Teenage Mutant Ninja Turtles: Splintered Fate “Balance of Power” update out now, patch notes
This week, Teenage Mutant Ninja Turtles: Splintered Fate released a significant “Balance of Power” update.
While there isn’t any new content (it sounds like that’ll follow later this year), the team made a massive amount of balancing tweaks. Aside from that, there are various bug fixes and progression updates.
Here’s the full rundown:
Teenage Mutant Ninja Turtles: Splintered Fate Balance of Power update patch notes
Boss Updates
We 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.
Karai
- Improved warning on the first Dash, adding 0.3s to it
- Previously it was 0.4s, now 0.7s
- Reduced her period of invulnerability after performing her Rage attack
- This 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 animation
- Now she becomes vulnerable right after the kunai come out, providing a great opportunity to counter attack
Super Shadow (Hard Mode)
- Shadow Flames should be slightly easier to dodge;
- Reduced Movement Speed by 20%
- Reduced Rotation Speed
- Fire Bomb radius decreased to be slightly lower than Mystic Karai’s version rather than of slightly bigger
- Adds now spawn separately, first at 75% and then 50% of Karai’s HP
Mystic 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 overlapping
- Reduce their total numbers (you should expect to see 50% less Punk Frogs overall)
Gigi
- Gigi’s chop and 360 spin attack now has a bigger windup
- This is to make it more reactable to players, right now it’s too fast
- Increase was +0.55s (from 0.45s to 1.0s)
Shredder
Reviewed all adds, which now follow the following logic At the start of battle, Shredder gets help from basic Footclan enemies for the first ~20 seconds
- No elites, just Sword, Shuriken and Spear Foot Soldiers
Once he transitions to the second phase, different Foot Soldiers will spawn depending on which Elemental variant Shredder transitions to
- Astral summons a mix of Flame and Shadow Ninjas
- Fire summons all Flame Ninjas
- Ninja summons a mix of Shuriken Ninjas
- Water summons Spear Ninjas
- Utrom summons Swordbrakers
- Ooze summons all Shadow Ninjas
Shredder’s Leap during Phase 3 has also been modified Now instead of always leaping twice, he’ll do a first leap and then 1 out of 4 possible follow up options
- Another 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 Improvements
Across 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 (Shredder’s Claw, Gauntlet Coins, etc) required at different upgrade ranks.
Dragon Coin Upgrades
Training
Health
- Significant decrease in cost per rank
Dash Charge
- A slight increase to early Dash Charge upgrade costs
- Significant reduction in the cost of the final cost of the last Dash charge upgrades.
Splinter’s Revive
- A slight increase to early Splinter’s Revive upgrade costs,
- Significant reduction in the cost of the final cost of the last Dash charge upgrades.
Swiftness
- A decrease in overall cost to upgrade Swiftness.
Savor The Flavor
- Decrease in cost per rank.
Slice of Life
- A slight decrease in % chance to drop pizza gained per rank.
- Decrease in cost per rank.
Astral Rejuvenation
- A decrease in overall cost to upgrade.
Technique
Attack Damage
- Significant decrease in cost per rank.
Critical Chance
- Very slight increase in overall cost to upgrade. Critical strike is very powerful!
Focused Forces
- Increased elemental damage gain per rank.
- Reduced overall cost at higher ranks.
Special Damage
- Decrease in cost per rank.
Tool Damage
- Decrease in cost per rank at high ranks.
Mechanical Genius
- Decrease in cost per rank.
Stronger Stuff
- Slight decrease in cost per rank.
Enduring Effect
- Decrease in cost per rank.
Specialty
Fast Attacks
- Decrease in cost per rank.
- Further decrease in high rank costs.
Multi-Hit
- Decrease in cost per rank.
- Further decrease in high rank costs.
Fast Abilities
- Decrease in cost per rank.
- Further decrease in high rank costs.
Hammertime
- Decrease in cost per rank.
- Further decrease in high rank costs.
Pizza Entrée
- Decrease in cost per rank.
- Further decrease in high rank costs.
Reliable Allies
- Significant decrease in cost per rank at all ranks.
Critical Damage
- Significant decrease in cost per rank.
Confidence
- Decrease in cost per rank.
- Significant decrease in high rank costs.
Inspirations
Leonardo’s Inspiration 1
- Decrease in cost per rank.
Raphael’s Inspiration 1
- Decrease in cost per rank.
Michelangelo’s Inspiration 1
- Decrease in cost per rank.
Donatello’s Inspiration 1
- Decrease in cost per rank.
Casey’s Inspiration 1
- Decrease in cost per rank.
Leonardo’s Inspiration 2
- Decrease in cost per rank.
Raphael’s Inspiration 2
- Decrease in cost per rank.
- Significant decrease in high rank costs.
Michelangelo’s Inspiration 2
- Decrease in cost per rank.
- Significant decrease in high rank costs.
Donatello’s Inspiration 2
- Significant decrease in cost per rank.
Casey’s Inspiration 2
- Decrease in cost per rank.
Dreamer Coin Upgrades
Luck
Perchance
- Decrease in cost at all ranks.
Do Over
- Decrease in cost at higher ranks.
Polish
- Decrease in cost at all ranks.
Double Trouble
- Decrease in cost at all ranks.
Lucky Spoils
- Decrease in cost at all ranks.
Double Double
- Decrease in cost at all ranks.
Economy
Running Start
- Slight decrease in cost at higher ranks.
