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Godsbane News

Version 0.28

[h2]Major Changes[/h2]

  • Added the first version of reconnection support. If you are disconnected from a match for any reason besides forfeiting, you will have the option to reconnect from the main menu.

  • New power: Healing Affinity. All healing performed by the bearer is increased by [30%/60%/90%].

  • New power: Energy Boots. Whenever the bearer enters a new cell, gain a stacking shield that absorbs [60/120/180] damage.

  • The damage multiplier for weaknesses has been increased to 1.5x damage, up from 1.3x damage.

  • Abilities and powers that rely on random number generation now use a pseudo-random function. This means that the longer an ability goes without proccing, the higher the chance it has to proc (Similar to how Dota 2 handles its random logic).

  • Deities can now be selected prior to entering the main menu.


[h2]Unit and Power Changes[/h2]

  • Ascended now reads: Strike the target for [170/255/340] magic damage and heal all surrounding allies for the damage dealt.

  • Irali minions now once again do area damage instead of single target.

  • Mana Shard now reads: At the start of each round, distribute [100/200/300] mana amongst the bearer and all surrounding allies.

  • Death Eater now reads: Whenever an ally dies, the bearer gains [30/60/90] attack damage for 2.5 seconds, stacking up to 3 times.


[h2]Minor Changes[/h2]

  • The amount of tiles a unit can move during your movement phase has been upped to 3.


[h2]Bug Fixes[/h2]

  • Units will no longer attack enemies before they get within range and will wait for the target to fully enter the tile before attacking.

  • The Sorceress will no longer put the entire enemy team to sleep at once.

  • Fixed a bug where ranged units that are blocked by other units will never acquire a new target.

  • Fixed a bug where powers were sometimes applied twice when used for the first time.

  • Power tooltips no longer show during the end of match screen.

  • You no longer need to press ESC twice to option the in-game options menu.



Version 0.27

[h2]Major Changes[/h2]

  • New unit: Sentinel. Ability: Curse the target for 3 seconds. When the curse expires or is expelled, the target takes [50%/75%/100%] of all health lost during the curse as magic damage.

  • Added "Freestyle Menu" to Practice matches to create and test custom scenarios.

  • The first shuffle of each match is now free.

  • Holding down the TAB key during a match will now show a dropdown of your selected draft to refresh your memory.


[h2]Unit and Power Changes[/h2]

  • Mortar Scatter Shot now additionally does [100/150/200] blunt damage to the target if within 2 cells when cast.

  • Phoenix rework: Living bomb now does [230/345/460] pierce damage to the target. If the Phoenix is above 50% health, the damage is also dealt to enemies surrounding the target.

  • If an enemy knocked by a Pit Fighter hits the edge of the battlefield, they are stunned for 2 seconds. Damage reduced from [225/337/450] to [200/300/400].

  • The Darkmage now only gains extra ability damage if an ally dies within 1 cell of him.

  • The Beserker and Shadow Stalker no longer gain mana while their abilities are active.

  • Ascended healing reduced from [20/30/40]% down to [10/15/20]%.

  • Refreshing blows can now proc from any type of damage dealt, not just normal damage.

  • Minions spawned from Dark Pact now have 120 health, down from 325 and do 30 damage per second, up from 16.

  • Mana shard now provides [0%/10%/20%] extra mana from all sources, down from [0%/20%/40%].

  • Burst of Life now only removes negative effects from the bearer and not all healed allies.

  • Arrogance taunt duration reduced to 1 second. Units will now retarget once the taunt ends.


[h2]Minor Changes[/h2]

  • Added "Damage Taken" section to the leaderboard.

  • Units will now continue to attack invulnerable targets, with the exception of the Sorceress charm ability.

  • Spacebar can now be used to ready up.


[h2]Bug Fixes[/h2]

  • A disconnected player will now lose rating as expected. If one player leaves or forfeits, the match is immediately ended with the winner being the remaining player. Once reconnection support is added, this will be reworked.

  • Fixed a bug where players were able to shuffle multiple times, losing the mana but not getting the shuffle result.

  • Powers now sell for the correct amount. Previously they sold for their base value only not taking into account star upgrades.

  • Units will now correctly path around stunned units.

  • Fixed a client-side desync caused by Divine Reflection.

  • Magic resistance will now work as expected.

  • Lifesteal now works correctly with the Defender's ability.

  • Grenadier bounce range corrected to 1 instead of 2.

  • Death Eater no longer shows extra damage in the planning phase.

