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Temtem update out now (version 1.8), patch notes

Posted on September 2, 2024 by (@NE_Brian) in News, Switch eShop

Temtem update 1.8

Temtem just went live with its latest update, version 1.8. This will be the last major patch for the game.

It’s a big update, with Crema making a shift towards “easier everything” as well as a “kinder economy.” The game now has better Luma and Umbra rates, a permanent Store, an improved Saipark, an option to skip combat animations, the chance to select and complete any Tamer Pass at any given moment, new items, additional Pansuns during the campaign, and more.

Below is the full rundown, courtesy of Crema:

Temtem update version 1.8 patch notes

New stuff

  • Welcome to the new Store: not Premium, nor rotating anymore!
    • The Store will not rotate anymore, and the Weekly Feature section has been removed.
    • The Store is now an enormous, permanent recollection of all previously Premium cosmetic items in Temtem, all of them purchasable with Feathers.
    • We’ve added all the cosmetics available in the previous Store (both items in the daily rotation and all the history of items available in the weekly featured rotation). You’ll also find all items from past in-game events, the cosmetics from all Tamer Passes (this will allow people to access the cosmetics even if they don’t want to farm the Pass, and to have multiple copies of those that allow it), and a handful of extra items that were currently outside of player’s reach, mostly common cosmetics and furniture for Housing.
    • Items that are not part of the store are: promotional items (such as the Paharo Mount, the Backer rewards or Twitch drops), items available in Tamer’s Paradise, items available in the normal Boutiques, items obtainable through the Challenge Modes, furniture obtained through Dojo Wars, and items obtainable through the Arcade Bar.
    • The rotating nature of the Store was the main cause of FOMO that still remained in the game. Part of our desire for Temtem to be enjoyable for as long as possible without new updates includes making sure there is no FOMO left, and offering a greater fan of customization possibilities for players.
  • We’ve revamped Luma and Umbra hunting:
    • The new appearance rate for Luma is 1/2.000.
    • The new appearance rate for Umbra is 1/20.000.
    • Umbra and Luma radars will now break after you capture an Umbra or Luma Temtem during that radar.
    • New item: Umbra Radar Box. It will provide a random Umbra Radar when used. You can purchase them at Nanto Labs.
    • The price of Luma Radars has been lowered a 20%.
    • Let the party commence! We want players to have a better shot at finding Luma and Umbra, while also keeping some control over hoarding Luma and Umbra Tems. It’s now way easier to find the Luma/Umbra you want, both with Radars and in Saipark, but it should be a tad harder to get 40 copies of your fav Luma/Umbra. To give you some numbers, in 1.7 the chance of finding a Luma/Umbra in a radar was 19.22%, while with patch 1.8 the possibility has gone up to 55.13%.
  • Saipark is now a whole different place:
    • You will no longer have to pay a fee to enter the Saipark.
    • All weeks will be Luma week at the Saipark.
    • You will only be able to capture ONE Luma Temtem per week in the Saipark. Once you’ve achieved your weekly Luma catch, no more Luma Tems will spawn in the Saipark. This means you’ll have to choose between the two featured Tems of that week.
    • You will now be able to use any type of TemCards in the Saipark.
    • SaiCards will remain, but their special conditions will disappear: they will no longer have an expiration date, will be purchasable from Temporiums and will be usable outside of Saipark.
    • SaiCards will have a normal capture rate (x1) in all zones except Saipark, where it will have a doubled chance (x2) to capture the Tem.
    • These changes are made with the main goal of removing as many as possible of the current pain points of the Saipark, and making the experience a lot easier and more enjoyable, which as you can see is the general trend of this patch. Like for Luma & Umbra and radars, we had to put down some limitations so it didn’t get out of control, even more so in Saipark’s case because of our ongoing battle with bots. It will now be easier to find a Luma in Saipark, and it’s now free to enter, so most players will be rewarded with a sparkly new Tem. We’ve also made SaiCards a choice instead of an obligation, while allowing the most aesthetic-oriented players to keep that Saipark drip!
  • Select any Tamer Pass, from any Season:
    • You can now select which Tamer Pass from any Season you want to work towards at any given time.
    • You can select from all Tamer Passes, and switch from one to another in a second.
    • You can only have one Tamer Pass active at a time.
    • Your progress in each Tamer Pass is stored, including the progress you might currently have, so you won’t lose anything while switching from one Tamer Pass to another.
    • You’ll be able to purchase the “Premium” (please keep in mind there’s no longer any Premium currency in Temtem, but we don’t really have a name for this section yet) track of any Tamer Pass you choose, and it’ll remain unlocked even if you change to a different Tamer Pass.
    • Your selected Tamer Pass and its progress will be maintained across platforms.
    • While we announced this change a while back, it’s also part of our intention to address FOMO and fully eradicate it from Temtem so all Tamers can enjoy things at their own pace.
  • An entirely new Ranked system:
    • Everyone’s TMR will be reset to 1000 with the launch of patch 1.8. This will ensure a cleaner slate for the competitive scene following all these changes.
    • Ranked Seasons will now happen automatically every two months. This will take place during the scheduled maintenance period, usually the first Monday of each month.
    • There will still be a seasonal TMR reset like there has been up until now, following the same formula and recalculating TMR for each range based on the population, just as it has been so far.
    • When the competitive season changes and the TMR is reset, all players will receive a Feather reward based on their rank when the previous season ended. It will follow the same logic as all these past seasons, with the only change being the reward.
    • Rewards will rank from 1000 Feathers for Bronze, up to 7000 Feathers for Legend players.
    • The compulsory ranked placement matches have been reduced from 10 to 5.
    • The TMR multiplier of the placement matches has been reduced so they are not as decisive as they were before.
    • We have reverted a past change that limited the amount of TMR you could lose to an opponent with a lower TMR to that of your current TMR; if you lose against an opponent with lower TMR, you will lose the natural amount of TMR resulting from the rival’s TMR number.
    • We have also reverted a past increase in K-factor in ranked: we’ve reduced it so variance in TMR is not that significant.
    • TMR will now be displayed.
      • You’ll see how much TMR you win or lose from a Ranked match in the result screen of it.
      • It will now show on the Tamer Profile of each player alongside the rank. It will only be displayed once the Tamer has completed their placement matches.
      • It will also be displayed on the Competitive lobby.
    • With the Tamer Season system gone, the Ranked system can finally have its own schedule. We we want to ensure ranked playing still provides cyclic changes and rewards, and we’ve taken this chance to provide ranked players with features they’ve requested for a long time. Some of the changes made are also intended to combat the TMR inflation the game had been suffering for some months.
