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Teenage Mutant Ninja Turtles: Splintered Destiny ‘Steadiness Of Energy’ Update Now Stay

Teenage Mutant Ninja Turtles: Splintered Destiny ‘Steadiness Of Energy’ Update Now Stay

By on March 30, 2025 0 2 Views

The appealing Nefarious Megacorp has this week released its ‘Stability of Power’ update for Teenage Mutant Ninja Turtles: Splintered Destiny.

This is a comprehensive update that includes boss modifications, monitoring enhancements, bug resolutions, and much more. The team has also outlined exciting plans for 2025. Here is the complete summary via the official Steam webpage:

Stability of Power Update:

“This Community Update introduces adjustments to bosses and power balancing to enhance combat enjoyment and fairness, in addition to critical bug fixes and gameplay improvements to ensure your runs feel satisfying. Our objective is to transform TMNT: Splintered Fate into the best version possible.”

Boss Modifications

We have restructured various bosses to more accurately reflect the challenges they present in the campaign. Karai was slightly more brutal than her ancestor Shredder, so both have been modified to be more accessible and distinct, respectively. Leatherhead also experienced adjustments to his Amphibian Ambush abilities while Gigi from our Junkyard Jam DLC has received a minor tweak to make her a little easier to counter.

Karai

  • Enhanced warning on the primary Bound, increasing it by 0.3s
  • Previously it was 0.4s, now adjusted to 0.7s
  • Reduced her invulnerability duration following her Rage attack
  • This is the one she employs after her rage meter is full (around kunai explosion where she shouts)
  • Previously, she was invulnerable during the entire animation
  • Now she becomes vulnerable just after the kunai are thrown, providing a significant opportunity for a counterattack

Charming Shadow (Hard Mode)

  • Shadow Flames should be slightly easier to evade;
  • Reduced Movement Speed by 20%
  • Decreased Rotation Speed
  • Fire Bomb radius is now slightly smaller than Mystic Karai’s variant instead of being larger
  • Enemies now spawn separately, first at 75% and then 50% of Karai’s HP

Mystic Karai (Flame variant)

  • Decreased the size of Mystic Karai’s Flames by approximately 30%

Leatherhead (Punk Frog variant)

Reviewed all Punk Frog spawns to:

  • Avoid excessive overlapping
  • Reduce their total numbers (you should notice about 50% fewer Punk Frogs overall)

Gigi

  • Gigi’s cut and 360 spin attack now has a more pronounced wind-up
  • This adjustment aims to make it more responsive for players, as previously it was too quick
  • Wind-up duration increased by +0.55s (from 0.45s to 1.0s)

Shredder

All actions have been revised, which now adhere to the following logic:

At the start of battle, Shredder receives support from basic Footclan enemies for approximately the first ~20 seconds.

  • No elites, only Sword, Shuriken, and Spear Foot Soldiers

Once he transitions to the second phase, different Foot Soldiers will spawn depending on which Elemental variant Shredder switches to.

  • Astral summons a combination 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 Jump during Phase 3 has also been adjusted.

Now, instead of always jumping twice, he’ll perform a first jump followed by one out of four possible follow-up actions.

  • Another Jump (as it was previously)
  • Shadow Fracture (shadow flames on the floor)
  • Shadow Pursuit (gets on the ground and moves while intangible)
  • Shadow Kick (flying kick)

Dragon and Dreamer Coin Economy Enhancements

Overall, we have significantly lowered the costs of Dragon and Dreamer coin upgrades. We believe that the overall rates were previously too high, and they have been adjusted to provide a more rewarding progression experience during the campaign.

You should see reductions in costs for low to mid-tier upgrades and a substantial decrease in prices for many of the high-tier upgrades. Additionally, we have adjusted the quantity and requirements of specific currencies (Shredder’s Claw, Gauntlet Cash, etc.) needed at different upgrade levels.

Dragon Coin Upgrades

Training

Health

  • Significant decrease in cost per upgrade

Bound Price

  • Slight increase in early Bound Price upgrade costs
  • Significant drop in the final cost of the remaining Bound charge upgrades.

Splinter’s Revive

  • Slight increase in early Splinter’s Revive upgrade costs,
  • Significant reduction in the final cost of the remaining Bound charge upgrades.

Swiftness

  • Decrease in total cost to upgrade Swiftness.

Enjoy The Style

  • Reduction in cost per upgrade.

Sever of Existence

  • Slight decrease in the % chance to collect pizza received per upgrade.
  • Reduction in cost per upgrade.

