle, Shredder gets help from basic Footclan enemies for the first ~20 secondsNo elites, just Sword, Shuriken and Spear Foot SoldiersOnce he transitions to the second phase, different Foot Soldiers will spawn depending on which Elemental variant Shredder transitions toAstral summons a mix of Flame and Shadow NinjasFire summons all Flame NinjasNinja summons a mix of Shuriken NinjasWater summons Spear NinjasUtrom summons SwordbrakersOoze summons all Shadow NinjasShredder's Leap during Phase 3 has also been modifiedNow instead of always leaping twice, he'll do a first leap and then 1 out of 4 possible follow up optionsAnother Leap (as it was previously)Shadow Fracture (shadow flames on the ground)Shadow Pursuit (gets on the ground and moves while intangible)Shadow Kick (flying kick)Dragon and Dreamer Coin Economy ImprovementsAcross the board, we have significantly reduced the cost of Dragon and Dreamer coin upgrades. We feel that the overall costs were much too high, and they have been changed to better reflect the progression experience throughout the campaign.You will see a reduction of costs in low to mid rank upgrades, and a pretty major reduction to costs to many of the high rank upgrades. In addition, we have also adjusted the position and amount of special currencies (Shredders Claw, Gauntlet Coins, etc) required at different upgrade ranks.Dragon Coin UpgradesTrainingHealthSignificant decrease in cost per rankDash ChargeA slight increase to early Dash Charge upgrade costsSignificant reduction in the cost of the final cost of the last Dash charge upgrades.Splinter's ReviveA slight increase to early Splinter's Revive upgrade costs,Significant reduction in the cost of the final cost of the last Dash charge upgrades.SwiftnessA decrease in overall cost to upgrade Swiftness.Savor The FlavorDecrease in cost per rank.Slice of LifeA slight decrease in % chance to drop pizza gained per rank.Decrease in cost per rank.Astral RejuvenationA decrease in overall cost to upgrade.TechniqueAttack DamageSignificant decrease in cost per rank.Critical ChanceVery slight increase in overall cost to upgrade. Critical strike is very powerful!Focused ForcesIncreased elemental damage gain per rank.Reduced overall cost at higher ranks.Special DamageDecrease in cost per rank.Tool DamageDecrease in cost per rank at high ranks.Mechanical GeniusDecrease in cost per rank.Stronger StuffSlight decrease in cost per rank.Enduring EffectDecrease in cost per rank.SpecialtyFast AttacksDecrease in cost per rank.Further decrease in high rank costs.Multi-HitDecrease in cost per rank.Further decrease in high rank costs.Fast AbilitiesDecrease in cost per rank.Further decrease in high rank costs.HammertimeDecrease in cost per rank.Further decrease in high rank costs.Pizza EntreDecrease in cost per rank.Further decrease in high rank costs.Reliable AlliesSignificant decrease in cost per rank at all ranks.Critical DamageSignificant decrease in cost per rank.ConfidenceDecrease in cost per rank.Significant decrease in high rank costs.InspirationsLeonardo's Inspiration 1Decrease in cost per rank.Raphael's Inspiration 1Decrease in cost per rank.Michelangelo's Inspiration 1Decrease in cost per rank.Donatello's Inspiration 1Decrease in cost per rank.Casey's Inspiration 1Decrease in cost per rank.Leonardo's Inspiration 2Decrease in cost per rank.Raphael's Inspiration 2Decrease in cost per rank.Significant decrease in high rank costs.Michelangelo's Inspiration 2Decrease in cost per rank.Significant decrease in high rank costs.Donatello's Inspiration 2Significant decrease in cost per rank.Casey's Inspiration 2Decrease in cost per rank.Dreamer Coin UpgradesLuckPerchanceDecrease in cost at all ranks.Do OverDecrease in cost at higher ranks.PolishDecrease in cost at all ranks.Double TroubleDecrease in cost at all ranks.Lucky SpoilsDecrease in cost at all ranks.Double DoubleDecrease in cost at all ranks.EconomyRunning StartSlight decrease in cost at higher ranks.Scrappy BossesSignificant decrease in cost higher ranks.ScavengerSignificant decrease in cost at all ranks.Pantheon's BlessingSlight decrease in cost at all ranks.Scrap KingDecrease in cost at all ranks.RecyclingDecrease in cost at all ranks.ExoticMouse ScrapDecrease in cost at all ranks.Fortune Favours The BoldSignificant decrease in cost at all ranks.Arcade FixerDecrease in cost at all ranks.Busted Coin SlotNo change.DojoSignificant decrease in cost at all ranks.Artifact Upgrade CostsWe felt that Artifact upgrade costs were also prohibitively expensive, leading to players typically focusing on upgrading one or two Artifacts. We want to encourage more build experimentation