    • Please note: due to a bug, when you log into the game for the first time after a patch, you’ll get a message saying you’ve earned a lot of Feathers. It’s a visual bug, and you’re not actually getting those Feathers, but rather the Ranked rewards from Season 7.
  • Every Tamer’s Paradise activity has been adjusted and changed. Here’s a complete list of everything added and improved upon!
    • We’ve changed the behavior of the flame icon on Tamer’s Paradise activities.
      • Every activity used to have its own threshold to enter flame levels, and it was confusing. We’ve equalized the threshold across activities to 100, so now you’ll start seeing the flame icon after surpassing level 100.
    • TemSafari
      • We’ve added a reroll option for the banned types in TemSafari.
        • When doing a reroll, the game will offer you a new list of banned types for the activity.
        • You can do as many rerolls as you like, as long as you have the funds for it.
        • It will cost Pansuns.
      • The number of banned Types has been reduced from 4 to 3.
      • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: wild Tems will now appear at level 75, and go up one level per new Tem. After 18 Tems have been defeated, newer Tems go up 2 levels per new Tem. After another 18 Tems, they go up 3 levels per new Tem, etc. The leveling up curve is less steep now, allowing Tamers to go farther in the activity.
    • DraftArena
      • Enemies will now appear at level 73, and go up in level in increments of 3.
      • DraftArena will now display a full battle log when entering combat, even before you have seen the rival Tems.
    • GritArena
      • We’ve added a reroll option for the banned Tems on GritArena.
        • When doing a reroll, the game will offer you a new list of banned Tems for the activity.
        • You can do as many rerolls as you like, as long as you have the funds for it.
        • It will cost Pansuns.
      • The number of available Tem species has been increased from 50 to 60.
      • The number of banned Tem species has been reduced from 45 to 35.
      • The leveling up curve is less steep now, allowing Tamers to go farther in the activity: enemies will now appear at level 72, and go up in level in increments of 6.
    • DigiLair
      •  The Tems you receive at the start of a DigiLair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
      • All target Temtem on DigiLairs have received a scaling buff on their Luma and Egg Move chances. The higher the difficulty, the bigger the boosts.
      • The price of a DigiLair token has been reduced from 7k to 5k Pansuns.
    • Evershifting Tower
      • We’ve also added the option to run away from one NPC Tamer per run in the Evershifting Tower.
        • It’s the same prompt used to run away from combat against wild Tems.
        • The Tamer will disappear after you choose to run from them, but you will not get any rewards from it.
        • You won’t be able to skip Tamers that block access to a new floor, the ones marked with the quest icon. You must fight those.
      • You can now always run away from wild Tems in the Evershifting Tower.
      • Evershifting Tower will now display a full battle log when entering combat, even before you have seen the rival Tems.
  • You can now skip animations during combat:
    • If you enable this setting, you will skip: Tems’ entrance in battles, Technique animationsStatus condition animations.
    • You will not skip any information, and will still see the result screen, or the experience screen.
    • This will be a new selectable setting in the Settings menu.
    • This might come as a surprise to many of you, as it was a change we haven’t agreed with for a long time. Back at the start, when the forums were the place to suggest ideas and there were only 3 islands, we commented in passing that we’d like to include this in the game, and it was a viable design choice. However, as Temtem grew and we became aware of the player economy that was bubbling up, and how important it was becoming, we realized introducing this setting would bring forth a lot of trouble for its effect on said economy. We decided against it, because as it were, including it would mean everyone would have to activate it to be able to take part in the economy. Faster combat meant faster Luma hunting for those who activated it, thus creating a situation of imbalance. With Temtem having reached completion, we are not that concerned about the economy anymore, and we’d rather have players of all levels of experience, skill and commitment happy and satisfied, enjoying the game more. Since patch 1.8’s trend is to make the game kinder, more enjoyable for casual and devoted players alike, you can now skip combat animations.
  • You can now see when a Temtem will evolve.
    • You can see the level at which the Temtem will evolve on its details page, right under the location where you encountered it.
    • The message will let you know either the level at which the Tem will evolve, or that it’s ready to evolve (in case you had previously stopped its evo for any given reason).
    • While we couldn’t add the exact level at which it was caught because of technical reasons, we believe this is a fitting solution to the problem of not knowing when a Tem was going to evolve!
  • You can now select directly from your TemDeck when handing over a Temtem to an NPC.
    • You’ll be able to access the Tems on your TemDeck when requested a Tem by an NPC, be it for a quest or an exchange.
  • We’ve added a new item: Temessence Ampoule.
    • Similar to the Temessence Phial, it recovers 50% of HP of your entire Team.
    • It’s, however, a consumable item. You’ll be able to purchase it on Temporium after Tucma.
    • You’ll find some Temessence Ampoules around the world as well. We’ve introduced new spots to reduce backtracking during the campaign.
    • It cannot be used during battle.
  • New item: ETC Pieces.
    • ETC Pieces are fragmented bits of ETCs (Egg Technique Courses) that you can obtain from loot pools, Wishing Wells, or endgame activities like Lairs.
    • You can trade these ETC Pieces for any specific ETC at a new shop located in Tamer’s Paradise, the endgame island.
    • All ETCs will be available to exchange at the shop!
    • Different ETCs will have a different price in Pieces, but this is a surefire way to obtain those ETCs you might have been after.
  • We’ve added three new usable furniture pieces from the Temporium!
    • You can now have a TemDeck, a Vault and a Healing Machine in the comfort of your own house!
    • These replicas work exactly like their Temporium counterparts.
    • They will be included in the Store.
  • We’ve added a new Wishing Well on the Pansun. It can drop pheromones from all Temtem types.
  • You can exchange Mythical Tems for WishYouWell coins.
    • Have one too many of those big boys? Ellie, on the Pansun, will gladly take them off your hands and give you two coins for your trouble.
    • It doesn’t matter which Mythical, or whether it’s regular, Luma, or Umbra: the return is always two coins.
  • We’ve added an Unstick option at the end of the Settings menu.
    • It can be used once every 8 hours.
    • It cannot be used in the Challenge Modes to prevent exploiting.
    • This command will help in cases where players find themselves stuck on different situations.
      • If you’re in combat with an NPC, the command will get your character out of battle first, and moved to the Temporium you’d last visited.
      • If you’re out of combat, your character will be moved to the Temporium you’d last visited.

