Open Beta King of the Hill Season 1 is Over! | Balance Patch

[h3]"Listen up, puny humans! If you still haven't beaten the demo, I suggest you go and do that instead of reading this, okay?!"[/h3]
[h2]King of the Hill Tournament Information[/h2]
The first season of the open playtest's King of the Hill tournament lasted one week, with over 1800 players participating, split into 18 groups! Thank you, everyone, for taking part and providing so much invaluable feedback to the team.
While wrapping the season up, we decided to create not one but two new leagues.
- Those who achieved the top 5% of finishers in their respective groups will become "Heroes" in the new season: all these humans will be thrown into one group to find out who the real King of the Hill is!
- The following 20% of the top players will be placed in the "Amateurs" league, while the rest will remain among the "Greenhorn" ranks.
- New groups will be created for those who complete the campaign for the first time during a new season.
The second season is currently planned to be one or two weeks long. We will keep you up to date and let you know before the end of the second season.
- Season durations will be posted in advance once Early Access begins.
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[h3]New update is out:[/h3]
- BUGS -
We fixed many bugs in the middle of the week and immediately (and secretly) updated the game. But we were saving a couple of fixes until the end of the season because they significantly affect the gameplay balance:
- A mutation that provides greater magic protection didn't work the way it should. Like, at all. Yeah, we only recently realized this >_>;
- A mutation that increases ability damage was granting a bonus identical to the bonus at the first level. We laughed nervously, realizing that no one informed us about this bug. And the previous one too;
- Health is not restored before a "King of the Hill" battle, regardless of available mutations. Yes, it was a bug, not a feature;
- The description of the "Resurrection" mutation has been resolved. It was only triggering after a battle; therefore, it is entirely useless in King of the Hill.
- BALANCE CHANGES -
Random mutations:
- Fireball: damage reduced (200 -> 150);
- Health Bonus mutation: the mutation can now drop at levels 1-3 has a 30% bonus instead of 50%;
- The "Shooting Towers" mutation: now, a tower has a larger attack radius that can affect the entire room;
- Armor Bonus mutation: bonus increased (20 -> 30);
- The "Explosive Death" mutation (a quest reward) now affects all puny humans, not only newbies.
Mutation tree:
- Magic Resistance:
"Costs": [5, 10, 20] -> [5, 15, 30, 45];
"Bonuses": [20, 35, 50] -> [20, 35, 50, 65] (percentage); - "Topochlorians" (increased ability damage):
"Costs": [10, 20, 30, 50, 50, 50, 50] -> "Costs": [10, 30, 50, 50, 60, 60, 70]; - Health Bonus:
"Costs": [20, 30, 50, 50, 50, 50, 50, 50, 50] -> "Costs": [20, 30, 50, 50, 60, 60, 70, 70, 70]; - "Valor":
"Costs": [30, 50, 80] -> "Costs": [20, 40, 70].
General:
- We have reworked the third and fourth levels of the dungeon. Now there are only two enemy types that spawn randomly instead of three. This means that now in every single run, you will run into your favorite enemy type: the undead (Plague and the zombies).
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