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CROSS BLITZ - NEW UPDATE 0.7.5

[h2]Ahoy Blitzers![/h2]

We’re thrilled to announce that we’ve just rolled out another massive update to start off the year right that addresses numerous bug fixes, interesting card changes and adds three playable mercenaries to Tusk Tales. We can’t thank you enough for your unwavering support and the wealth of feedback provided since day one!

As you know, community feedback is essential, especially for an early access title like Cross Blitz! The more you share feedback, the more it helps us in the process of crafting the best deck-builder experience possible. Thus, feel free to reach out to the Cross Blitz crewmates and share your first impressions and suggestions on our official Discord: https://discord.gg/takoboystudios

We’ve recently updated our Early Access Roadmap. After assessing the game’s launch and working to address various feedback, we’ve adjusted our development schedule for future updates. You can check out the new Roadmap below!



This early access journey has just begun and we cannot wait to unveil everything we have in store for you!

[h3]Changelog - Update 0.7.5:[/h3]

[h3]Bug Fixes:[/h3]
  • [Battles] Fixed a bug showing red pixels after using Blade Bomb.
  • [Battles] Fixed a bug where Dungeon Keeper's effect would sometimes fail or only give half a Death effect.
  • [Battles] Fixed a bug causing Petal Mage's selection effect to display over her sprite.
  • [Battles] Fixed a bug that allowed the player to activate their Blitz Burst during combat.
  • [Battles] Fixed a bug that allowed the player to activate their Blitz Burst using right-click.
  • [Battles] Fixed several bugs related to Transform effects.
  • [Battles] Fixed a bug where Mimicking Melody incorrectly put Autocast cards in the player’s hand.
  • [Battles] Fixed a bug where Lilly Lulls incorrectly put Autocast cards in the player’s hand.
  • [Battles] Fixed a bug that caused crashes when loading matches with old save files.
  • [Battles] Fixed a bug where Brigade Traps could give you Autocast cards.
  • [Battles] Fixed bugs relating to Chaotic Cauldron and targeting.
  • [Battles] Fixed a bug where Bello incorrectly Lifesteal sometimes.
  • [Fables] Fixed a bug in the “Save Admiral Brass” accolade where it sometimes wouldn't trigger.
  • [Fables] Fixed a bug in the “Trigger 2 Riff effects” accolade.
  • [Fables] Fixed a performance issue when moving to the match results screen from Fables.
  • [Tusk Tales] Fixed text formatting issues with the cursed spirit.
  • [Tusk Tales] Fixed a bug where Drivel would reward the Boogie Blues Axe even if you didn't beat him by generating more sound.
  • [Tusk Tales] Fixed a bug that allowed the player to duplicate their Blitz Burst at Campfires.


[h3]Balance Changes & Improvements:[/h3]

  • - [Battles] Minions that are evolved will not gain summoning sickness.
  • - [Tusk Tales] Balance across Tusk Tales battles improved.
  • - [Tusk Tales] The likelihood of a specific card appearing across a run is now decreased based on the number of copies of that card already present in your deck.


Developer Note: We've fine-tuned the card appearance rates to enhance deck diversity and strategic gameplay. Now, the probability of receiving a specific card as a reward will dynamically decrease the more copies of that card you already have in your deck. This change aims to encourage players to diversify their decks and explore a wider variety of card combinations, promoting a more balanced and engaging experience for everyone from beginners to Tusk Tales veterans.

  • [Tusk Tales] The cost of adding a trinket to a card will now increase 50g with each trinket already equipped to that card.


Developer Note: We've noticed a trend where players were heavily investing in trinkets for lower-cost cards, skewing the intended game balance and strategy. To address this, we're introducing a new pricing model for trinkets. The cost of adding a trinket to a card will now increase 50g with each trinket already equipped to that card. We're hoping this increase in cost will encourage players to distribute their trinket enhancements more evenly across their decks, rather than overloading a single card with multiple trinkets.

  • [Tusk Tales] The cost of selling a card will now double from the last sell price (20g, 40g, 80g, 160g)
  • [Tusk Tales] An additional Cost requirement has been put on some Trinkets (see cards section).
  • [Tusk Tales] Relic slots on new mercenaries are now unlocked from the start, replaced by unlocking new relics which are added to run pools.


Developer Note: Now all mercenaries will start with 4 relic slots, and the upgrade section will unlock new Relics for all future Tusk Tales runs. If you’ve already purchased the slot upgrades, the relics will be unlocked automatically.

[h3]Improved Tusk Tales UI Flow[/h3]

  • [Tusk Tales] The hover tooltip was moved to the side, shown over your deck, allowing you to see the map more clearly.
  • [Tusk Tales] Removed the pointer hands that would display over nodes you were able to click on. Now, a more clear arrow sprite is shown.
  • [Tusk Tales] When hovering over a future node, you'll see all potential routes highlighted that can lead you to that node.