Astral Rejuvenation

  • Decrease in total cost to upgrade.

Strategy

Attack Difficulty

  • Significant reduction in cost per upgrade.

Critical Chance

  • Very slight increase in total cost to upgrade. Critical hits might be quite rare!

Targeted Forces

  • Increased elemental damage output per upgrade.
  • Reduced total cost at higher ranks.

Special Difficulty

  • Reduction in cost per upgrade.

Machine Difficulty

  • Reduction in cost per upgrade at higher ranks.

Mechanical Genius

  • Reduction in cost per upgrade.

Stronger Stuff

  • Slight decrease in cost per upgrade.

Durable Ticket

  • Reduction in cost per upgrade.

Uniqueness

Swift Attacks

  • Reduction in cost per upgrade.
  • Additional decrease in high-tier costs.

Multi-Hit

  • Reduction in cost per upgrade.
  • Additional decrease in high-tier costs.

Swift Skills

  • Reduction in cost per upgrade.
  • Additional decrease in high-tier costs.

Hammertime

  • Reduction in cost per upgrade.
  • Additional decrease in high-tier costs.

Pizza Meal

  • Reduction in cost per upgrade.
  • Additional decrease in high-tier costs.

Reliable Allies

  • Significant reduction in cost per upgrade at all levels.

Critical Difficulty

  • Significant reduction in cost per upgrade.

Confidence

  • Reduction in cost per upgrade.
  • Significant decrease in

    high despicable fees.

Inspiration Sources

Leonardo’s Inspiration 1

  • Reduced cost per despicable.

Raphael’s Inspiration 1

  • Reduced cost per despicable.

Michelangelo’s Inspiration 1

  • Reduced cost per despicable.

Donatello’s Inspiration 1

  • Reduced cost per despicable.

Casey’s Inspiration 1

  • Reduced cost per despicable.

Leonardo’s Inspiration 2

  • Reduced cost per despicable.

Raphael’s Inspiration 2

  • Reduced cost per despicable.
  • Significant reduction in high despicable charges.

Michelangelo’s Inspiration 2

  • Reduced cost per despicable.
  • Significant reduction in high despicable charges.

Donatello’s Inspiration 2

  • Significant reduction in cost per despicable.

Casey’s Inspiration 2

  • Reduced cost per despicable.

Dreamer Coin Enhancements

Fair Suitable Fortune

Perhaps

  • Reduced cost at all ranks.

Discontinue Over

  • Reduced cost at improved ranks.

Polish

  • Reduced cost at all ranks.

Double Trouble

  • Reduced cost at all ranks.

Lucky Spoils

  • Reduced cost at all ranks.

Double Double

  • Reduced cost at all ranks.

Economy

Running Originate

  • Minor reduction in cost at improved ranks.

Scrappy Bosses

  • Significant reduction in cost at improved ranks.

Scavenger

  • Significant reduction in cost at all ranks.

Pantheon’s Blessing

  • Minor reduction in cost at all ranks.

Scrap King

  • Reduced cost at all ranks.

Recycling

  • Reduced cost at all ranks.

Unfamiliar

Mouse Scrap

  • Reduced cost at all ranks.

Fortune Favors The Bold

  • Significant reduction in cost at all ranks.

Arcade Fixer

  • Reduced cost at all ranks.

Busted Coin Slot

  • No transactions.

Dojo

  • Significant reduction in cost at all ranks.

Artifact Upgrade Costs

We recognized that Artifact upgrade costs have been excessively high, resulting in players typically concentrating on enhancing one or two Artifacts. Our goal is to support further experimentation with builds by making the upgrade of additional Artifacts a more attainable objective. In addition, some of the common meta currency requirements (Shredder’s Claw, Gauntlet Coin, and several others) have been adjusted within 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 become accessible at level 1 through gameplay.

Powers and Tools

We’re aware of the strength of builds such as Critical Strike, Shurikens, and Ooze, and rather than focusing solely on nerfing, we’ve opted to revamp the entire power trees to improve them! We want players to feel like they have more freedom in exploring build options that can be completely unique, rather than feeling they must use the same few builds to tackle the most challenging content.

As a result, this will make the experience of the various runs you undertake significantly smoother, as there will be a much greater chance of assembling a successful build. We hope players can discover innovative and exciting build combinations to explore!

Tools

We aim for some of the currently weaker tool options to feel more viable, so we’re implementing several improvements here.
Utrom Shurikens

  • Now releases 4 shuriken, increased from 2.
  • Fixed a delay issue between the releases of Shuriken.

