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Bloodgrounds News

First Hotfix after Launch

Ave Patronus,

Thanks again for your awesome support throughout our Early Access - and now Bloodgrounds 1.0 Release! Today we bring you a small patch mostly regarding balancing adjustments..

Vale, Patronus!
Exordium Games & Daedalic Entertainment


[h2]Detailed Change Log[/h2]

[h3]Balancing[/h3]

Tactical Machines

Fixed an issue that could result in the tool tip and upgrade tooltip incorrectly displaying 0 as value for Damage and/or Range


Tactical Machine Abilities

Ability: Cannon Ball (Tactical Machine Caeli Ruina)
  • Increased activation timer to 10/10/10 turns (from 8/7/6)
  • Adjusted damage to 15%/15%/15% (from 10/15/12)


Ability: Focused Shot (Tactical Machine Machina Missilis)
  • Increased activation timer to 8/10/12 turns (from 8/7/6)
  • Adjusted damage to 20%/20%/20% (from 15/15/15)
  • Streamlined description text


Ability: Pyroblast (Tactical Machine Igniatix)
  • Adjusted damage to 10%/15%/20% (from 5/10/15)


Ability: Rejuvenate (Tactical Machine Medica)
  • Increased healing amount to 5%/10%/15% (from 3%/6%/8%)


Ability: Satic Shock (Tactical Machine Sacer Electricitas)
  • Adjusted damage to 5%/5%/5% (from 3 - 6/8 - 12/10 - 15)"


Gladiator Ability Upgrades

Building: Academy
Reduced upgrading cost for all abilities by 30% :
  • 1400 → 980
  • 1200 → 840
  • 1000 → 700
  • 800 → 560
  • 700 → 490
  • 600 → 420
  • 500 → 350
  • 400 → 280



Audience Entertainment
Adjusted the impact of collecting favors on the Audience Entertainment Level
  • Favor uncollected on battle end (positive): +5 → +3
  • Favor uncollected on battle end (negative): -5 → -3
  • Favor collected by an ally (positive): +5 → +2
  • Favor collected by an ally (negative): -3 → -2"


[h3]Fixes and Improvements[/h3]

Audience Quest: Deathmatch
  • Reworked, so it only appears if the arena offers at least one permanent (non-destructible) Obstacle that can be utilized to complete it.


Enemy Behaviour
  • Adjusted movement logic to avoid unnecessary attacks of opportunity (AOOs)"


Camera QOL
  • In Tactics mode (gladiator placement) X and C keys can now be used to cycle through Gladiators

Bloodgrounds 1.0 - Out Now!

[p]Ave Patronus.

Today, we are celebrating the full release of Bloodgrounds with version 1.0.

This update, concluding the Early Access phase, adds several new game systems and mechanics, tons of bug fixes and quality of life improvements, as well as numerous balancing adjustments.

However, our journey is far from over – after all, a Gladiator’s career only starts when they graduate from the Ludus and advance past the training grounds.
[/p][previewyoutube][/previewyoutube][p]
These are the highlights of what we prepared for you:[/p][h3]
1) Item Crafting[/h3][p]Off-the-shelf weapons are not your style?

Then this offer is what you have been waiting for! Engineer Lecidia is looking forward to lending her expertise to those who desire bespoke equipment. Visit her in the Tactical Vault to place your order.

No matter the coin you can spare – a piece will be tailored to your requirements. However, master craftsmanship comes at a price.

This system allows players to craft custom equipment to meet all needs for a perfect Gladiator outfit.

The properties that can be set include the exact item type, Weapon Ability (attack bonus) for weapons and Armor Category (class) for armor as well as a priority for the type of stat points it will grant.

The smith’s selected Artisan Level increases the chance of getting higher quality (rarity) items.

[/p][h3]2) Gambling[/h3][p]Low on cash? No problem!

Visit the Arbiter in the Dark Alley and beat him in a game of dice to fill your purse and inventory.
In case Lady Luck is not smiling on you, we made sure to put some aces up your sleeve – but they don't come for free.

Take a seat at the table – the starting bet is only 200 Gold!

In this Gambling minigame, players can spend Gold to test their proficiency in a game of dice.

One game can last up to five rounds and will end after a single loss. However, a selection of “Tricks” can be utilized to improve the rolled result for a small price.

After each win, players can choose to collect their booty – or wager all previous gains plus an increasing fee to take their shot at higher level rewards.