  • [Fables] The player can now change their deck with arrows on the Fables Map Screen.
  • [Fables] Adjusted accolades in Redcroft and Violet's stories for enhanced engagement and to promote diverse deck building.


Developer Note: We're motivating players to explore various deck strategies for completing accolades. We recognize that deck building can be challenging, and not all players may prefer experimenting with different decks. To balance this, we're increasing the Dawn Dollars reward for initial victories. We feel if we encourage a wide variety of decks, players will have more success with harder modes, leading to a more rewarding gameplay experience.

  • [Fables] Decks now keep their cards after a respec and are shown as missing.
  • [Fables] Added Sub-cards to shops.


[h3]Card Changes[/h3]

[h3]NEW CARDS[/h3]:

Puff Platoon Flag [Relic]
The first card you add to any deck each turn adds a second copy.

Pirate Prince's Crown [Elder_Relic]
Your Puff Caps are Golden Puff Caps.

Golden Puff Cap [Spell]
Autocast: Give a random friendly minion +1/+1 or a random enemy minion -1/-1.

Banshee Boomstick [Relic]
After you play your first Spell in a turn, give a minion in your hand +1/+1 and Flux.

Blood Bangles [Relic]
Once per turn, when your minion takes damage during your turn, negate it.

Chromatic Keyboard [Relic]
After you play a normal Groupie, transform it into a random special Groupie.

Rumble Ring [Relic]
Old: After you cast a spell, deal 1 damage to the enemy hero.
New: Start of Game: Add 2 Fists from a random spell school to your hand.

Blaze Fist [Spell] [Token] (1)
Give a minion +1 Power. If it has Hothead, give it Relentless.

Demon Fist [Spell] [Token] (1)
Deal 2 Draconic Damage. Excess hits the enemy hero.

Workshop Table [Elder_Relic]
After a friendly Golem dies, add a Blueprint to your hand.

Pluckbot [Minion] (3/1/4) [Golem]
Can block Flying minions. Played: Steal a Trap from your opponent.

Pyre Stone [Relic]
Your minions have Hothead.

[h3]CHANGES:[/h3]

Blade Bomb
Old: Deal 5 Pyro damage to all minions. Add a bomb to your opponent's deck for each destroyed.
New: Deal 3 Pyro damage to all minions. Add a bomb to your opponent's deck for each destroyed.

Developer Note: This change has been asked for since EA launched. We've been hesitant to alter a core card for War. However, we felt the power increase overall was significant enough to warrant it.

Dozing Drake
Old: When this minion is damaged, give it +2 power.
New: While this minion is damaged, it has +3 Power.

Developer Notes: With Blood Boil gaining so many more options, Dozing Drake became too strong. We've prematurely balanced him to fix this issue.

Blood Crusade
Old: Control 2 unique classes at the start of your turn. Reward: Give your minions, in enemy occupied columns, +1 Power. Force them to attack.
New: Your minions take 10 Damage on your turns. Reward: Revive a Pirate Cannon Dragon Golem & Sprout Elf. Give them Hothead.

Developer Note: To alleviate confusion for new players, we've revised Blood Crusade. The original card's terminology and reward structure were unclear, especially to those unfamiliar with the concept of "Classes" in the game. The updated version simplifies the mechanics and makes the reward more intuitive.

Bomb Barrage
Old: Gain 10 armor.
New: Gain 12 armor.

Cindersoot Monkey
Old: Hothead Play: Fire a friendly cannon, it can target the enemy hero.
New: Hothead Play: Target an enemy minion and fire your Cannons at it.

Developer Note: Changed in 2 patches in a row. Cindersoot Monkey now feels like it's in a great spot. Providing a more niche way to use your Cannons and deal with bigger threats. The targeting aspect will be a nice change of pace for players who don't like the randomness of Cannons.

Pyre Wisp
Old: Pyro Damage +1. Death: Give a friendly Cannon +1 Power, +1 Damage, and Fire it!
New: Death: Fire your Cannons. If you don't control any, add one to your hand.

Developer Note: Pyre Wisp saw little to no play. Its impact was too dependent on the presence and longevity of Cannons on the battlefield, leading to its underutilization in broader Cannon-based strategies. To address this, we've retooled Pyre Wisp's Death effect to provide immediate board impact or to ensure value even when the player has no Cannons.

Ship Cannon
Health Decreased: 5 -> 4

Pyre Cannon
Health Decreased: 5 -> 4

Bokobobin Cannon
Health Decreased: 5 -> 4

Ancient Lullaby
Old: Silence all enemy minions then do 1 Draconic damage to them.
New: Destroy all enemy Traps. Silence all enemy Minions, then deal 1 Draconic Damage to them.

