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Mortal Glory News

Updated to 1.6

Dev comments In this update I wanted to focus on some of the most commonly requested Quality of Life changes. Especially damage estimates and floating combat log are something that have been on my list for quite a while. Now that I have played with them turned on, I don't think I can ever go back. Let me know if you enjoy them as much as I do!

There is also a change to Endless mode scaling in this update that should have a noticeable effect on how the mode plays out. Previously many players were sharing crazy high win counts of 100+ to the point where their team was basically unbeatable. This change should make that much more unlikelier and bring the game sessions back to more contained lengths - although I look forward to someone proving me wrong by posting a new crazy high win count :)

I have also made good progress on the recently announced DLC Fresh Blood and I am looking forward to sharing some sneak peeks in near future! ːMortalGlorySlithererː

[h2]New stuff:[/h2]
-Floating combat text, which will visualize damage numbers and buff texts on top of units in battle. This can be toggled on in options.
-Damage estimates, which will show an estimate how much damage an attack will do in battle. This can be toggled on in options.
-You can now move items to inventory or sell window with double click.
-Added notification to character tooltip when character has recently dodged (to help avoid confusion related to negative dodge amounts).
-Added a visual instruction on how to buy items that is visible only on first run.

[h2]Adjustments:[/h2]
-Retiring a gladiator now gives some gold (around 20% of original value).
-Skillbooks are now color-coded based on their classtype. Red = physical, blue = magic, yellow = support/misc. (existing books in old save files won't update)
-Increased inventory size to 20.
-Gold gain from battles has been adjusted to give more gold at early stages and less at later stages.
-Endless mode will now scale faster in difficulty.
-Recruits are now more likely to have skills better suited for them.
-Armor & accessory items now have a higher chance to show up in the shop than before.
-Toggle Grid setting will now be remembered after closing the game.
-Enemy team injuries (if they have any) are now more visible in fight lobby.
-Emperor punishment direct damage effect can no longer activate first blood bonus or kill the unit.

[h2]Fixes:[/h2]
-Fixed a rare movement bug that potentially enabled more attacks per turn than should be possible
-Few spells had wrong dodge animation

Trading cards enabled!



Happy collecting! :)

Fresh Blood DLC announced!

I am pleased to announce Fresh Blood, the first DLC to Mortal Glory! The DLC will contain a new game mode, new races, bows and more!

Check out more details from the Steam page:
https://store.steampowered.com/app/1324470/Mortal_Glory__Fresh_Blood_DLC/

The DLC will be released during Q3 of 2020 (exact date to be revealed closer to release). Wishlist now to get notified immediately when the DLC is out!

Updated to 1.5.1

Fixes:

-Fixed a bug with old save files that caused the game to freeze when using a buff/debuff.
-Abandoning an endless run will now update your high score if the score is high enough.
-Legendary items will now still show their names if you change language in middle of a run.
-Fixed a bug where Beast-type enemies were sometimes not properly recognized as AI characters (this only had potential effect on achievements or unit coloring)

Updated to 1.5

Dev comments Fighting enemies that dodge all your attacks for many turns in a row isn't very funny, especially if there's very little you can do about it. With the change to dodging in this update I am hoping to introduce some counter-play opportunities against such opponents. Now if you are facing an enemy with high dodge chance, you can get him to dodge a weaker attack or two and be much more confident in landing your next powerful attack.

Similarly, trying to get a debuff-centered character to work was like swimming against the current (not very fun) since most characters had decently sized debuff resistance just from Vitality. By splitting the debuff resistance scaling from Vitality and changing dot damage to percentual damage, I am hoping to introduce some late-game viability for builds that rely on debuffs to reach for the glory.

One more notable thing to mention in the update is the change to critical chance scaling. In most cases AGI has been just a secondary stat to get enough action points, but I am hoping by buffing crit% scaling there's now more room for experimenting with builds that invest more into AGI than just the bare minimum.

In addition to these update changes, I have also been working on completely new content to the game, but more information on that soon!

[h2]New stuff:[/h2]
-Polish translation

[h2]Adjustments:[/h2]
-Dodging now reduces your dodge chance by 20% for 1 turn. This effect stacks (f.ex. 3 dodges in a row reduce dodge chance by 60%).
-Critical chance now scales 1:1 from Agility.
-Debuff resistance now scales 1:1 from Vitality.
-Marathon Runner achievement will now be given immediately after reaching 42 wins in Endless mode (instead of when finishing the run).
-Toggled challenges are now remembered between runs.
-Toggle Grid setting is now remembered between matches.
-Text adjustments
-In Endless mode enemies will now start scaling up more aggressively after 50 wins.
[h3]Adjustments to buffs:[/h3]
-Poisoned, Burning & Rapid Decay now deal percentual damage.
-Rapid Decay duration reduced to 4.
-Coursing Strength effect increased to 8.
-Fleeting Strength effect increased to 5.
-Fleeting Wisdom effect increased to 10.
-Distracted effect increased to 10.
-Vulnerable effect increased to 10.
[h3]Adjustments to skills:[/h3]
-Blazing Swing mana cost increased to 10, cooldown reduced to 1.
-Zealot strike healing increased to 10, mana cost to 8, cooldown to 3.
-Zealot bolt healing increased to 10, mana cost to 12, cooldown to 3.
-Mana Bomb effect increased to 30 MP.
-Poisoned Shiv damage reduced by 5, cooldown reduced to 2.
-Immolation bonus effect damage increased to 10.
-Expunge Poison bonus effect damage increased to 5.
-Abrupt Lethargy no longer consumes a turn, cooldown increased to 3
-Brain Decay no longer consumes a turn, cooldown increased to 3

[h2]Fixes:[/h2]
-Fixed a bug that caused "toggle grid" functionality to not work with old save files.
-Fixed a bug that enabled multiple attacks per turn with high enough agility (this was possible pretty much only in endless mode).
-Added proper mention to skills that cannot be dodged (mainly pure debuff skills).
-Special character can no longer have dodge values over 80%
-Small localization fixes