[/p][h3]3) Audience Entertainment System[/h3][p]What is bloodsport about, if not entertainment? [/p][p]To adequately reflect this, we added the Audience Entertainment System. At the beginning of each Challenge, ten event types are selected at random from a pool. Five of which gain the audience’s favor, while the other five detract from it. Doing a good job at entertaining the audience will yield additional rewards, while doing badly will reduce the rewards and may even result in punishment.

[/p][p]For more info on these systems, other features we added and the swath of balancing changes we made, please read the detailed changelog below.[/p][p]Spend your coin wisely, win the audience’s favor and take your rightful position atop the Empire![/p][p]
Vale, Patronus![/p][p]Daedalic Entertainment & Exordium Games[/p][p][/p]

Detailed Change Log \[ENG]
[p][/p][h2]Features
[/h2][h3]Audience Entertainment[/h3][p]At the beginning of each Challenge 10 Audience Entertainment Events are chosen at random.  
5 to increase Audience Entertainment, 5 to decrease Audience Entertainment.
Additionally, certain fixed Events are added, depending on the Challenge.

Audience Entertainment is limited to Challenges. In Colosseum Battles, Audience Entertainment is not activated. At the end of the Challenge, each positive level of Audience Entertainment grants additional rewards. Each negative level will diminish rewards and may apply negative effects.[/p][p]
Added Audience Entertainment Meter
[/p]
  • [p]displayed on the left side in Battle view[/p]
[p]Battle Event Log[/p]
  • [p]added Audience Entertainment Events[/p]
[p]Battle End Screen[/p]
  • [p]added Audience Entertainment report section
    [/p]
[h3]Armor Set Bonuses[/h3][p]Armor pieces now have types: Light, Medium and Heavy

