The "Brand New Game" update is now live with an 20% Discount!
[h3]Hello Tacticians,[/h3]
We are back with the final content-focused update before our 1.0 launch later this year! We will still be doing more updates, but they will have more focus on polish, tuning, and bugfixing compared to previous updates.
This update is focused on major improvements and overhauls to a ton of the key aspects of the game with a lot of the most requested community features and suggestions being implemented.
Here is a breakdown of some of the core changes and improvements that we have implemented with this patch:
[h3]New Character[/h3]
The final player character, Raine, has been added! Raine is a charismatic entertainer and entrepreneur, whose artistic capability seems impossible for any one person. Some say she made a deal with a devil for it, but who can say?
Raine’s mechanics are all about sacrificing something to get something else in exchange - very fitting for a Warlock. Unlocking Raine, as always, will add her character sheet features to the Draft pool.
[h3]Event Refresh[/h3]
The Laboratory was but a taste of the new style of events we’ve had planned, and with this update, we’ve applied that new styling to every other Act all at once!
Our philosophy regarding these events has been to ensure that they all have some element of randomness to them, such that you aren’t 100% sure what the outcome will be when making the choice between the rooms, and that the focus of events is more about unique rewards that may draw you to it over the other option available. Prior to this update, event rewards were around 40% unique rewards, and 60% of resources or other things you could get elsewhere.
[h3]Bounty Tale Rework[/h3]
The Bounty/Contract room has been adequate as a side objective that occupies a small part of your strategy, but feedback indicated that there was room for improvement with the contracts available - more diversity, more types of challenges to complete, more unique rewards - and we agreed! The Bounty system is completely reworked from the ground up.
[h3]Units & Traits Improvement Pass[/h3]
As if the Event Refresh wasn’t enough for one update, we’ve also tacked on a full review & update pass for core pool Unit Skills! Our focus for this pass was ensuring that all Units had both interesting and useful skills, especially when thinking about the Traits and armies that Unit is often a part of. The Zuzu and Lightwing changes from the Labs update were technically a part of this pass, but were released early. They are included in these patch notes for a total overview, but were already deployed in April.
And on top of that, we did the same level of analysis and improvements for every single core Trait in the game! Almost every Trait has been changed in some way - some larger than others - in an effort to bring new life into some of the less interesting or underutilized Traits.
All in all, it truly is a Brand New Game - oh wait, that's LESS THAN HALF of what this update contains!
[h3]New Core Pool Units[/h3]
Three new core Units have been added to the main Unit Pool!
While we were reviewing and compiling notes for the Trait Refresh part of this update, we noted a few places where we could inject some new Units to very specific Trait combinations to help fill out those Trait's total roster of available Units. We also noted a slight underbalance on Ranged Units, so we've introduced Jabbar, Ian, and Ragno - three brand new Units to the core pool!
[h3]Other improvements:[/h3]
For a full list of changes and more details please check out our patch notes HERE
We hope you are as excited as we are about the patch and the 1.0 release date later this year!
To keep up with development and the latest news consider joining our community on Discord!! We open dev discussions, talk with our players, and also host Community Design Challenges, where you can directly pitch things to add to the game! The Guild Hall event in this update includes skills designed by our community in the last Community Design Challenge.
We are back with the final content-focused update before our 1.0 launch later this year! We will still be doing more updates, but they will have more focus on polish, tuning, and bugfixing compared to previous updates.
This update is focused on major improvements and overhauls to a ton of the key aspects of the game with a lot of the most requested community features and suggestions being implemented.
Here is a breakdown of some of the core changes and improvements that we have implemented with this patch:
[h3]New Character[/h3]
The final player character, Raine, has been added! Raine is a charismatic entertainer and entrepreneur, whose artistic capability seems impossible for any one person. Some say she made a deal with a devil for it, but who can say?
Raine’s mechanics are all about sacrificing something to get something else in exchange - very fitting for a Warlock. Unlocking Raine, as always, will add her character sheet features to the Draft pool.
[h3]Event Refresh[/h3]
The Laboratory was but a taste of the new style of events we’ve had planned, and with this update, we’ve applied that new styling to every other Act all at once!
Our philosophy regarding these events has been to ensure that they all have some element of randomness to them, such that you aren’t 100% sure what the outcome will be when making the choice between the rooms, and that the focus of events is more about unique rewards that may draw you to it over the other option available. Prior to this update, event rewards were around 40% unique rewards, and 60% of resources or other things you could get elsewhere.
[h3]Bounty Tale Rework[/h3]
The Bounty/Contract room has been adequate as a side objective that occupies a small part of your strategy, but feedback indicated that there was room for improvement with the contracts available - more diversity, more types of challenges to complete, more unique rewards - and we agreed! The Bounty system is completely reworked from the ground up.
[h3]Units & Traits Improvement Pass[/h3]
As if the Event Refresh wasn’t enough for one update, we’ve also tacked on a full review & update pass for core pool Unit Skills! Our focus for this pass was ensuring that all Units had both interesting and useful skills, especially when thinking about the Traits and armies that Unit is often a part of. The Zuzu and Lightwing changes from the Labs update were technically a part of this pass, but were released early. They are included in these patch notes for a total overview, but were already deployed in April.
And on top of that, we did the same level of analysis and improvements for every single core Trait in the game! Almost every Trait has been changed in some way - some larger than others - in an effort to bring new life into some of the less interesting or underutilized Traits.
All in all, it truly is a Brand New Game - oh wait, that's LESS THAN HALF of what this update contains!
[h3]New Core Pool Units[/h3]
Three new core Units have been added to the main Unit Pool!
While we were reviewing and compiling notes for the Trait Refresh part of this update, we noted a few places where we could inject some new Units to very specific Trait combinations to help fill out those Trait's total roster of available Units. We also noted a slight underbalance on Ranged Units, so we've introduced Jabbar, Ian, and Ragno - three brand new Units to the core pool!
[h3]Other improvements:[/h3]
- Player Item Update
- Enemy Item Update
- Encounter Generator Rewrite
- Tournament Fight Update
- Devil’s Deal Update
- Bonus Legend System Change
- As well as other changes, improvements, polish and bug fixes!
For a full list of changes and more details please check out our patch notes HERE
We hope you are as excited as we are about the patch and the 1.0 release date later this year!
To keep up with development and the latest news consider joining our community on Discord!! We open dev discussions, talk with our players, and also host Community Design Challenges, where you can directly pitch things to add to the game! The Guild Hall event in this update includes skills designed by our community in the last Community Design Challenge.