Developer Note: Trap counters are something we've been wanting to put into the game, we feel they're very strong with no counterplay. Speaking of, Ancient Lullaby can be countered by Mana Diffuser.

Tiny Ancient
Power Increased: 1 -> 2
Health Increased: 1 -> 2
Old: Play: Give a minion +1 Power.
New: Play: Discard a random card.

Developer Note: Tiny Ancient's redesign as our first 1-cost 2/2 minion with a downside is aimed at providing a viable option for Discard archetypes, filling a previously unoccupied niche.

Mosh Pit
Old: Summon 4 Groupies, give them +1/+1 & Rush. Add any that don't fit to your hand.
New: Summon 4 Groupies, give them +1/+1, Fleeting & Rush. Add any that don't fit to your hand.

Torpedo
Health Decreased: 6 -> 4

Gizmo Provisions
Old: When a friendly minion is attacked, give it +2/+2 and Barrier.
New: Before a friendly minion is attacked, give it Barrier.

Brigade Trap
Old: Autocast: Summon a Brigade Thief for your opponent and give them a copy of a card from your deck, reduce its cost by 2.
New: Autocast: Summon a Brigade Thief for your opponent and give them a copy of a card from your deck.

Shield Scout
Cost Decreased: 3 -> 2
Power Increased: 0 -> 1
Health Increased: 2 -> 3
Old: Barrier Guard Death: Add 2 Brigade Traps to your opponent's deck.
New: Immobile Barrier Guard

Lucky Flip
Cost Increased: 1 -> 2

Parsley
Cost Decreased: 8 -> 4
Power Decreased: 8 -> 3
Health Decreased: 8 -> 3
Old: Tough Play: Add 4 Puff Caps to your deck.
New: Tough. If this minion would be Transformed, summon a Fungus Fleetfoot instead.

Fungus Fleetfoot

[Minion] (3/3/3)
Hothead

Futu
Cost Decreased: 2 -> 1
Power Decreased: 2 -> 1
Health Decreased: 2 -> 1

Toadstool Toot
Old: Add 9 Puff Caps to your deck. Reward: Remove every Puff Cap in your deck to Evolve a random minion.
New: Add 9 Puff Caps to your deck. Reward: Remove Puff Caps in your deck to summon a Fleetfoot until your board is full.

Wartwood Cap
Cost Increased: 0 -> 1

Yellow Toe Jam
Cost Increased: 1 -> 2

RELIC CHANGES

Developer Note: We've reclassified several Elder Relics to standard Relics to address an imbalance that led to a lack of variety in gameplay. Our goal is to prevent runs from feeling monotonous by expanding the variety of Relics you might see on Runs.

Coral Ocarina
Elder_Relic -> Relic
Old: Players draw an extra card at the start of their turn.
New: Once per game, after you play your last card on your turn, draw 4 cards.

Developer Note: Analysis revealed that Coral Ocarina was underutilized in gameplay, primarily confined to a niche role within Bomb decks due to its mirrored effect. Given its status as an Elder Relic, players often opted for more impactful alternatives. The updated ability of Coral Ocarina now addresses card draw challenges, benefiting aggro strategies that struggle to maintain a healthy hand size mid-game. While not without drawbacks, we're hoping this change finds a utility among more archetypes.

Finn Lochley Taiyaki
Old: Your first spell each turn that costs 4 or more costs 2 less.
New: Your first spell each turn that costs 4 or more costs 1 less.

Blood Tusk
Elder_Relic -> Relic
Old: After a friendly Dragon dies, gain armor equal to its power.
New: After your first friendly Dragon dies each turn, gain armor equal to its power.

Bokinstone Powder
Elder_Relic -> Relic
Old: Your Cannons cost 1 less.
New: Your first Cannon each turn costs 1 less.

Combat Earrings
Old: Your 1-cost minions have Rush and Fleeting.
New: After a friendly minion is damaged during your turn, give it +1 Power and Rush.

Developer Note: Combat Earrings saw next to no play. We've adjusted the Relic to align more with a Blood Boil strategy.

Powder Keg
Old: Pyro Damage +1.
New: Your Cannons deal 1 more Damage.

Doggy Biscuit
Old: All players have Pyro Damage -1.
New: All players have -1 Pyro, Frost & Draconic Damage.

Cheater's Badge
Old: When your turn starts, add a random card that costs 2 or less from another faction to your hand.
New: Start of Game: Add two random cards that cost 2 or less from other factions to your hand.

Forging Pendant
Old: After you Redeem a card, add a plain copy of it to your hand.
New: After you Redeem your first card each turn, add a plain copy of it to your hand.

Leviafin Fang
Old: After a minion is Frozen, deal 1 Frost Damage to it.
New: After the first enemy minion is Frozen each turn, deal 1 Frost Damage to it.

