Experimental Branch v0.10.0.2
Greetings, orx slayers!
The newest content update is here! The advisors, Universal Cards, new cards, mechanics and more await you!
To access Experimental Branch Right-click ORX in your Steam Library and select 'Properties....'. Then navigate to 'Betas' section and select Experimental Branch from the drop-down list. Voila, the game will automatically update and you'll be able to play on EB!
To switch back to Live version of ORX just follow the same process as above, but select "None" option from the drop-down list.
Experimental Branch now has a separate save, so there is no need to worry about losing your Main progress!
We encourage everyone to try out the Experimental Branch and write us about any issues you encounter or simply share the feedback!
[h3]Gameplay[/h3]
As always we're looking for your feedback, so share your thoughts:

The newest content update is here! The advisors, Universal Cards, new cards, mechanics and more await you!
To access Experimental Branch Right-click ORX in your Steam Library and select 'Properties....'. Then navigate to 'Betas' section and select Experimental Branch from the drop-down list. Voila, the game will automatically update and you'll be able to play on EB!
To switch back to Live version of ORX just follow the same process as above, but select "None" option from the drop-down list.
Experimental Branch now has a separate save, so there is no need to worry about losing your Main progress!
We encourage everyone to try out the Experimental Branch and write us about any issues you encounter or simply share the feedback!
[h3]Gameplay[/h3]
- Roof (Neutral) — build a dooryard granting +X delayed gold for each unit camp in it’s vicinity.
- Hallucination (Neutral) — Select a warrior camp and reate it’s illusory copy. Illusions can’t attack.
- Insurance (Neutral) — Grants 5 delayed gold for each destroyed building. Effect ends at Dawn.
- Rune of Neuro Force (RG) — increase health, damage and defence by 3/5/10 for each unique camp/castle with this rune.
- Revenge (RG) — castle with this tile accumulates 10/15/25% damage received and releases this damage as a shockwave every 3 seconds with the range of 2.
- Cairn of Stealth (DR) — hides all buildings and units in its aura. Does not apply the effect to itself.
- Training Camp (DR) — grants bonus 3/6/10% stats when merging camps in the same military zone as Training Camp.
- Fight Club (DR) — Move unit camp to this building to destroy them and gain +2/4/6 initiative.
- Small House Fortification — builds a fence around the selected house and any adjacent ones in “+” formation. Orx can not destroy or pass through this fence.
- Camp to Barracks (DR) — transform a unit camp into Barracks.
- Camp to Bazaar (DR) — transform a unit camp into Bazaar.
- Curse (DR) — Dictate. Grants +181/404/666 damage to a unit until Dawn. Units under the Curse will be forever lost if they die in battle or when the Dawn comes.
- Motivation (DR) — Dictate. Units no longer can attack. Units share 20/40/60% of their stats with every other unit camp in the same military zone.
- Commander Neuro (DR) — Commander. Increase health, damage and defence by 5/10/20 for each carrier camp. Camps remain a carrier even if you change the commander.
- Recruiter (DR) — Commander. Each time another camp appears, increase damage, health and attack speed of the camp with this commander by 5/10/15%.
As always we're looking for your feedback, so share your thoughts:

