
Hey everyone!
We're back with a more sizeable post-launch Balance Patch. From lowering the difficulty for Easy missions, to significant reworks of certain Bosses. As well as overhauling the Fly Cards to be more viable. We've also slightly increased the limb drop rates some, though we might increase it further pending how things play out.
This should smooth out the new player experience as they find their sea legs, smooth out the variance in Boss difficulty somewhat, while also finally firming up the build viability for Wings which we've had our eye on for some time.
There've also been all sorts of bugfixes since the last patch, as the increase in players has teased out all sorts of bugs from the woodwork that we'll be doing our best to burn through, with some of the more dire or alternatively more easily fixed bugs included down below.
Feel free to check out the nitty gritty details, leave us a positive review on the Steam page, or come join us over in the
Discord!
Best Regards,
- Multicell Games Team.
[expand][Card/Limb Balancing]
- Slightly Increased limb drop rate
- Changed how Bleed Trigger works so that it triggers even if the card kills the target
- Slightly increased the amount of block given by block upgrades across the board
- Rebalanced the majority of Fly Cards and its upgrades to allow for more viable Fly builds.
- Reworked Feast to be single target and gain strength
- Added more upgrades for Gluttony and Antivenom
[Encounter Balancing]
- Reworked Hiver Queen AI to have less block overall
- Reworked Scaled Razorback so that it will eventually inflict Open Mind and Fear if it sufficiently thins the player's deck, so that it can continue to consume more cards
- Reworked Spider Queen AI removing Stun, reworking Webbed, introducing a new Venomous Token, and having it focus more on Webbing and Poison.
- Spider Queen and Mind Angler base health reduced by around 20%
- 4-stack Mob Encounters further reduced from 3->2 creatures when encountered in Easy, reduced to 3 creatures in Normal
- Single Elites start with reduced health in Easy
- Single and Dual Elites deal reduced damage in Easy and Normal
- 4-stack Bosses start with less block and health in Easy, partially in Normal
- Single Bosses start with less health and reduced base damage in Easy, partially in Normal
[Token/Card Bugs]
- Fixed Enemy Charge Token not clearing properly
- Fixed Attack All not hitting monsters out of Fly, except for the last monster
- Fixed Dive Bomb and Dazzling Display removing Fly from the target enemy instead of itself.
- Fixed Safe Landing targeting the enemy's Fly rather than its own.
- Fixed Coughing Fit randomly consuming from the Hand, instead of from that monster's Cards.
- Fixed Territorial's Counter 3 upgrade being able to be taken more than once.
- Fixed Strike's Draw upgrade being able to be taken thrice.
- Fixed Cannibalism's upgrade that trades card draw for more consuming being able to be taken more than once.
- Fixed Charge!'s Vulnerable upgrade not updating the card description
[Combat Bugs]
- Fixed bug with Dread Condor falling in to a loop that causes uncontrolled block ramping, caused by Charge not clearing once gained.
- Fixed Cards not correctly showing combat-only values in combat, affecting a Grounded upgrade.
- Slightly reduced click area for End Turn Button
[Bug Fixes]
- Fixed being able to click Stage Map nodes through the Retreat and Menu popups.
- Fixed "A Little Much?" Achievement counting only a single monster's cards instead of the entire deck
- Fixed "Social Butterfly" Achievement stopping the count early, and added checks to retroactively meet the town-based npcs based on dialogue triggers.
[Minor Audiovisual]
- Added clamping to the scaling for World Map regions when moused over
- Tweaked grammar in Salvage and End Salvage screens.
- Tweaked Punch description so that taking a certain combination of upgrades would not overflow it.
- Tweaked spelling in Academy Dialogue
- Increased Discord link mouse-over highlight[/expand]