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Challenge Mode

Hi everyone, and welcome to the next update! We have been discussing the difficulty concerns with Mori Carta will be taking steps to address the issues. This will be the first in a series of updates we plan to do. So I will get straight into the updates.

Challenge Mode
Currently, the game goes from the prologue, which was designed to teach players the basic strategies of Mori Carta (get block and keep some energy), to the open pool of enemies. This can be extremely jarring and frustrating for players who were challenged in the prologue, then experienced an exponential growth in difficulty when leaving the prologue. So we partitioned the current experience after the prologue into what we are calling challenge mode. This mode is the same as the current post prologue run. But now, players will begin in normal mode, which has increased rewards, certain enemies removed from the pool, and does not end with The Beast of Change. We hope that this mode will give players an easier space to learn the intricacies of the card synergies, while still providing a challenge. If a player beats a run in normal mode, they will unlock challenge mode. This mode can be toggled on or off in the character select menu. Also, some players will begin with challenge mode unlocked if they have already made progress towards unlocking the 5th character, The Possessed. We believe this is the first in a series of steps towards addressing the difficulty concerns in Mori Carta.

Offensive and Defensive filters in the Archive View
We heard you when you told us that it can be frustrating to make decisions on rewards when it isn't clear which cards exist in the reward pool. So we added filters in the archive view for offensive and defensive cards. Now, you can view all the offensive or defensive cards in the card pool, to determine which reward best suits the build you are going for.


Bugs:
Bounty Enemy Reappearing - There was a frustrating bug where you could reject an enemy in a bounty and it would reappear in a different bounty. This was not the intended design and we understand that this can be frustrating. So we updated the bounty logic to prevent enemies that you have rejected from reappearing in another bounty.

Split Legacy Card Upgrade - When you upgraded a legacy card that was split, it would not remove either of the split versions of the legacy cards, and simply add the upgraded legacy card to your deck. This was not the intended design. Now, when you upgrade a legacy card that was split, the left split version (the one with the blank side on the right) will be upgraded into the upgraded version.

Burn the Rest offering state - There was confusion in the offering state when you could no longer take cards, so this state has been clarified with improved visuals.

Cap on effect values - We got this piece of feedback from a player.

"So, interesting situation. Split _________, ________, and ________. I... uh.... found the max amount of energy while trying to figure out how to survive and win after crashing the game intentionally. And, this time, rather than try to crash the game, I chose to let it run its course, because I feel that I can win this time. However, I am now unfortunately reduced to 0 energy after waiting. I don't know why the game decided to do it, but at least I didn't crash this time. It's weird that it happened, but it did. I WILL SURVIVE!!! XD . Maybe suggestion to set a max limit (maybe 9,999,999) to every value? Could prevent this crashing tactic, and still give value to broken energy builds like this."

Excellent! Just excellent! In your honor, all values in the game will now be capped at 9,999. Rock on you absolute legend, rock on!

Minor Improvements:
-Improved scale of certain reward effects in the reward screen
-Added email list signup to the title screen


Thank you all for your patience as we work to improve Mori Carta. We will continue to listen to your feedback and make improvements to the game.
-Your friendly neighborhood programmer, Reggi, the Meticulous