Magma Trident
Elder_Relic -> Relic

Mimic Glass
Elder_Relic -> Relic
Old: After you play a minion that costs 4 or more, add a 1/1 copy of it to your deck that costs 1.
New: After you play your first minion that costs 4 or more each turn, add a 1/1 copy of it to your deck that costs 2.

Steel Chomps
Elder_Relic -> Relic

Necro Hammer
Old: After a friendly minion dies, gain +2 armor.
New: After a friendly minion dies, gain +1 armor.

TRINKET CHANGES:

Prickly Scarf
Old: Thorns +1
New: Thorns +2

Cactus Coat
Old: Thorns +2
New: Thorns +3

Developer Note: Thorns was underutilized primarily because it was just a worse +Power trinket. We buffed them to compensate.

King's Crown: Costs 3 less.
New Restriction: Can only be equipped with cards that cost 5 or more.

Mana Drop: Costs 1 less.
New Restriction: Can only be equipped with cards that cost 2 or more.

Mana Sap: Costs 2 less.
New Restriction: Can only be equipped with cards that cost 3 or more.

Developer Note: We added a new mana cost restriction to cards that lower it. This change makes it so you can't equip this trinket to make your cards cost 0.

Sun-shrub Bouquet
Old: Overgrow
New: Costs 1 more. Overgrow

Developer Note: Overgrow is one of the best keywords, we felt increasing the cost of the card it's equipped to will help balance it out more.



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DEV BLOG #2 - NEW CONTENT & COMMUNITY FEEDBACK

[h2]Ahoy Blitzers![/h2]

First of all, Happy New Year! May 2024 be filled with joy, beautiful updates, and additional content! We’re glad to see you all enjoying the new adjustments and changes implemented in our previous update.

Community feedback is absolutely vital to Cross Blitz's evolution, and your insights have shaped our future updates in exciting ways! Before diving in, let’s get down to business and chat about the Pirates’ Pledge Update coming very soon!

But wait! Where’s the Q1 Story Campaign update listed on the Roadmap?
Don’t worry! It’s still coming! We decided to prioritize this bonus Tusk Tales update as we continue to work on the new story campaign. We have an updated Roadmap in the works, which we’ll reveal very soon!

[h3]PIRATES’ PLEDGE UPDATE INCOMING[/h3]

Grab your boots and fasten those eye patches; we've got fresh new mercenaries coming to shore! In this upcoming update, we're excited to introduce three new playable mercenaries. Here's a sneak peek at some exciting changes to the Pirates you know and love, plus a glimpse at some brand-new cards!

[h3]Prince Parsley[/h3]
The Pirate Prince can control the flow of battle by upgrading his own minions and downgrading opponent minions, either with careful planning or by rolling the dice and hoping to get lucky. The Prince himself refuses to be transformed and instead summons a loyal recruit to his side.

[h3]Dragonbrand[/h3]
This Cursed Captain ruthlessly squeezes value from his minions, letting them perish to activate their powerful Death effects and potentially even bringing them back from the grave.

[h3]Musket[/h3]
The cunning Cannon Expert commands a formidable arsenal of ship cannons, offering a potent blend of offense and defense. Through strategic placement, his cards can swiftly dominate the battlefield, enabling precise strikes on his enemies.

[h3]Pirate Prince’s Crown[/h3]

Parsley's crown, a lucky catch from a fishing trip, has never left his head. It's this crown that sparked his dream to be the true prince of the sea. Its unique power transforms regular Puff Caps into the extraordinary Golden variety.

[h3]Puff Platoon Flag[/h3]

Adding Puffs to your deck? Why not one more? Hoist this Flag on your next voyage and pledge your loyalty to the Puff Platoon!

[h3]And Many More New Relics![/h3]



[h3]Some Surprising Changes[/h3]

Hope you enjoyed this sneak peek of what lies ahead in the upcoming Pirates’ Pledge update, but that's just the tip of the treasure chest. As we prepare to set sail, it brings not only a sea of new changes, surprises, and a bounty of fresh cards but also a batch of bug fixes, balance changes, and QoL improvements that will be detailed in a dedicated changelog. Who are you excited to try first?

Feel free to reach out to the Cross Blitz crewmates and share your feedback and suggestions on our official Discord server: https://discord.gg/takoboystudios




[h3]WHY YOUR FEEDBACK MATTERS[/h3]

This might seem straightforward, but it's worth exploring why community feedback is so essential, especially for an Early Access title like Cross Blitz.

“Early Access’ high seas are unpredictable”

That quote couldn't be truer. As a team of dedicated game developers who have poured their hearts into Cross Blitz for several years, we've come to understand that the path of Early Access can be as unpredictable as a winding road. It's a journey filled with challenges and unforeseen obstacles. But it's also a journey filled with opportunities.