Improvements

  • We’ve increased the reward of NPC Tamers by 40 Pansun each.
    • We made this change to improve and favor player economy during the early stages. You will most notice this on the first two islands, Deniz and Omninesia, where you will now be able to buy a Balm with every Tamer you defeat. This will allow for faster travelling and extra monetary comfort
    • A total of 685 Tamers have received this change, which means a total increment of 27.400 Pansuns in a complete game run.
  • Eggs wills now hatch faster.
    • From a range of 5-45 to 3-30 minutes, depending on catch rate.
  • All platforms have received upgrades to their loading times.
    • Our Tech team have tinkered with the memory management on all platforms to improve it across the board. This results in shorter loading times.
    • For a more in-depth explanation: Temtem uses Unity’s Addressable system to load and download game assets. To put it simply, each addressable is one little box where we store different assets. For example, all assets pertaining to Platypet (3D mesh, texture, animations) are stored in one addressable, one little box. When we want to show Platypet in game, we simply load this box and all its contents ; once we don’t want to show Platypet in-game, we simply unload that box.
    • We have updated the entire addressable system. The new version includes improvements in the way addressables are managed, so they take less to load and require less memory. This new addressable version couldn’t handle past addressables, so we’ve had to redo all the addressables in the game. This is also why the size of this patch is slightly larger than usual: all the addressables in the game have been rebuilt.
    • You’ll be able to feel this when loading up the game, teleporting, entering and leaving buildings and entering and leaving combat.
  • Switch has received extra improvement on loading times.
    • On top of the previously mentioned loading times improvements to all platforms, Switch has gotten a severe enhancement of how it handled and cleaned up memory. Since memory management has been improved, we can now allow for better memory allotment.
    • We’ve lowered the quality of textures on Switch, so they take up less memory and contribute to the general improvement of loading times. This is a small sacrifice in looks that will go a long way in performance.
  • Anahir can now be selected as the target Temtem on DigiLair.
    • Since it doesn’t have spawn points in the wild, DigiLair will treat it as if it were a Temtem with a 5% encounter rate.
    • We understand that achieving Anahir Luma, or even Umbra, were tasks that were getting more difficult as fewer new players joined the game, putting those Anahir into circulation. With this change we hope players who have that goal in mind can feel it more feasible.
    • Please note: due to a small bug with the amount of Luma Drops it provided, you won’t be able to exchange Luma Anahir at Nanto Labs until next patch.
  • Mythical Lairs have been adjusted:
    •  The Tems you receive at the start of a Lair have had their levels raised from 90 to 96, giving them access to their entire Technique pool.
  • The minimum required Warriors for Dojo Wars has been reduced from 9 to 5 members of a club.
    • Now clubs with less active members can still take part in Dojo Wars!
  • We have removed the Kudos for winning tournaments and Dojo Wars. 
    • These two Kudos, Champion and Dojo War Champion, will be hidden from the list of Kudos and removed from the requisites of the Archtamer Kudo.
    • Players who had already completed these Kudos will keep the title
    • In our effort to make Temtem as enjoyable and sustainable as possible without content updates, and with greater attention to a less populated environment we want to ensure these Kudos, hard to obtain with a lower population, don’t stand in the way of completion of other Kudos.
  • We have added a new Folder to the Backpack: Patch folder.
    • This includes all the Patch gears that prevent a Tem from gaining TVs on a particular stat.
  • We’ve increased the amount of different Stickers each player can find.
    • While this does not completely remove trading from the picture, each player can now find more Stickers without help.
  • Stickers can now also be obtained from completing Postal Service daily quests!
    • The chance to get a sticker is higher the more packages you get to deliver.
  • We have changed the way X/Y Incubator tickets work.
    • It will now add a 30% plain increase to the existing gender probabilities. So if the Temtem had a 10% chance of being male, by using a Y Incubator ticket, the chance will rise up to 40%.
  • You can now purchase WishYouWell coins using Feathers.
    • Sold by Soulful Souldad at the Tamer’s Paradise mall.
  • We’ve added more cosmetics and housing furniture to the Wishing Wells! All come from those available to purchase with Pansuns.
  • We’ve changed the loading screen for teleporting, which was causing eye strain for some players, and we’ve also gone and changed the loeading screen for the Narwhal, and for the Umbra spaceship.
  • We’ve added an internal trigger on the Innkball ramp so players can open the door from the inside and avoid having the ball get stuck on it.
    • This improvement made to the Innkball minigame was a response to a bug that happened after we had sent the Nintendo Switch build to certification, so that change didn’t make it into the Switch version. We’ll add this change into the Switch version in a following update, and we apologize to Switch players for this mishap.
  • We’ve updated the time goal for the Speedrun Challenge Mode.
    • It has been lowered from 10 hours to 9.5 hours.
    • The Speedrun Challenge Mode will have the option to skip animations activated by default. Players can turn them off in settings if they want to.
    • Since this patch includes a lot of improvements that help complete the campaign faster, such as more Pansuns, the Temessence Ampoule and the option to skip animations, this challenge mode has been revisited to reflect those changes.
  • We’ve created a separation to ensure the recent items tab in the Backpack isn’t affected by playing Evershifting Tower.
    • Now you’ll see the recent items for Evershifting Tower only while you’re in it, and they won’t persist after you leave the activity.

Balance

Economy

  • The price of the Matter Transfer Drone has been lowered, from 250 to 100 Pansuns.
  • As mentioned above, the price of Luma Radars has been lowered a 20%.
  • The price of Luma Chromeon Radars has been reduced an extra 50% on top of the price reduction for all Luma radars.
  • The price of a DigiLair token has been reduced from 7000 to 5000 Pansuns.
  • The price of all purchasable items on the Breeding Center (DNA Strands) has been reduced a 50%.
  • We’ve reviewed all the prices in the ETC shop according to Trade House tendencies to make sure they align with it.

PvE

  • Dojo Parks will now reward 2 more Telomere Hotfixes, and have a better chance to drop a Telomere Hotfix: Trait Swap.
  • We have reviewed and updated the TV spreads and Technique Pools of all Tems you can rent/use in endgame activities, such as Tamer’s Paradise activities and rematches.

PvP

Notes from the Balance team will be signaled in cursive.

Patch 1.8 is finally upon us, Tamers! Our goal for balance in this patch was to bring lower-tier Tems up towards the power level of more well-established Temtem, hopefully reducing the gap in playability between Temtem on the roster. We have also reworked Volgon, with more specific details on that below.