by making upgrading additional Artifacts a more achievable goal. In addition, some of the meta currency requirements (Shredders Claw, Gauntlet Coin, etc) have been adjusted in the costs.Artifacts with 5 additional levels have had costs reduced as followsLevel 2: Was 250 reduced to 150Level 3: Was 400 reduced to 200Level 4: Was 700 reduced to 300Level 5: Was 1000 reduced to 400Level 6: Was 1500 reduced to 600Artifacts with 2 additional levels have had costs reduced as followsLevel 2: Was 500 reduced to 300Level 3: Was 1000 reduced to 600*Note, Artifacts are unlocked at level 1 via gameplayPowers and ToolsWe are aware of the power of builds such as Critical Strike, Shurikens and Ooze, and instead of focusing on nerfs, we have decided to adjust all the other power trees to perform better! We want players to feel like they have more freedom in pursuing build options that are totally radical, rather than feel like they need to play the same few builds to tackle the hardest content.In turn, this will also make the experience of the many runs you make much smoother, as there is a much better chance of putting a winning build together. We hope players can discover new and exciting build combinations to try out!ToolsWe want some of the weaker tool options to feel more viable, so were making a number of improvements here.Utrom ShurikensNow releases 4 shuriken, up from 2.Fixed a problem with a delay issue between the releases of Shuriken.Lightning RodLightning Rod will now behave more consistently, and strike more targets, making it more powerful.Resolved an issue that was causing Lightning Rod to repeatedly strike targets, even if they are dead.Improved charged strikes to 6/8/10, up from 3/4/5Ooze ShurikenNow releases 4 shuriken, up from 2.Fixed a problem with a delay issue between the releases of Shuriken.Smoke BombWe have adjusted Smoke Bomb to improve the feeling of control when you teleport, improved its damage, and instead of a Dodge trigger, we have granted it a Dodge Chance buff. Ninja Vanish!Teleport distance reduced by 40%Damage increased to 50/60/70 from 30/50/70.Removed Dodge Effects trigger.Added a 15/25/35% chance to Dodge for 5 seconds upon using Smoke Bomb.Meteor StormMeteor is an undeniably powerful tool, and while we want it to remain that way, we're adjusting its damage and its rate of releasing meteors. Meteors will drop slowly enough to no longer overlap each other, and should feel a big weightier. We also fixed an issue with timing that caused one less meteor to drop each time you used the tool.Meteor's damage has been adjusted to 20/40/60 from 40/60/80.Meteor Storm now releases meteors less frequently, up to 1.0s from every 0.5s.Number of meteors adjusted to 6/8/10 from 9/12/15FireballWe've improved Fireball to release four fireballs, up from three, and its damage has been adjusted. In addition, it now impacts a larger area, making it both more consistent and more powerfull.Fireball now releases 4 projectiles at all ranks, up from 3.Fireball impact has been doubled.Damage of each fireball adjusted to 30/50/70 from 40/70/100 to reflect having an additional fireballl.Water SweepWater Sweep should now feel more consistent with a fixed range at all ranks. It now deals more damage, and stuns enemies instead of knocking them back. All of these changes make Water Sweep more powerful.Damage has been increased to 80/100/120 from 60/80/120.Radius set to 4m at all ranks.Now stuns for 1.0s instead of knocks back.UtromThe Utrom tree has a unique mechanic, the charge bar, that we felt was not quite living up to its potential. So, weve made major improvements to it! In addition, weve made lightning strike abilities more consistent and frequent across the board. We think youll be in for a shocking good time.Lighting StrikeLightning strike now deals more damage at early ranks.Damage increased to 20/25/30 from 10/20/30.Lightning DashWe want Dash builds to be slightly more viable, so we've increased the number of targets hit while also increasing its damage at lower ranks. Lightning Dash now also targets a larger area.Number of targets hit is now 3/4/5.Damage increased to 20/25/30.Targets a larger area.Quick StudyWe have adjusted Quick Study's charge rate, to account for the power changes we have provided to Utrom across the board.Charge rate adjusted to 50/100/150% from 75/125/200%ShockingWe have increased the base charge of the Utrom charge bar. Unlimited Power!Increased charge rate by 20%ElectrifyingWe have adjusted the scaling on Electrify to be more powerful at lower ranks.Damage adjusted to 10/15/20 from 7/15/22Chain LightningChain Lightning can now target a much