Lightning Rod

  • Lightning Rod will now function more reliably and strike more targets, making it more effective.
  • Resolved a bug that caused Lightning Rod to continuously strike targets, even if they were immobile.
  • Increased charged strikes to 6/8/10, up from 3/4/5.

Ooze Shuriken

  • Now releases 4 shuriken, increased from 2.
  • Fixed a delay issue between the releases of Shuriken.

Smoke Bomb

  • We’ve fine-tuned Smoke Bomb to enhance the sensation of control when you teleport, upgraded its damage, and instead of a Dodge trigger, we’ve 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 five seconds upon using Smoke Bomb.

Meteor Storm

  • Meteor is undeniably a powerful tool, and while we want it to remain that way, we’re adjusting its damage and its rate of releasing meteors. Meteors will fall slowly enough to avoid overlapping, and will feel significantly heftier. We’ve also fixed a timing issue that caused one fewer 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, changed from every 0.5s to every 1.0s.
  • Number of meteors adjusted to 6/8/10 from 9/12/15.

Fireball

  • We’ve upgraded Fireball to release four fireballs, increased from three, and its damage has been modified. Furthermore, it now affects a larger area, making it both more consistent and more powerful.
  • Fireball now releases 4 projectiles at all ranks, increased from 3.
  • Fireball impact has been doubled.
  • Damage of each fireball adjusted to 30/50/70 from 40/70/100 to account for the additional fireball.

Water Sweep

  • Water Sweep should now feel more consistent across all ranks. It now inflicts more damage and stuns enemies instead of knocking them back. All of these enhancements make Water Sweep more valuable.
  • 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 knocking back.

Utrom

The Utrom tree has a unique mechanic, the charge bar, that we felt wasn’t fully realizing its potential. Therefore, we’ve implemented significant improvements to it! Additionally, we’ve made lightning strike abilities more consistent and frequent across the board. We believe you’re going to have an exceptional time.

Lightning Strike

  • Lightning strike now deals increased damage at earlier ranks.
  • Damage increased to 20/25/30
  • from 10/20/30.

Lightning Bound

  • We prefer Bound configurations to be moderately more effective, so we have increased the requirement for targets struck while also enhancing its damage at lower tiers. Lightning Bound now also prioritizes a higher position.
  • Count of targets struck is now 3/4/5.
  • Difficulty raised to 20/25/30.
  • Targets a higher position.

Speedily Behold

  • We have modified Speedily Behold’s charging rate, to account for the energy adjustments we’ve implemented to Utrom across the board.
  • Charge rate changed to 50/100/150% from 75/125/200%

Surprising

  • We have increased the notorious charging rate of the Utrom charge bar. Unlimited Energy!
  • Charging rate increased by 20%

Electrifying

  • We have modified the scaling on Electrify to be more significant at lower levels.
  • Damage adjusted to 10/15/20 from 7/15/22

Chain Lightning

  • Chain Lightning can now target a significantly higher position, enhancing its reliability and effectiveness. We have modified the scaling to be somewhat improved at lower tiers.
  • Radius increase by 60%.
  • Damage scaling adjusted to 10/15/20 from 7/15/21

Stormy Climate

  • We have enhanced Stormy Climate’s reliability by increasing its range and adjusting the damage scaling.
  • Radius increased by 20%
  • Damage scaling adjusted to 10/15/20 from 7/14/21.

Techno-Natural Interface

  • We are subtly adjusting movement speed to be somewhat more controllable. Crafty turtles will continue to move swiftly!
  • Movement speed set to 15% at all levels.

Biomechanical Bustle

  • We aimed to provide a greater opportunity to utilize the advantages of Biomechanical Bustle.
  • Duration increased to 2/4/5 seconds.

Aftershock

  • We are also making Aftershock more effective over a larger range.
  • Radius increased by 60%

Ooze

Our slimiest energy tree is also one of our most potent. We have left it largely unchanged. Keep slinging that slime!

Shelf Existence

  • We want Shelf Existence to feel like it leaves a lasting impression once you invest in it, so we’re increasing how long the bonuses last.
  • Improved number of rooms Shelf Existence is active in to 4/5/6

Flame

The Flame tree is in a very good condition, but we wanted to see if we could make the Inferno build a bit more viable.

Flame Strike

  • Flame Strike will inflict slightly more damage.
  • Damage increased to 25/35/45 from 20/30/40.

Inferno

  • We seek to make Inf

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