“Tusk Tales Mode is too difficult”

Thanks to your valuable feedback, we've made significant changes to Cross Blitz's Tusk Tales mode to address concerns about its difficulty. When we initially designed Tusk Tales, our primary goal was to provide a challenging roguelike experience within Cross Blitz.

However, after the game's launch, we started receiving mixed feedback about its difficulty. We realized that it was crucial to gather as much feedback as possible to address this issue promptly.

[h3]Upon further investigation, here's what we discovered:[/h3]

On one hand, a substantial number of players pointed out some unfair aspects of the overall game design, including its difficulty. These issues significantly impacted their in-game experience and often led to forfeits.

On the other hand, players who enjoyed hardcore deck-building experiences and challenging gameplay appreciated the difficulty but also noted some unfair aspects of the mode. After carefully reviewing feedback from all player groups and weighing the pros and cons, here's how we've decided to proceed:

Normal difficulty in Tusk Tales:
We've made adjustments to the "normal" difficulty level to enhance newcomers' gameplay experiences and help them become accustomed to the core mechanics. These improvements enable players to transition to a higher level of difficulty at their own pace.

Hard mode in Tusk Tales:
For more hardcore players who didn't mind the difficulty level but had high standards regarding balance, we've listened to your feedback and implemented selective tweaks. These changes aim to ensure a balanced experience without compromising the game's challenging nature. You'll find more information in the changelog, which will arrive on these shores very soon!

Your feedback has been instrumental in shaping these adjustments, and we appreciate your dedication to Cross Blitz. We're committed to delivering an engaging and balanced experience for players of all levels, and your insights continue to guide us in the right direction.

Don’t hesitate to join our merry crew on Discord: https://discord.gg/takoboystudios to share every way you feel we can improve the game.



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CROSS BLITZ - NEW UPDATE 0.6.12

[h2]Ahoy Blitzers![/h2]

Hope that you guys had an amazing Christmas Eve with your loved ones. As a belated present, we're glad to let you know that we just deployed a new hotfix addressing more bug fixes as well as a few changes that will positively affect your experience!

[h3]NEW: [/h3]

  • [Battles]Mana Diffuser no longer procs with Auto Cast cards.
  • [Fables]Hexi's accolade changed from "Kill 2 or more enemy Devilcore Groupies" to "Kill 2 or more enemy Groupies".


[h3]BUG FIXES: [/h3]

  • [Tusk Tales] Fixed a bug that caused previous S-Ranks to downgrade to A-Ranks.
  • [Fables] Fixed a bug that caused Dawn Dollar rewards for accolades and overkill to be totaled together on the results screen
  • [Fables] Fixed a visual bug where Malarkey wouldn't appear on the battle tile panel
  • [System] Fix for Discord not displaying the game as a status
  • [Battles] Fixed a bug that caused Riot Rocker to bug the AI


We extend our heartfelt gratitude for your unwavering enthusiasm and support as we navigate through the Early Access journey. Your feedback has been invaluable, and we're eager to unveil the adventures that await in Cross Blitz.

Looking ahead, we're delighted to pre-announce an additional surprise: an upcoming Tusk Tales update scheduled for release in early to mid-January with lots of new content and balance changes!

From our entire team, we wish you a Happy Holidays! Savor these final days of 2023 with your nearest and dearest, and we'll see you in the New Year! ✨️



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CROSS BLITZ - NEW UPDATE 0.6.11

Greetings Blitzers,

A heartfelt thank you to each of you for your unwavering support and the wealth of feedback you've provided since our launch. Your insights have been invaluable, highlighting various issues that needed attention. We're excited to announce that we've rolled out a massive update, addressing numerous bug fixes, making balance adjustments, and implementing QoL improvements. Your experiences and suggestions continue to shape Cross Blitz, and we're committed to enhancing your gaming experience with every update. Thank you for being an integral part of our journey!

Patch notes 0.6.11



[h2]Bug Fixes:[/h2]

