ORX v0.14.0.26
[p]CAMPAIGN & DIFFICULTY[/p]
- [p]Mission scaling adjusted from Act 3 onward. Later-campaign waves will be slightly harder.[/p]
- [p]Reduced the aggressiveness of ORX Zeppelin spawns from forests and destroyed buildings.[/p]
- [p]Wind/Water/Fire/Earth ORX Villages reintroduced in Act 4 in low quantity. Elemental ORX have been rebalanced, each gaining their own passive abilities.[/p]
- [p]Wizdomiac boss: when forced to retreat between waves, it now destroys its own totems (should remove several stupid softlocks that happened occasionally due to random map generation).[/p]
- [p]Full card cost rebalance; cooldowns added to a number of cards.[/p]
- [p]Updated many card descriptions that did not match real behavior.[/p]
- [p]Cards are now correctly distributed across 3 rarities.[/p]
- [p]Fixed a visual issue where Dictates were not carrying over when moving a unit.[/p]
- [p]Archers damage behavior changed to reduce lag (less attack speed, more damage + Multistrike).[/p]
- [p]Warriors should no longer spawn outside of map bounds.[/p]
- [p]Expanded/fixed behavior for multiple cards and effects, including: Dictates, Geology, Well, Road Lamp, Orator, Weapon Craftsman, Mystic Crypt, Fight Club.[/p][p]Dune Reavers warning: this is by no means the final iteration of Dune Reavers, but this update makes them playable in terms of balance on the current patch.[/p]
- [p]Added a prominent in-game warning that Boreal Nomads are currently not balanced and may be broken. The faction remains available to play, but expect issues.[/p]