  • The Forsaken now correctly resists normal damage.



Version 0.26

[h2]Major Changes[/h2]

  • Unit ability cooldowns have been removed. Units now cast their abilities when they reach maximum mana.

  • Ability and auto attack damage ratios have been heavily adjusted. Abilities are now significantly more effective than auto attacks on average.

  • Utility units no longer gain mana from damage taken and have had their passive mana regeneration increased.

  • New unit: Rock Golem. The Rock Golem summons a Rockling that deals blunt damage with each attack. Rocklings also have a chance on attack to stun the target.


[h2]Unit and Power Changes[/h2]

  • Heavy Gunner ability change: Every sequential attack against a target deals [12/18/24] extra damage up to a maximum of 5 consecutive attacks. Damage is reset on target change.

  • Mage Hunter renamed to Mana Hound. Ability change: Gain [20/30/40] mana whenever an ally casts a spell and no longer burns enemy mana.

  • Dark Mage ability change: Detonate target enemy for [120/180/240] magic damage and an additional [30/45/60] damage for each ally that died this round.

  • Ascended ability change: Heal the Ascended and all surrounding allies for [20%/30%/40%] of their missing health.

  • Irali minions now explode on impact and not on death.

  • Lightsmith hammer toss now has global range.

  • Grenadier bounce range reduced to 1 down from 2.

  • Null Field renamed to Magic Affinity. Increase all magic damage dealt by [20%/40%/60%] and increase resistance to magic damage by [20%/40%/60%].

  • Death Eater no longer causes allies to explode on death. Damage per dead ally changed from [5/10/15] up to [10/20/30].

  • Bloodletting: Damage over time changed from [40/80/120] down to [10/20/30] and damage per cell moved changed from [50/100/150] to [65/130/195]

  • Icy chill will now work with any damage type, not just normal damage. The stun duration has been reduced to [0.35/0.7/1.05] seconds.

  • Arrogance now taunts globally.


[h2]Minor Changes[/h2]

  • Added monitor selection to game options.

  • Spaces are now allowed in draft names.

  • The unit cap is now better displayed on the far screen.

  • Players will no longer be granted a move phase if they do not have any active units.


[h2]Bug Fixes[/h2]

  • Fixed many scrolling related bugs in the collection view.

  • Fixed a bug where leaderboard tooltips do not hide when the game ends.

  • Changing schematics while crafting pieces now no longer causes the game to freeze.

  • The second power slot is no longer visible to the enemy player before a round starts.

  • Fixed Divine Reflection and Defenders not reflecting damage properly.

  • Trappers no longer place traps under ally units' feet.



Godsbane Official Livestream

Hello everyone!

It is time once again for a developer livestream of Godsbane, this time for the Steam Digital Tabletop Fest! Be sure to swing by and say hi or ask questions in the chat.

We'll be streaming on Friday 22 October from 18:00 to 19:00 CEST (UTC +2) on our store page, which you can find here

See you there!

Steam Next Wrap Up

[h2]Going Forwards[/h2]

The Steam Next Festival has just come to an end and we are very excited to jump into all the great feedback we have received from all of you! Our current plan is to take down the active demo within the next day or two and re-launch it next week with all online features disabled. We would like to remain open to any community members that would like to join the development journey and so our plan is to launch an official Play Test signup system within the next week, so stay tuned!

[h2]Demo Feedback[/h2]

[h3]Anti Delay Tactics[/h3]

Throughout the demo we noticed a common trend which was to wait for your opponent to finish placing units and powers before going ahead with your own placement. This is clearly the best way to play as you are able to counteract your opponent's strategy continuously with very little downside. To prevent this, we have made all opposing plays hidden until the start of the movement phase.



[h3]Selling Powers[/h3]

Placing a power on a unit was designed to not be reversible or transferrable, as our intended playstyle is to plan out strategies beforehand and stick with it. We do however realize that in certain circumstances this can be rather frustrating. To fix this, we have added the ability to sell powers on allies for a 75% refund.

[h3]Power Storage[/h3]

It is often frustrating to draw a power that you know you would like to use on the second slot on a unit however the unit has not reached 3 stars yet. We now allow you to play a second power on a unit that will remain inactive until they have reached 3 stars. You are able to sell this power at any time.



[h3]Other Changes[/h3]

  • Modified pool draw logic to contain at least 2 units, 2 powers and 1 wildcard of any type.
  • Powers now only require 1 additional copy to reach 2 stars, down from 2.
  • Many units have updated behavior to be more effective in battle.


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