Temtem

  • #004— Chromeon
    • Digital Chromeon
      • Plasma Beam has been removed from its Tech pool.
      • Rend has been removed from his Tech pool.
      • Reset has been added to his Tech pool.
    • Neutral Chromeon
      • Rend has been removed from its Tech pool.
    • Fire Chromeon
      • Rend has been removed from its Tech pool.
    • Water Chromeon
      • Rend has been removed from its Tech pool.
    • Nature Chromeon
      • Rend has been removed from its Tech pool.
    • Electric Chromeon
      • Rend has been removed from its Tech pool.
    • Earth Chromeon
      • Rend has been removed from its Tech pool.
      • Drought has been removed from its Tech pool.
      • Sand Storm has been added to its Tech pool.
    • Melee Chromeon
      • Rend has been removed from its Tech pool.
    • Toxic Chromeon
      • Rend has been removed from its Tech pool.
    • Crystal Chromeon
      • Crystal Dust has been added to its Tech pool at level 96.
      • Rend has been removed from its Tech pool.
    • Mental Chromeon
      • Energy Manipulation has been removed from its Tech pool.
      • Hypnosis has been added to its Tech pool.
      • Rend has been removed from its Tech pool.
    • Wind Chromeon
      • Hurricane has been added to its at level 65.
      • Turbo-Choreography has been added to its at level 75.
      • Rend has been removed from its Tech pool.
    • Chromeon tends to be a very hit-and-miss Temtem in aggro teams. To improve its minimum performance we have made changes to some of the Torrent techniques, to provide Chromeon with a better baseline from which to build on. Digital Torrent received the biggest change, to compensate for the mono-typing of its user. Those will be detailed in the Techniques section of these patch notes, later down below.
  • #052 — Owlhe
    • Uppercut has been added to its Technique pool at level 84.
  • #053 — Barnshe
    • STA has been increased 56 => 61.
    • Phantom Whiplash has been added to its Technique pool at level 72.
  • #059 — Raican
    • Head Charge has been added to its Technique pool at level 68.
    • Execution has been added to its Technique pool at level 92.
    • Rend has been added to its Technique pool as a Technique Course.
    • At higher levels of play, Raican tends to get left behind, while other Fire Type Temtem take its place. We hope that Head Charge can give Motivator sets some coverage and defensive play, while Execution and Rend can set up for Prideful sweeps.
  • #060 — Pewki
    • Rend has been removed from its Technique pool.
  • #061 — Piraniant
    • Aquatic Whirlwind is now learned at level 40.
    • Waterjet is now learned at level 50.
    • Fluid Barrier is now learned at level 59.
    • Ice Cubes is now learned at level 69.
    • A new Technique, Abyssal Maw has been added to its Technique pool at level 75.
    • Ultrasound is now learned at level 83.
    • Rend has been removed from its Technique pool.
    • Piraniant is a strange case. On paper, it looked like it had all the tools it needed to succeed, and yet it was consistently one of the least picked of all fully-evolved Temtem. We have tried adding a new signature technique that can help both support and bulky offense builds.
  • #063 — Scaravolt
    • Smoldering Kiss has been added to its Technique pool at level 25.
  • #065 — Hedgine
    • Rend has been added to its Technique pool as a Technique Course.
  • #068 — Osukai
    • Rend has been removed from its Technique pool.
  • #069 — Saipat
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #074 — Tortenite
    • Hallucination has been added to its Technique pool at level 74.
  • #075 — Innki
    • Rend has been added to its Technique pool as a Technique Course.
  • #078 — Cycrox
    • Toxic Gas has been added to its Technique pool at level 87.
    • Rend has been added to its Technique pool as a Technique Course.
  • #087 — Mastione
    • Laundry has been added to its Technique pool as a Technique Course.
  • #098 — Sanbi
    • Head Charge has been added to its Technique pool at level 83.
    • Transient Echo is now learned at level 91.
  • #104 — Cerneaf
    • STA has been increased 56 => 60.
    • SPDEF has been increased 50 => 55.
    • Head charge has been added to its Technique pool at level 80.