  • [Fables] Fixed a bug that caused Thorns on your hero to softlock the game
  • [System] Fixed a bug that caused a Black screen at launch
  • [Fables] Fixed a bug where the Chapter Timer would continue incrementing after clicking the “Next Chapter” button on the Chapter Results screen.
  • [Tusk Tales] Fixed a bug where the notification icon would display on the Tavern button in the Tusk Tales World map even after leveling up all mercenaries.
  • [Tusk Tales] Fixed a bug that allowed the player to “sell” a copy of a card they had 0 copies of, incrementing the selling price.
  • [Tusk Tales] Fixed a bug that caused Brambled Cutlass to softlock the game.
  • [Accolades] Fixed a bug that caused Loyal Coxwain’s Bomb accolade to not trigger.
  • [Accolades] Fixed a bug that caused alternate Groupies not to increment the “Summon X Groupies” accolades.
  • [Accolades] Fixed a bug that caused “Save Admiral Brass” accolade not to trigger.
  • [Accolades] Pyre Cannons now count towards the “Kill X number of Ship Cannons” accolade.
  • [Accolades] Fixed the accolade "Prevent X damage with Tough" not incrementing if the minion was damaged with a spell.
  • [Accolades] Fixed a bug that caused Boomkin’s accolade “Defeat the enemy having had X or more upgraded bombs in your deck” not to trigger.
  • [Battles] Fixed a bug that caused Elda not to trigger her damage effect when the player’s Glimmer was reduced.
  • [Battles] Fixed a bug that caused Magma Trident to trigger on Turn Start, rather than Combat Start.
  • [Battles] Fixed a bug where Ancient Scholar did not draw a card if Dewy Pantaloons was equipped.
  • [Battles] Fixed a bug where the Opponent would attack after drawing Bombs or taking Poison damage at the beginning of their turn.
  • [Battles] Fixed a bug that caused Malarkey not to summon Throwing Sticks in certain situations.
  • [Battles] Fixed a bug that caused Rupert's Greedy Dagger to not update on cards that had Hothead if they were to die after attacking.
  • [Battles] Fixed a bug that caused Bomb Juggler and Boomkin to sometimes upgrade "Upgraded Bombs" instead of regular bombs.
  • [Battles] Fixed a bug that allowed the player to activate the enemy Blitz Burst if theirs was also full.
  • [Battles] Fixed a bug where Groupies failed to acquire Dual Strike when the player activated Jarvis' Riff with Mosh Pit and pressed the Blitz button too quickly.
  • [Battles] Fixed a bug that allowed the player to draw Auto Cast cards when using a card that drew specific cards, e.g., Wham Bam Jam drawing bombs.
  • [System] Fixed a bug that caused an infinite loading screen on some Windows machines when the game started.
  • [System] Fixed a bug that would corrupt your save file if your computer crashed or the game was force-closed.



[h2]Balance Changes & Improvements[/h2]

  • [Fables] Balanced battles in Fables (story mode).
Developer Note: After collecting feedback from many players, we’ve adjusted the difficulty across Story Mode to be more enjoyable for a wider array of audiences. We realize some of you love the current difficulty in Fables and we’re working on creating a harder version for those who want a greater challenge!

  • [Tusk Tales] Adjusted balance across all Tusk Tales.
Developer Note: We've adjusted the difficulty of Normal mode to enhance player experience and fairness. Hard Mode remains challenging, with selective tweaks in some battles to ensure a balanced but tough gameplay. Our objective is to keep Hard Mode for players who seek a greater challenge while making Normal Mode more approachable and less daunting for new players. This update is designed to cater to both players new to the genre and seasoned card game enthusiasts, ensuring an engaging experience for all skill levels.

  • [Tusk Tales] New grade requirements.

S-Rank
- - >=5 Overkill damage in any battle
- Deadly Battle Victory

A-Rank
- - Deadly Battle Victory

B-Rank
-
Developer Note: We have updated the S-Rank criteria for Tusk Tales by replacing the previous Campfire requirement with an Overkill requirement. Consequently, all Tusk Tales runs previously graded as S-Rank under the old system will temporarily be graded as A-Rank. Please note that this is an unintended effect and we are actively working to address this issue with an upcoming hot fix.

  • [Tusk Tales] Masks now give Husks for winning. Players who have completed mask runs will be given the correct Husks when loading into the game.
  • [Tusk Tales] Removed the last 2 rows before the boss across all runs to make them slightly shorter.
Developer Note: Tusk Tales' average run times are longer than we anticipated, we’ve shortened them for a better experience. If you liked the longer runs, don’t worry: we’re cooking up something that will quench your thirst for long adventures.

  • [Battles] The player draws 4 cards for their mulligan instead of 3.
Developer Note: We recognize that card draw is a significant issue in Cross Blitz. While this solution has made notable improvements, it’s still something we’re concerned about and will address in the future.

  • [Tusk Tales] Trick Book can now be equipped to anything that has a damage ability (instead of just a spell)
  • [Tusk Tales] Players can now skip all battle rewards.
Developer Note: We've listened to your feedback and understand that being forced to add unwanted cards to your deck can be frustrating.

  • [Tusk Tales] Players now have the option to select up to 3 cards from each faction set from battle rewards.
Developer Note: Considering the shortened run times, we realized it was challenging to pursue off-archetype strategies with the limitation of adding only 1 card from each set to the deck. To enhance flexibility and consistency, we've now made it possible for players to choose up to 3 cards per faction set. This change aims to facilitate a broader range of strategies and offer more consistency for your current mercenary or sub-mercenary.