Scrappy Bosses
- Significant decrease in cost higher ranks.
Scavenger
- Significant decrease in cost at all ranks.
Pantheon’s Blessing
- Slight decrease in cost at all ranks.
Scrap King
- Decrease in cost at all ranks.
Recycling
- Decrease in cost at all ranks.
Exotic
Mouse Scrap
- Decrease in cost at all ranks.
Fortune Favours The Bold
- Significant decrease in cost at all ranks.
Arcade Fixer
- Decrease in cost at all ranks.
Busted Coin Slot
- No change.
Dojo
- Significant decrease in cost at all ranks.
Artifact Upgrade Costs
We 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 (Shredder’s Claw, Gauntlet Coin, etc) have been adjusted in the costs. Artifacts with 5 additional levels have had costs reduced as follows
- Level 2: Was 250 reduced to 150
- Level 3: Was 400 reduced to 200
- Level 4: Was 700 reduced to 300
- Level 5: Was 1000 reduced to 400
- Level 6: Was 1500 reduced to 600
Artifacts with 2 additional levels have had costs reduced as follows
- Level 2: Was 500 reduced to 300
- Level 3: Was 1000 reduced to 600
*Note, Artifacts are unlocked at level 1 via gameplay
Powers and Tools
We 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!
Tools
We want some of the weaker tool options to feel more viable, so we’re making a number of improvements here. Utrom Shurikens
- Now releases 4 shuriken, up from 2.
- Fixed a problem with a delay issue between the releases of Shuriken.
Lightning Rod
- Lightning 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 3/4/5
Ooze Shuriken
- Now releases 4 shuriken, up from 2.
- Fixed a problem with a delay issue between the releases of Shuriken.
Smoke Bomb
- We 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 Storm
- Meteor 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 9/12/15
Fireball
- We’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 Sweep
- Water 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.
Utrom
The Utrom tree has a unique mechanic, the charge bar, that we felt was not quite living up to its potential. So, we’ve made major improvements to it! In addition, we’ve made lightning strike abilities more consistent and frequent across the board. We think you’ll be in for a shocking good time. Lighting Strike
- Lightning strike now deals more damage at early ranks.
- Damage increased to 20/25/30 from 10/20/30.
Lightning Dash
- We 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 Study
- We 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%
Shocking
- We have increased the base charge of the Utrom charge bar. Unlimited Power!
- Increased charge rate by 20%
Electrifying
- We have adjusted the scaling on Electrify to be more powerful at lower ranks.
- Damage adjusted to 10/15/20 from 7/15/22
Chain Lightning
- Chain 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 7/15/21
Stormy Weather
- We 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 Interface
- We 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 Speed
- We wanted to grant a higher window of opportunity to use the benefit of Biomechanical Speed
- Duration increased to 3/4/5s
Aftershock
- We are also making Aftershock more consistent with a higher range.
- Radius increased by 60%
Ooze
Our goopiest power tree is also one of our most powerful. We have left it largely unchanged. Slime on! Shelf Life
- We 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 4/5/6
Flame
Flame tree is in a really good place, but we wanted to see if we could make an Inferno build a bit more viable. Flame Strike
- Flame Strike will deal slightly more damage.
- Damage increased to 25/35/45 from 20/30/40.
Inferno
- We 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 0.3s
Blazing Inferno
- An 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.
Water
In 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 we’re improving many of the powers across the board. Dive into these changes! Torrential Strike
- We 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 Dash
- Water 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 Abilities
- Water 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 Damage
- Cleave 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 Rains
- We 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 24/38/52
Frost
- Frost 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.
Ninja
Ninja is one of our better performing power trees, so it remains mostly unchanged. Extended Assault
- Extended 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 Strike
- We 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 Darkness
- We’re making Art of Darkness provide a little bit more elemental power.
- Damage scaling increased to 15/20/25 from 10/15/20.
Astral Light
In a future patch, we’re thrilled to say that we’re going to be providing massive overhauls to the Astral Light power tree. Until then, we’re making a number of changes to improve this power tree to hold you over; there’s light at the end of THIS tunnel. Daybreak
- We 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 Shield
- We 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 1.2/1.8/2.3s
Radiant Warrior
- Same 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 1.2/1.8/2.3s
Ancestral Guardian
- We’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.
Illumination
- Illumination 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 Up
- We’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 Dark
Gift of the Dragon
- We wanted to give this power a bit more value. We also fixed the interaction with Dragon’s Claw to allow it to work.
- Increased Dragon Coins granted to 120.
- The Coins earned now correctly work with Dragon’s Claw.
Dark Star
- We’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 Claw
- Dragon’s Claw grants more damage when you receive Dragon Coins.
- Damage increased to 15/20/25%, from 10/15/20%.
Legendary Powers
Finisher (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 intended
Control Updates
We 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: Low
- Most precise.
- Attack exactly where the player intends (mouse cursor position or their last inputted movement direction).
Medium
- Look at where the player intends to attack, then SNAP to valid targets.
- Default behaviour for controllers and mouse and keyboard inputs.
High
- Old 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 Fixes
Base Game
- Artifacts that guarantee the next power type now correctly function when equipping them mid-run
- Fixed 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 DLC
- Victories against Gigi will now update correctly in the Stats screen.
- Casey’s 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.
Thanks to Super Evil Megacorp here. Teenage Mutant Ninja Turtles: Splintered Fate is available on Nintendo Switch with the new update. We have a review of the game here.