    • Rend has been added to its Technique pool as a Technique Course.
    • Similarly to Raican, we wanted to give Cerneaf some coverage that would be a different type compared to Taifu. On top of this, giving it access to Rend and its good speed allow him to support the ally offensively, setting up KOs.
  • #106 — Noxolotl
    • STA has been increased 49 => 61.
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #108 — Goolder
    • Hallucination has been added to its Technique pool at level 70.
  • #110 — Volarend
    • Tornado has been removed from its Technique pool.
    • Toxic Spores has been added to its Technique pool at level 16.
    • Blizzard is now learned at level 25.
    • Multiple Pecks is now learned at level 38.
    • Toxic Plume is now learned at level 51.
    • Volarend has been in need of a nerf for quite some time, but we struggled to find how. Removing Tornado from its kit felt like the best way to do it, by removing the ability to rotate between 2 of the best Wind Type nuke techniques in the game.
  • #123 — Nessla
    • Rend has been removed from its Technique pool.
  • #124 — Valiar
    • Rend has been added to its Technique pool as a Technique Course.
  • #128 — Kalabyss
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #131 — Tukai
    • Sanative Rain has been added to its Technique pool as a Technique Course.
  • #143 — Koish
    • Water Koish
      • Fluid Barrier has been added to its Technique pool at level 60.
    • Earth Koish
      • Stone Wall has been added to its Technique pool at level 60.
      • Stone Ball has been added to its Technique pool at level 91.
    • Melee Koish
      • Show Off has been added to its Technique pool at level 65.
      • Haito Uchi has been added to its Technique pool at level 92.
    • Neutral Koish
      • Late Torment has been added to its Technique pool at level 92.
    • Crystal Koish
      • Glass Blade has been added to its Technique pool at level 52.
      • Sharp Stabs is now learned at level 69.
      • Sharpening is now learned at level 80.
      • Mineral Hail is now learned at level 92.
  • #149 — Hazrat
    • Rend has been added to its Technique pool as a Technique Course.
  • #153 — Maoala
    • Chain Heal has been added to its Technique pool at level 34.
    • Zen Meditation has been added to its Technique pool as a Technique Course.
    • Maoala’s nerf in patch 1.6 proved to be too much. Having learned from removing Zen Meditation and reworking Hypnotist at the same time, we have chosen to give Maoala its technique back. Haka has also been reworked, and with these changes, we believe Maoala is in the best spot it has ever been.
  • #158 — Arachnyte
    • Chain Heal has been added to its Technique pool at level 78.
    • Hallucination has been added to its Technique pool at level 87.
  • #162 — Anatan
    • Diamond Fort has been added to its Technique pool at level 80.
    • Rend has been added to its Technique pool as a Technique Course.
  • #164 — Volgon
    • HP has been decreased 63 => 53.
    • SPD has been increased 60 => 83.
    • ATK has been decreased 58 => 41.
    • DEF has been decreased 65 => 59.
    • SPATK has been increased 90 => 110.
    • SPDEF has been decreased 69 => 58.
    • Defibrillate has been removed from its Technique pool.
    • Hypoxia has been added to its Technique pool.
    • Late Torment has been removed from its Technique pool.
    • Sharp Rain has been added to its Technique pool.
    • Boomerang has been removed from its Technique pool.
    • Inner Spirit has been added to its Technique pool.
    • Rend has been removed from its Technique pool.
    • Volgon deserved a major rework. When looking at all three Mythical Temtem, it was disappointing to see that all three had fallen into bulky support or offense builds as their “optimal” playstyle. Tyranak and Galios are more obviously designed to be this way, but we wanted to differentiate Volgon from the others. This became even more necessary when we removed the ability to use the Strangle + Adrenaline Shot combo, which was one of Volgon’s strongest tools.
    • We have instead redistributed its base stats and changed the learnset to set Volgon apart as a much more obvious glass cannon Temtem, with an emphasis on coverage and tempo. We hope that Volgon should be more fun to use, and to play against.