  • [System] Battle speed toggle is now in the game's UI, making it more noticeable for new players.
  • [Tusk Tales] Balanced playstyle is now renamed “Flexible
  • [Fables] Skip Melt cutscene now starts enabled.
  • [Tusk Tales] Bounties will appear on the map immediately after being accepted and are guaranteed to be accessible via a path the player can navigate.
Developer Note: We've taken note of the annoyance caused by having to restart a run to claim a bounty. This update significantly improves accessibility and convenience.

  • [Tusk Tales] Adjusted completion requirements across all Tusk Tale locations.
  • [Tusk Tales] Campfires will now offer the same three options, with the removal of the armor choice.
Developer Note: We realized that reaching a campfire and not finding the option you were aiming for was a frustrating experience. Therefore, we've eliminated the least used and least rewarding option – the armor choice – to streamline and improve the campfire selections.

  • [Tusk Tales] Campfire - The "Make a Friend" choice has been reworked, enabling players to select and duplicate a card in their deck.
  • [Tusk Tales] Prices in the Card Shop have been lowered for all card rarities.
  • [Tusk Tales] Card Shops now have x3 stock on every rarity, removing the previous limitations based on rarity.


[h2]NEW:[/h2]

  • [System] Added an option to turn on V-Sync.
  • [System] Battle Speed can now be set to 1.5x.
  • [Battles] Added a tooltip for Glimmer - when hovering over your own or your opponent’s Glimmer in battle, you can now see additional information.
  • [Battles] Added functionality to hover over card names in the history panel to view card details.
  • [Battles] History Panel now has a "Graveyard" and "Banished" section.
  • [Battles] Replaced the playstyle information with faction labels on the mercenary unlock screen.


[h2]Accolade adjustments:[/h2]

[h3]Fables - Redcroft:[/h3]

  • Reduced Redcroft: Ch.1-6 Eve accolade to preventing 10 Glimmer total, from 8.
  • Reduced Redcroft: Ch.1-13 Bomber Ben accolade to 4 cannons fired using effects, from 5.
  • Reduced Redcroft: Ch.2-1 Frostfin Movis accolade to 4 damage prevented with Tough, from 5.
  • Reduced Redcroft: Ch.3-2 Merow accolades to preventing 12 armor gain, from 10.
  • Reduced Redcroft: Ch.3-5 Merow accolades to preventing 10 armor gain, from 8.


[h3]Fables - Violet:[/h3]

  • Reduced Violet: Ch.1-5 Junk Bot accolade to silence 1 Junk Bot, from 3.
  • Reduced Violet: Ch.1-9 Malarkey accolade to deal 2 overkill with Serpent Song, from 3.
  • Reduced Violet: Ch.1-9 Malarkey accolade to gain 4 Draconic damage, from 5.
  • Reduced Violet: Ch.1-11 Hogwash accolade to 2 Ship Cannons killed, from 3.
  • Reduced Violet: Ch.2-5 Rez accolades to destroy 2 Crowd Surfers before they Riff, from 3.
  • Reduced Violet: Ch.2-7 Morty accolade to 1 upgraded bomb, from 4.
  • Reduced Violet: Ch.2-11 Armored Lady accolade to deal 4 overkill with Serpent Song, from 5.
  • Increased Violet: Ch.2-11 Armored Lady accolade to prevent 20 armor gain, from 15.
  • Reduced Violet: Ch.3-2 Mad Beet Bart accolade to silence 2 Techno Toads, from 4.
  • Reduced Violet: Ch.3-4 Mad Beet Bert accolade to silence 2 Techno Toads, from 4.
  • Reduced Violet: Ch.3-5 Fungal M. Fresh accolade to silence 2 Techno Toads, from 4.
  • Reduced Violet: Ch.3-5 Fungal M. Fresh accolade to see a 4 stack Lightshow, from 5.
  • Reduced Violet: Ch.3-12 Alatar accolade to kill 3 Shivershades with 1 spell, from 5.
  • Reduced Violet: Ch.3-12 Alatar accolade to silence 4 Shivershades, from 5


[h2]Card Changes[/h2]

[h3]New Card:[/h3]

Riot Rocker [Minion] (1/1/1) Battlecry: Your next Serpent Song can target the enemy hero. Add a Serpent Song to your hand, reduce its cost by 1.

Developer Note: Riot Rocker is replacing Crowd Surfer in Rez's starting deck. Rez was underperforming, partly because she required a 1 drop (Crowd Surfer) and a Serpent Song in her deck, taking up 2 of her 3 party slots. Riot Rocker merges these concepts into a single card. Additionally, Rez's effectiveness as a sub-mercenary was limited due to the lack of a blitz burst and her ability to target the enemy hero directly. Riot Rocker addresses this issue as well.

Beat Drop Old: You can target the enemy hero with your Serpent Songs. Add one to your hand.
New: Your Serpent Songs can target the enemy hero this turn. Add one to your hand.