larger area, making it more consistent and more powerful. We have adjusted the scaling to be slightly better at lower ranks.Radius set increased by 60%.Damage scaling set to 10/15/20 from 7/15/21Stormy WeatherWe have improved Stormy Weather's consistency by increasing its range and adjusting the scaling of damage.Radius increased by 20%Damage scaling set to 10/15/20 from 7/14/21.Techno-Organic InterfaceWe are lightly adjusting movement speed to be a bit more in control. Crafty turtles will still go fast!Movement speed granted is set to 15% at all ranks.Biomechanical SpeedWe wanted to grant a higher window of opportunity to use the benefit of Biomechanical SpeedDuration increased to 3/4/5sAftershockWe are also making Aftershock more consistent with a higher range.Radius increased by 60%OozeOur goopiest power tree is also one of our most powerful. We have left it largely unchanged. Slime on!Shelf LifeWe want Shelf Life to feel like it leaves a lasting impression when you choose it, so we're increasing how long the bonuses last.Improved number of rooms Shelf Life is active to 4/5/6FlameFlame tree is in a really good place, but we wanted to see if we could make an Inferno build a bit more viable.Flame StrikeFlame Strike will deal slightly more damage.Damage increased to 25/35/45 from 20/30/40.InfernoWe want to make Inferno more threatening, so we are making it deal more damage by letting it deal damage more frequently.Inferno deals its damage more frequently, up from every 0.5s to every 0.3sBlazing InfernoAn increase to Blazing Inferno's duration along with the improvement to Inferno will make this fire DoT more threatening.Blazing Inferno now increases the duration of Inferno to 3/4/5 seconds from 2/3/4 seconds.WaterIn a previous update, we added an entirely new build alternative with Still Waters (and friends). We still think Water can have more potential to create new builds, so were improving many of the powers across the board. Dive into these changes!Torrential StrikeWe are pushing up Multi-Strike in a few ways, including how much is provided by Torrential Strike.Torrential Strike now increases Multi-Hit chance by 8/10/12% up from 5/7/10%.Water DashWater Dash will feel more consistent with a higher range, and we have also increased its damage. Let's go, Dash builds!Water Dash range increased by 60% at all ranks.Damage has been increased to 45/60/75 from 35/45/60.Water AbilitiesWater Abilities could be a little more powerful, so we're improving its damage.Water Abilities now deals 55/70/85 damage, from 45/60/75.Splash DamageCleave damage builds can be really fun, so we want Splash Damage to feel more viable.Damage to nearby enemies increased to 40/55/70% of water damage, from 30/45/60%.When it RainsWe have improved the damage provided by When It Rains, which will further be improved by other changes to Multi-Hit.Damage increased to 30/45/60, from 24/38/52FrostFrost should feel more like you are overwhelming your enemies with relentless cold. We have significantly increased its slow, and now the slow also lasts longer.Frost now slows enemies further by 50/60/70 from 20/35/50.Duration increased to 2.5s.NinjaNinja is one of our better performing power trees, so it remains mostly unchanged.Extended AssaultExtended Assault felt too powerful with no investment in the Ninja power tree. We've added three requirements before it will be unlocked. (Any Shuriken ability/tool, Either Ricochet or Chakram, Either Quick Feet or First Strike to unlock it.)First StrikeWe wanted to make First Strike part of more Ninja builds. There are now no requirements to unlock First Strike, and First Strike will help with unlocking numerous Ninja Powers.Art of DarknessWe're making Art of Darkness provide a little bit more elemental power.Damage scaling increased to 15/20/25 from 10/15/20.Astral LightIn a future patch, were thrilled to say that were going to be providing massive overhauls to the Astral Light power tree. Until then, were making a number of changes to improve this power tree to hold you over; theres light at the end of THIS tunnel.DaybreakWe have improved Daybreak's scaling Damage Reduction on Blinding Light, to be a more powerful defensive tool if you invest in it.Damage reduction per rank now set to 4/6/8%, changed from flat 5% per rank.Shimmering ShieldWe want Light Shell to feel more consistent and provide more defense, so we're improving the duration of Light Shell granted by Shimmering Shield.Light shell duration increased to 1.5/2.5/3.5s from 1.2/1.8/2.3sRadiant WarriorSame as Shimmering Shield above, we want Light Shell to feel more consistent and provide more defense, so we're