Techniques

  • New Technique: Abyssal Maw
    • Type: Water
    • Physical
    • Hold turns: 2
    • Damage: 75
    • Stamina cost: 23
    • Priority: Normal
    • Effect & Description: If this technique leaves its target under 30% of their max HP, they’re instantly knocked out and Piraniant gets healed for 30% of its max HP.
    • This is Piraniant’s Signature Tech. Support builds can use this technique to pick off low-HP targets while keeping Piraniant healthy. Builds leaning towards offensive can use Energy Reserves to gain a lot of ATK and initiate a sweep. We can’t wait to see which teams you’ll build around Piraniant! This Tech also has two VFX: one when it knocks the target out, and one when it doesn’t. Enjoy!
  • New Synergy: Glass Blade +
    • Synergy typing: Neutral.
    • Priority increases from Normal => High.
    • Damage increases from 55 => 70.
  • Ampere Outburst
    • Previous effects no longer work.
    • Technique class has been changed from Status => Special.
    • Stamina cost has been increased from 14 => 26.
    • Damage has been increased from 0 => 100 to the whole enemy team.
    • Added new effect: When using this technique, both Volgon and its ally get their Hold turns decreased by 1.
    • The whole description now reads as follows: Volgon’s Heavenly Might unleashes a wave of power that strikes the entire team. When using this technique, both Volgon and his ally get their Hold decreased by 1.
    • With Volgon’s rework, we decided that the “team OX” effect no longer fit the Temtem. With the change in tempo, negatively impacting the opponent’s turn economy did not make much sense, so we instead changed it to positively affect the turn economy of Volgon’s own team while also dealing damage.
  • Burrow
    • Added new effect: Now also removes negative stages.
    • The whole description now reads as follows: In a hole in the ground there lived a Temtem… which allowed it to Evade for 4 turns and remove negative stages.
  • Crystal Deluge
    • Hold turns have been reduced from 2 => 1.
  • Crystal Deluge +
    • Hold turns have been reduced 2 => 1.
    • Inflicted turns of Sleep Status Condition have been reduced 2 => 1.
    • We noticed that putting Crystal Deluge at 2 holds was too much, so we decided to take back the latest nerf and bring back Crystal Deluge to 1 hold, but with only 1 turn of sleep. Paired with the Base Damage and the priority this technique has, it feels more than enough to play this technique again.
  • Divine Inspiration
    • SPDEF stage raises have been increased 1 => 2.
  • Hallucination +
    • Priority has been increased from Normal => Very High.
  • Horror
    • Damage has been reduced from 175 => 90.
    • Added new effect: When this technique hits a target affected by the Asleep Status Condition, the base damage of this technique gets doubled.
  • Ice Cubes
    • Damage has been increased from 54 => 60.
    • Priority has been reduced from High => Normal.
  • Ice Cubes +
    • Damage has been increased from 54 => 70.
    • Priority has been increased from High => Very High.
  • Ice Shuriken
    • Priority has been increased Normal => High.
    • Inflicted turns of the Freeze Status Condition have been reduced from 2 => 1.
  • Jinxed whisper
    • Previous effects no longer work.
    • Overexertion isn’t inflicted on the user anymore.
    • Turns of Sleep Status condition have been reduced from 2 => 1.
    • Added new effect: After using this technique for the first time in battle, it will have 1 hold for the rest of the match.
    • Jinxed Whisper will now work just like Bamboozle. Because of the previous changes to Adrenaline Shot, this technique needed to be adjusted.
  • Laundry
    • Priority has been increased from Normal => High.
  • Madness Buff
    • SPATK and SPDEF stage raises have been increased from 3 => 4.
  • Matter Teleport
    • STA cost has been reduced from 33 => 28.
  • Nightmare feed
    • Hold has been reduced from 2 => 1.
  • Rainbow Guard
    • Targeting changed from Self target => whole ally team.
    • Hold has been increased from 1 => 2.
    • Stamina cost has been increased from 15 => 21.
    • This technique, shared across all Chromeon & Koish, never saw play. With this change, we’re adding a very good support option to all of them.
  • Rend
    • Previous effects no longer work.
    • New effect: Deals 50% of target’s remaining HP.
    • Rend was a technique that, despite being in numerous Temtem Technique pools, has never had any real use. With this rework and its new distribution we want it to be a strong option for monotype Temtem who have trouble dealing with direct threats due to a lack of coverage in their kit. 
  • Sand Storm
    • Damage has been increased from 70 => 80.
  • Stampede
    • Stamina cost has been reduced from 33 => 27.
  • Stampede +
    • Stamina cost has been reduced from 33 => 27.
    • Priority has been increased from Low => Normal.
  • Shelter
    • Previous effects no longer work.
    • It does not inflict Overexertion on the user anymore.
    • Stamina cost has been increased from 10 => 18.
    • DEF & SPDEF stats stage raises have been reduced 4 => 3.
    • Added new effect: Restores 33% of max STA to the user.
  • Stone Ball +
    • Turns of Burn Status condition have been increased from 1 => 2.
  • Crystal Torrent
    • Damage has been reduced from 95 => 85.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 2 turns of the Isolated Status Condition to the target.
  • Digital Torrent
    • Damage has been increased from 95 => 100.
    • Stamina cost has been increased from 21 => 26.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 1 turn of the Burned Status Condition to the target.
    • On paper, this technique is now probably one of the strongest in the game. However, it is worth noting that Digital Chromeon is at the greatest disadvantage. As a mono-Digital Temtem with no coverage, Pigment Inverter cannot trigger, and the player is forced to stack Digital Temtem for Synertyper. We decided that the technique needed to be this strong to compensate for these severe weaknesses and give Digital Chromeon a chance to shine among its other variants.
  • Earth Torrent
    • Damage has been reduced from 95 => 90.
    • Added new effect: Inflicts -1 SPD to the target.
  • Mental Torrent
    • Damage has been reduced from 90 => 85.
    • Priority has been increased from Normal => High.
    • Added new effect: Inflicts 1 turn of the Exhausted Status Condition to the target.
  • Toxic Torrent
    • Damage has been reduced from 95 => 85.
    • Added new effect: Inflicts 1 turn of the Poisoned Status Condition to the target.
  • Trample
    • Previous effects have been removed.
    • Hold turns have been reduced from 3 => 2.
    • Damage has been reduced from 120 => 90.
  • Trample +
    • Previous effects no longer work.
    • Synergy required changed from Melee => Earth.
    • Technique class has been changed from Physical => Special.
    • Hold turns have been reduced from 3 => 2 .
    • Damage has been reduced from 120 => 90.
    • Added new effect: With synergy, this technique Overexerts both targets.
  • Turbo Charge
    • Added new effect: Now it also gives +1 SPD to the whole team.