Bloodshark
Power Increased: 4 -> 6
Health Increased: 4 -> 6
Old: Tough Combat Start: Devour a random minion in your opponent's deck, and gain its stats.
New: Tough Combat Start: Devour a random minion in your opponent's deck that costs 3 or less.

Developer Note: Blood Shark, while not overly dominant, felt unfair to most players. To address this, we've introduced a condition where Blood Shark can only devour minions that cost 3 or less. This adjustment aims to balance the card's overall feel, making it feel fairer in gameplay. This change still offers significant value for mill strategies, which aim to get the opponent into fatigue.

Cindersoot Monkey Old: Hothead Fleeting Battlecry: Fire a friendly cannon, it can target the enemy hero.
New: Hothead Battlecry: Fire a friendly cannon, it can target the enemy hero.

Developer Note: Cindersoot Monkey having both Hothead and Fleeting was unnecessary. The goal of this design was to encourage a clear board on the player's side to facilitate the summoning of more Pirates to fire your Cannons. However, outside of that, Cindersoot Monkey felt underwhelming, not sticking around as a blocker. Hothead is sufficient enough, with correct placement, to destroy it on the same turn, keeping its original design intent, while the removal of Fleeting makes him feel good outside of that situation.

Cravin' Crow Birdfeed Old: When you set a Trap, summon 2 Cunning Crows in adjacent spaces.
New: When you set a Trap, summon 2 Cunning Crows in adjacent columns.

Death Dice Old: After any minion is summoned, give it a random minion's Death.
New: After any minion is played, give it a random minion's Death.

Doubloon Old: Redeem a Pirate minion. Bank Glimmer is equal to its cost.
New: Redeem a Pirate that costs 5 or less. Bank Glimmer is equal to its cost.

Dragonbrand
  • Cost Decreased: 9 -> 8
Old: Combat Start: Revive 2 random Death minions that died this game in adjacent spaces.
New: Combat Start: Revive 2 random Death minions that died this game in adjacent columns.

Elda Goldswig Old: After your Glimmer is reduced from damage, deal that much to a random enemy minion. Plunder: Summon a Barrel Belly Brute.
New: After your Glimmer is reduced from damage, deal that much to a random enemy minion.

Encore Old: Add 3 Serpent Songs to your hand. Reduce their cost by 1.
New: Add 3 Serpent Songs to your hand. Reduce the cost of all Serpent Songs in your hand by 1.

Frizzle Cauldron Old: Inanimate Combat Start: Summon 2 Pyre Wisps in adjacent spaces
New: Inanimate Combat Start: Summon 2 Pyre Wisps in adjacent columns.

Golemancer
  • Health Decreased: 4 -> 2


Ironclad Contract Old: Start the game with Armor Fairy.
New: Start of Game: Summon an Armor Fairy.

Leviafin Tail
  • Cost Decreased: 4 -> 2
  • Power Decreased: 2 -> 0
  • Health Decreased: 6 -> 3


Mosh Pit Old: Revive up to four Groupies. Give them +1/+1, Rush & Fleeting. Add any that don't fit to your hand.
Now: Summon 4 Groupies, give them +1/+1 & Rush. Add any that don't fit to your hand.

Musket, Cannon Expert Old: Cannons can target the enemy hero. Battlecry: Summon 2 Cannons in adjacent spaces.
New: Cannons can target the enemy hero. Battlecry: Summon 2 Cannons in adjacent columns.

Nilmi Old: Hothead Swift Strike Focus(5): Gain "After a friendly minion dies, attack."
New: Hothead Swift Strike Focus(3): Gain "After a friendly minion dies, attack."

Rez
  • Cost Decreased: 6 -> 5
  • Health Decreased: 6 -> 5


Scalescorn Guard Old: Guard Tough Battlecry: Gain 5 armor, summon 2 Pyre Wisps in adjacent spaces.
New: Guard Tough Battlecry: Gain 5 armor, summon 2 Pyre Wisps in adjacent columns.

Soot Plating Old: After your opponent draws a Bomb, gain +1 armor.
New: After your opponent draws a Bomb, gain +2 armor.

Steel Chomps Old: Combat Start: Destroy a random minion in your opponent's deck.
New: Combat Start: Destroy a random card in your opponent's deck that costs 2 or less.
Developer Note: Steel Chomps had the same problems as Blood Shark; it felt bad. We’ve since updated it to not only give it a limit but also to introduce counterplay.




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The Cross Blitz Dev Team is excited to announce that we will be hosting an Ask Me Anything (AMA) session on r/pcgaming today at 11 AM PST: https://www.reddit.com/r/pcgaming/

This is your chance to ask us anything about Cross Blitz, its development, early access plans, and more! See you there!



Make sure to follow us to be regularly updated with 100% valuable Cross Blitz content:

Join our wonderful community on Discord
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