Equipping a Gladiator with multiple Armor pieces of the same type now grants them bonus stats.
Additional pieces grant additional stats.[/p][p]To see a Gladiator's current Armor Set Bonus, inspect them in the detail view and hover over the mannequin icon left of the head item slot.[/p][p]
Light Armor
2 pieces: +2% Evade chance
3 pieces: +3% Evade chance
4 pieces: +1 Move Point[/p][p]
Medium Armor
2 pieces: +2% Crit Chance
3 pieces: +3% Crit Chance
4 pieces: +10% Max Health[/p][p]
Heavy Armor
2 pieces: +2 Block
3 pieces: +3 Block
4 pieces: +10% Max Armor[/p][p][/p][h3]New Enemies[/h3][p]Enemy: Owling[/p]
  • [p]A friendly little support unit that wants to cleanse and heal their allies. // Ever obedient owlings swoop in to aid their masters, even amid the bloodbath of the arena.[/p]
  • [p]Appears from Age 1 onward[/p]
[p]Enemy: Sepulcrius[/p]
  • [p]Sacran necromancers, adepts of forbidden magic, who can raise the dead from the arena sands.[/p]
  • [p]Appears from Age 3 onward[/p]
[p]Enemy: Broughtback[/p]
  • [p]The reanimated skeletal remains of brave gladiators who met their fate in the arena.[/p]
  • [p]Summoned by Enemy Sepulcrius[/p]
  • [p]Appears from Age 3 onward[/p]
[p]Boss: Broodmother[/p]
  • [p]A particularly dangerous Arachnii matron who defends her brood with relentless ferocity, turning her lair into a death trap for the unwary.[/p]
  • [p]Appears in Age 1 boss battles[/p]
[p]Boss: Nymph Queen[/p]
  • [p]The nameless leader of the wild nymphs, as mysterious and elusive as her kin, channels nature’s fury through raging insect swarms.[/p]
  • [p]Appears in Age 2 boss battles[/p]
[p]Boss: Saint Ustus[/p]
  • [p]Burned at the stake by the Empire, he is bound to this plane in eternal punishment, his smoldering rage erupting as an all-consuming flame.[/p]
  • [p]Appears in Age 3 boss battles[/p]
[p]Boss: The Warden[/p]
  • [p]A fusion of technology and cryo-magic, this towering colossus serves as the Spine’s relentless warden, freezing all who dare to escape its cold stone walls.[/p]
  • [p]Appears in Age 4 boss battles[/p]
[p][/p][h3]Weapon Abilities[/h3][p]Weapons can now have different Weapon Abilities (attack types) which grant different bonus effects in addition to the attack pattern and damage. Each Weapon Type has a fixed set of associated Weapon Abilities. [/p][p]Weapons obtained as rewards, or bought in the shop, always have the default Weapon Ability.[/p][p]The new Weapon Abilities can be selected when crafting a weapon in the Tactical Vault. [/p][h3]
New Weapon Abilities [/h3][p]Weapon Ability: Chilling (Sword, Greatsword, Scepter, Staff)[/p]
  • [p]Chance to apply 1 stack of Status Frost to Targets[/p]
[p]Weapon Ability: Crippling (Mace, Hammer, Pilum, Shortbow, Longbow)[/p]
  • [p]Chance to apply 1 stack of Status Slow to Target[/p]
[p]Weapon Ability: Debilitating (Mace, Hammer, Pilum)[/p]
  • [p]Chance to apply 1 stack of Status Weak to Target[/p]
[p]Weapon Ability: Impactful (Mace, Hammer)[/p]
  • [p]Chance to apply 1 stack of Status Stun to Targets[/p]
[p]Weapon Ability: Incendiary (Sword, Greatsword, Focus, Scepter, Staff)[/p]
  • [p]Chance to apply 1 stack of Status Burn to Targets[/p]
[p]Weapon Ability: Obscuring (Dagger, Focus, Crossbow)[/p]
  • [p]Chance to apply 1 stack of Status Shrouded to self[/p]
[p]Weapon Ability: Pestilent (Spear, Scepter, Staff)[/p]
  • [p]Chance to apply 1 stack of Status Malady to Targets[/p]
[p]Weapon Ability: Precise (Dagger, Spear, Focus, Crossbow)[/p]
  • [p]Chance to apply 1 stack of Status Precision to self[/p]
[p]Weapon Ability: Quick (Dagger, Focus, Crossbow, Pilum)[/p]
  • [p]Chance to apply 1 stack of Status Haste to self[/p]
[p]Weapon Ability: Sharp (Sword, Spear, Greatsword, Pilum, Shortbow, Longbow)[/p]
  • [p]Chance to apply 1 stack of Status Bleed to Targets[/p]
[p]Weapon Ability: Snaring (Spear)[/p]
  • [p]Chance to apply 1 stack of Status Snare to Targets[/p]
[p]Weapon Ability: Terrifying (Mace, Hammer)[/p]
  • [p]Chance to apply 1 stack of Status Fear to target[/p]
[p]Weapon Ability: Toxic (Sword, Greatsword, Crossbow, Shortbow, Longbow)[/p]
  • [p]Chance to apply 1 stack of Status Poison to targets[/p]
[p][/p][h2]Balancing
[/h2][h3]Default Weapon Abilities[/h3][p]Ranged Weapon Abilities now have a minimum Range and have been adjusted accordingly.[/p][p]
Weapon Ability: Arrow Shot (Shortbow)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon Ability: Blast (Focus)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon Ability: Cast (Scepter)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon Ability: Fire (Crossbow weapon type)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon Ability: Impale (Pilum weapon type)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Increased Range[/p]