Traits

  • Dispersion
    • Added new effect: Spread techniques also inflict -1 SPDEF to both targets.
    • The whole description now reads as follows: When using multi-target techniques, damage gets boosted by 20% and targets get inflicted with -1 SPDEF.
  • Haka
    • Previous effect no longer works.
    • Added new effect: When an enemy is knocked out, both Maoala and its ally gain +1 ATT and +1 SPATK.
    • Haka is now a very scary Trait, even as the signature trait of Maoala, which is a very fragile Temtem and quite hard to play. We want to reward players for picking such a Temtem, which is why we decided to give Maoala two very strong Traits.
  • Ignite Protection
    • It now only triggers if the holder is targeted by an offensive, single-target technique.
  • Inner Shield
    • Added new effect: It now also protects the ally from Status techniques.
  • Neurotoxins
    • Previous effects no longer work.
    • Added new effect: While on the board, any Temtem that receives the Poisoned Status condition also gets inflicted by -1 DEF / -1 SPDEF.
    • We’re aware of how frustrating and binary facing a Cycrox could be. With this change, we hope to see Cycrox in different and more varied teams than before, and that some interesting combos could see play.
  • Protostar
    • Doom turns reduced 6 => 5.
    • Inflicted damage on trigger has been reduced from 40% => 30%.
  • Supernova
    • Doom turns reduced 6 => 5.
    • Inflicted damage on trigger has been reduced from 40% => 30%.
  • Ruminant
    • Added new effect: It now also triggers when targeted by an allied Nature technique.
    • Added new effect: It now also grants +1 SPD when hit by a Nature technique.
    • The whole description now reads as follows: When targeted by a Nature technique, damage is reduced by 50% and receives +1 ATK and +1 SPD.
    • Based on the feedback you gave us on 1.7 regarding Ruminant, we decided to remove the fact that Ruminant can only be triggered by enemy techniques. On top of this, we decided to make it also boost speed so it can really compete with Rusher, which has always been the initial goal behind this Trait’s rework.
  • Self-esteem
    • Previous effects no longer work.
    • Added new effect: Prevents getting a negative Status Condition from being attacked with a technique, and gets +1 SPD.
  • Tardy Rush
    • Previous effects no longer work.
    • Added new effect: Gives +2 ATK and +1 SPD for every 3 turns the Temtem remains on the battlefield.
    • Tardy Rush was the only trait left that was boosting stats with a percentage, which felt “invisible”. With this simple change it’s way easier for players to know what is happening on the battlefield, while also making Rhoulder a more oppressive raid boss, especially with the change to Shelter, which can combo directly into this Trait’s activation window.
  • Welcomer
    • Previous effects no longer work.
    • Added new effect: Each time an ally enters the board, that ally gets healed by 10% of its max HP.
    • We decided to get rid completely of the Evasion part of Welcomer, as it became clear that if it’s not on turn 1, it’s not as good, all while feeling too strong in leading positions. Instead, we went for a support Trait. Paired with Bruiser, which is more offensive, it gives Shaolant two very different play styles that we hope will bring it back into the competitive scene.