improving the duration of Light Shell granted by Radiant Warrior as well.Light shell duration increased to 1.5/2.5/3.5s from 1.2/1.8/2.3sAncestral GuardianWe've changed Ancestral Guardian to instead provide a significant boost to Elemental Damage. We hope the changes provided to Light Shell's duration elsewhere make this a consistent power for using in elemental builds.Removed Light Shell at the start of combat.Now grants 20/30/40% increased Elemental damage while Light Shell is active, instead of providing Light Shell for a duration at the start of a room.IlluminationIllumination could use a little more shine, so we've increased the Light Damage from reflected projectiles.Damage increased to 45/60/75% of your Max Health, from 30/45/60%.Revved UpWe've improved Revved Up's dodge chance provided on targets affected by Blinding Light. Combined with the changes to Daybreak, this will make Blinding Light a powerful defensive option.Dodge chance increased to 20/25/30%, from 10/15/20%Astral DarkGift of the DragonWe wanted to give this power a bit more value. We also fixed the interaction with Dragons Claw to allow it to work.Increased Dragon Coins granted to 120.The Coins earned now correctly work with Dragon's Claw.Dark StarWe've improved the damage provided by Dark Star. In addition, we have added a heal for every consumed Splinter's Revive, making the tradeoff of losing your Revives a more meaningful choice.Now grants 20% base damage, and +40% damage per rank.Added a 15% heal per Splinter's Revive consumed.Dragon's ClawDragon's Claw grants more damage when you receive Dragon Coins.Damage increased to 15/20/25%, from 10/15/20%.Legendary PowersFinisher (Astral Dark/Ninja)Finisher had a very niche requirement in order to defeat enemies, so we decided to remove it to make it more viable for more builds. As a result, we've adjusted the threshold at which it will instantly defeat an enemy to compensate for its increased usefulness.Finisher no longer requires Guard Break to instantly defeat enemies.Instant defeat threshold is now 15%.Slippery (Ninja/Ooze)Adrenaline has been changed to be a more potent attack power, while adjusting how much mobility it provides.Removed Dash cooldown bonus.Decreased movespeed to 20%.Increased cooldown reduction to 100% for Special and Tools.Shatter (Frost/Utrom)Now requires at least 1 Utrom Power as was intendedControl UpdatesWe have updated the way targeting is handled across all control schemes to take directionality into consideration. The most obvious impact is that for players using a mouse, the cursor placement is now where you will attack. For players using a controller, the joystick direction will impact your attack target.We have added a new setting in the Options menu for players to fine-tune how they would like to play. The Aim Assist settings are as follows:LowMost precise.Attack exactly where the player intends (mouse cursor position or their last inputted movement direction).MediumLook at where the player intends to attack, then SNAP to valid targets.Default behaviour for controllers and mouse and keyboard inputs.HighOld behavior. Always snap to valid targets within range, even if it means spinning the player around 180 degrees.Default behaviour for touch screen inputs.Minor Updates & Bug FixesBase GameArtifacts that guarantee the next power type now correctly function when equipping them mid-runFixed Gauntlet Medallions not being granted from first Sewers mini boss.Reliable Allies Dragon Upgrade now gives a greater chance of elite ally spawns the more it is upgraded, making the Super Support achievement more within your control to obtain.Ally MOUSERs and Super Soldiers now have an ally skin and footprint to help differentiate them from enemy MOUSERs and Super Soldiers.Darkest Soul and Perfection Achievements are now granted correctly again. We are sorry if you had issues with these achievements recently.Casey Jones & the Junkyard Jam DLCVictories against Gigi will now update correctly in the Stats screen.Caseys Inspiration 2 Critical Hit chance will now execute properly based on the listed % in the upgrade description.Defeat the Junkinator achievement is now available for Apple players.Vintage Blowtorch artifact will now correctly stun targets hit simultaneously. Puck up your ideasWill you be checking out this latest update? Let us know in the comments.[source superevilmegacorp.com]Related GamesSee AlsoShare:00 Liam is a news writer and reviewer for Nintendo Life and Pure Xbox. He's been writing about games for more than 15 years and is a lifelong fan of Mario and Master Chief. 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