Quests Major Update - Out Now!
[p]Greetings, Tacticians! [/p][p][/p][p]We just released a new Major Update, which brings a lot of replayability to the single-player campaign with the addition of Quests! Quests are new optional challenges specific to each mission. [/p][p][/p][p]In addition, this update significantly improves the flow and the user experience in the campaign. We also made some gameplay and balancing changes to four of the late game missions and to a few Champions & Relics. [/p][p][/p][p]We hope that you’ll enjoy this new content! If so, please consider leaving a review as it helps us a lot with visibility ːsteamthumbsupː[/p][p][/p][p]See you in the Arena, [/p][p]The Skygard Arena Dev Team [/p][p]---------------------------------------------------------------------------------------------------------------- [/p]
Patch notes - v0.8 - Quests Major Update
[h2]NEW FEATURE: QUESTS[/h2]- [p]In the single-player campaign, each mission now features two optional quests. To complete a quest, you’ll have to win the mission while meeting an additional condition / achieving an additional challenge. [/p]
- [p]Examples of quests include playing a specific Champion, completing a mission before a certain turn limit, not losing a single Champion, not taking any damage on your Pillars… and much more! The full list of quests can be found below. [/p]
- [p]The timeline of the Campaign now shows a tracker of your global progression, with 39 stars to collect (13 by completing missions and 26 by completing optional quests). [/p]
- [p]When selecting a mission, now you’ll be seeing the context of the mission and what you need to achieve to complete the optional quests.[/p][p]
[/p]
- [p]During a mission, you can see on the right-hand side of the screen (i) the goal of the mission and (ii) what you need to achieve to complete the optional quests. [/p][p]
[/p]
- [p]We have designed most quests to be pretty challenging! Many of them will most likely require you to adapt your playstyle, build a specific team and experiment with new synergies. Some of them might seem impossible at first… but where there is a will, there is a way! [/p]
- [p]The full list of quests can be found here. Will you manage to complete all of them and gather all 39 golden stars? [/p][p][/p]
- [p]Dialogue scenes can now be skipped. [/p]
- [p]The flow in the campaign is now Introduction Dialogues -> Teambuilder -> Mission (Combat). The teambuilder used to be before the intro dialogues, which resulted in a weird experience: players had to build a team without being given any narrative context nor gameplay information about the mission, so we fixed this. [/p]
- [p]The Teambuilder got a nice upgrade and now provides gameplay information about the mission that you’re about to play: overview of the Arena, win condition, lose condition and what you need to achieve to complete quests! [/p][p]
[/p]
- [p]The end game screen now has a Quests section which summarizes which quests have been completed. [/p][p]
[/p]
- [p]Added 3 enemy units to increase the mission’s difficulty. [/p]
- [p]Removed many starting units. [/p]
- [p]New: at the start of every even round (rounds 2, 4, 6, 8…), 1 enemy unit spawns from each Major Pillar controlled by the enemy team. These units spawn in Passive status and can become Alerted. The enemy units are Mage, Soldier, Archer and Captain in this order. [/p]
- [p]Reworked lose condition: The Silver Kingdom army is entirely defeated → All of your 3 Champions are eliminated.
[/p]
- [p]You will spend less time watching AIs play their turn and more time playing your Champions; [/p]
- [p]The mission will feel less like a challenge to protect your ally units, and more like a race to capture the enemy pillars before the enemy army becomes overwhelming. [/p]
- [p]The difficulty of the mission should feel more even across rounds, as facing the starting enemy army becomes less daunting but new units come in to replace defeated units.[/p]
- [p]Removed an enemy unit that spawned with wave 2. [/p]
- [p]Adjusted wave timing: the wave of enemies spawning at the bottom of the Arena now spawns in 3rd instead of 4th, which should give them time to reach the center of the battlefield and have an impact on the fight. [/p]
- [p]Added a clear description of the relic Angelic Aegis (equipped on each Guard):[/p][p]-- Damage dealt to Guards change based on the number of Pillars under your control.[/p][p]-- 0 Pillar: 100% damage reduction.[/p][p]-- 1 Pillar: 50% damage reduction.[/p][p]-- 2 Pillars: neutral.[/p][p]-- 3 Pillars: 50% damage increase.[/p][p]-- 4 Pillars: 100% damage increase.[/p][p]-- 5 Pillars: 150% damage increase.[/p][p]-- Pure damage ignore the modifier. [/p]
- [p]Clarified the description of the Sinsears’ Crown Relic:[/p][p]-- At the start of each turn, one Guard is designated as Sacrificed. [/p][p]-- When the final boss is attacked, the Sacrificed Guard receives all damage in their place. [/p][p]-- If the Sacrificed Guard is defeated, another Guard is immediately Sacrificed. [/p][p]-- Each time a Guard is eliminated, the Crown gains one charge. The final boss deals 25% more damage per charge (Current bonus : +X%) [/p]
- [p]Fixed the hitbox icon of several spells of the final boss. [/p]
- [p]The sacrifice of Guards now properly works when Daerio Duelist equipped with Final Hour casts his ultimate action Katia's Judgment: the final boss now longer dies, the Guard who is sacrificed now dies instead, as intended. [/p][p][/p]
- [p]We made a few changes to the order in which you unlock Personas and Relics through the Campaign. In particular, you will unlock Relics which synergize well together at the same time more often. Overall, you will also unlock more Relics, which mean more potential playstyles, especially in the late game. [/p]
- [p]Her Primary Action Charge! is replaced by With Me! [/p][p]-- 1-1 range.[/p][p]-- Deals 40 damage to target enemy.[/p][p]-- Vallya and her allies around her gain an Impact token. [/p][p]-- Critical Strike: +50% damage. [/p]
- [p]For the Kingdom (Ultimate Action): [/p][p]-- Ultimate charges cost: 7 → 6. [/p][p]-- Area of Effect : 5-cell radius → 6-cell radius. [/p]
- [p]The Relic Shocking Gong is now called Speed Gong for the sake of clarity.
[/p]
- [p]Night Fang (Relic - reworked): Bu Shin deals 30% more damage as long as his target has more health points than him. [/p]
- [p]Changed camera settings in order to fix a bug which would prevent players from controlling the camera and would make the camera drift towards the top left corner. [/p]
- [p]The VFX of Constellation (Na Jima Skirmisher's Ultimate action) is now properly displayed. [/p]




We think that having two Relics that scale off the number of kills and boost Na Jima’s power was not the most interesting approach. We are keeping the Ascending Bow and reworking the Celestial Great Bow: it enables Na Jima to play more of a support / damage amplifier role.
Triggering the effect of Elvish Boots requires to invest resources, so we want the payoff to be exciting enough. We think this reinforces a potential support / placer playstyle for Aerica.