Gears

  • Cable Link
    • Stamina recovery has been increased 10% => 12%.
  • Power Bank
    • Damage per Hold turns have been increased 6.5% => 7.5%.
  • Strawshield
    • Removed the turns requirement.
    • Damage reduction has been reduced 75% => 65%.
  • Tucma Mask
    • The gear is now revealed at the beginning of the turn.

Fixes

All platforms

  • Fixed a softlock in TemSafari if your last two Tems faint at the same time.
  • Fixed a softlock after attacking a Temtem with Bait and fainting in that same turn.
  • Fixed a softlock when swapping in two Tems with Gears that trigger upon entry on the field and that induce Status conditions.
  • Fixed a softlock caused by a particular situation when swapping in a Landing Transmog Mimit and a Protostar Galios.
  • Fixed a softlock when and NPC Tamer’s Tem dies to the effects of our Pigepic’s Fainted Curse.
  • Fixed getting stuck when starting a cinematic that involves player movement if the player was sitting.
  • Fixed that the rewards from the Challenge Modes were being tied to secondary accounts in the case of cross-progression. Rewards are now tied to primary accounts.
  • Fixed that cosmetics purchased using Feathers on the Premium Store on a secondary account were linked to it, as opposed to the primary account. Items purchased with Feathers should remain linked to the primary account, and return to it upon breaking cross-progression.
  • Fixed that the reward for level 39 on the Frozen Tales’ Tamer Pass was the wrong one.
  • Fixed that choosing some specific settings would lead to continuous error messages.
  • Fixed several desyncs in Temtem’s HP and Stamina when certain Traits are involved.
  • Fixed a desync in turns left of Status Conditions that had been applied by Gears whose activating trigger was “when entering the battlefield” after Galios resurrected through its Trait.
  • Fixed a desync in Galios’ HP when it rested for a turn after changing its Trait.
  • Fixed Bamboozle not triggering visually when applied on an ally with Kaleidoscope in PvP matches.
  • Fixed that the “1 turn of Poison” bonus was not properly applying to all enemies in the TemSafari.
  • Fixed not seeing the message to complete the placement ranked matches when trying to sign up for an in-game Tournament. This could lead players to think they had subscribed correctly when it wasn’t the case.
  • Fixed that the info on obtained experience after defeating a Tem was being automatically skipped.
  • Fixed Trade nodes appearing as rest nodes in the map and mini-map of Lairs.
  • Fixed that we could do a second launch on Innkball if the ball had entered the zone from a very soft initial launch.
  • Fixed mouse-navigation in the waters around Properton to prevent players from getting stuck around some stairs.
  • Fixed that the rank logo of a player wasn’t showing if they left for the lobby right after a replay, and then rejoined the game.
  • Fixed that, when hatching an Umbra egg that was on the first slot of the Squad, the newborn Temtem will not show the right Umbra particles nor VFX.
  • Fixed some internal issues when trying to place the Mimit Hologram plinth furniture in a house.
  • Fixed the MegaZizare Steed showing the wrong animations after performing certain jumps. RIP funny sleepy MegaZizare, you were really fun.
  • Fixed that the NPCs at the Crystal Shrine weren’t turning around to face the player when interacted. Rude!
  • Fixed an issue with the scroll on the My Auctions section of the Trade House if players claimed the last 4 items from bottom to top.
  • Fixed that the Spectate button would quickly lose their highlighting color while hovering over it.
  • Fixed the message of successful buyout lingering on the screen for a few seconds too long.
  • Fixed that playing the Fomuball emote would cause other emotes to have show displaced VFX.
  • Fixed an untranslated term the Weakener Lemon’s description in German.
  • Fixed a wrong translation for the “What are you Buying?” kudo in German.
  • Fixed that the lighting on places would overlap with the lighting in the cosmetic preview of Stores and Tamer Passes.
  • Fixed an issue with lighting in co-op is we spent too much time on the Learning Tech screen followed by an evolution scene.

Temtem is now available on Switch with the new update. More information about the game can be found here.

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