[p]Weapon Ability: Long Shot (Longbow)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon Ability: Throw (Throwing Knives weapon type)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range[/p]
[p]Weapon ability: Weave (Staff)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Can no longer target directly adjacent Tiles[/p]
  • [p]Adjusted Range
    [/p]
[h3]Gladiator Abilities[/h3][p]Ability: Water Flows (Magus Class)[/p]
  • [p]Now removes all stacks of Burn from all affected units [/p]
[p]Ability: Submerge (Magus Class) [/p]
  • [p]No longer applies Slow to self [/p]
  • [p]Now removes all stacks of Burn from self[/p]
[p]Ability: Fire Wall (Magus Class) [/p]
  • [p]Increased amount of Grid Tiles affected[/p]
  • [p]Decreased the amount of stacks of Ember on affected Grid Tiles[/p]
  • [p]Decreased base Damage[/p]
  • [p]Increased Range (level 3)[/p]
[p]Ability: Tempest (Magus Class)[/p]
  • [p]Increased casting Range[/p]
  • [p]Increased area of effect (levels 2 and 3)[/p]
[p]Ability: Entangle (Retarius Class)[/p]
  • [p]Changed Ability Type to Melee[/p]
  • [p]Increased Damage (previously 0 on all levels)[/p]
[p]Ability: Pilum Dei (Retarius Class)[/p]
  • [p]Reduced Range[/p]
  • [p]Reduced Chance to apply Vulnerable[/p]
[p]Ability: Barricade (Retarius Class)[/p]
  • [p]Changed area of effect pattern (levels 2 and 3)[/p]
[p]Ability: Rope Rush (Secutor Class) [/p]
  • [p]Increased Range (level 3)[/p]
[p]Ability: Vindicta (Secutor Class) [/p]
  • [p]Increased Range (level 3)[/p]
[p]Ability: Dreadstrike (Secutor Class) [/p]
  • [p]Increased number of secondary Targets to apply Fear to (levels 2 and 3) [/p]
[p]Ability: Venom Spit (Serpens Class)[/p]
  • [p]Now has a minimum Range[/p]
  • [p]Adjusted Range[/p]
[p]Ability: Toxic Bloom (Serpens Class)[/p]
  • [p]Adjusted Pattern (now diagonal, previously square)[/p]
  • [p]Increased Damage (level 1)[/p]
  • [p]Reduced Damage (levels 2 and 3)[/p]
  • [p]Increased area of effect (level 3)[/p]
[p]Ability: Plague Syphon (Serpens Class)[/p]
  • [p]Increased cast Range (levels 2 and 3)[/p]
[p]Ability: Shadow Step (Serpens Class)[/p]
  • [p]Increased Range (levels 2 and 3)[/p]
[p]Ability: Double Barrage (Arcum Class)[/p]
  • [p]Adjusted area of effect: No longer hits Tiles directly adjacent to Gladiator[/p]
  • [p]Increased area of effect (levels 2 and 3)[/p]
[p]Ability: Switch Hit (Arcum Class)[/p]
  • [p]Now has a minimum Range: No longer hits Targets directly adjacent to Gladiator[/p]
  • [p]Increased Range (all levels)[/p]
[p]Ability: Crippling Shot (Arcum Class)[/p]
  • [p]Now has a minimum Range: No longer hits Targets directly adjacent to Gladiator[/p]
  • [p]Increased Range (all levels)[/p]
[p]Ability: Bomb (Arcum Class)[/p]
  • [p]Increased Range (all levels)[/p]
[p]Ability: Volley(Arcum Class)[/p]
  • [p]Now has a minimum Range: No longer hits Targets directly adjacent to Gladiator[/p]
  • [p]Increased Range (all levels)[/p]
[p]Ability: Escape Artist (Agilis Class)[/p]
  • [p]No longer applies Weak to self[/p]
  • [p]Applies Shrouded to self (levels 2 and 3)[/p]
[p]Ability: Caltrops (Agilis Class)[/p]
  • [p]Increased Range (level 3)[/p]
[p]Ability: Holy Aura (Deriva Class)[/p]
  • [p]Increased area of effect (level 3)[/p]
[p]Ability: Unphased (Caligo Class)[/p]
  • [p]Increased Range (levels 2 and 3)[/p]
[p]Ability: Porta Occulta (Caligo Class)[/p]
  • [p]Increased Range (levels 2 and 3)[/p]
[p]Ability: Umbra Mea (Caligo Class)[/p]
  • [p]Increased Range (level 3)[/p]
[p]Ability: Gift of the River (Summoned Unit Spirit of the River – Vespis Class)[/p]
  • [p]Now removes all stacks of Burn from the units affected[/p]
[p]Ability: Hornet Swarm (Obstacle: Hornet Nest)[/p]
  • [p]Now applies 1 stack of Swarmed (previously 3 stacks of Bleed)[/p]
[p]Ability: Jungle's Grasp (Obstacle: Entangler)[/p]
  • [p]Now automatically adjusts cooldown to the number of units to prevent permanent Snare Status[/p]
[p][/p][h3]Enemies[/h3][p]Enemy: Gold Golem [/p]
  • [p]Adjusted spawn probability [/p]
  • [p]Now spawns earlier to prevent artificial extension of the Battle[/p]
[p]Enemy: Overseer[/p]
  • [p]Units spawned with the ability Tyrant's Call no longer reward Experience or Gold.[/p]
[p]Enemy: Clay Soldier[/p]
  • [p]Clay Soldiers revived with the Reassemble ability no longer reward Experience or Gold.[/p]
[p]Ability: Stormsong (Boss Dammas II)[/p]
  • [p]now limited to 6 simultaneous Storm Rifts (previously unlimited)[/p]
[p] Ability: Voidsong (Boss Dammas II)[/p]
  • [p]now limited to 6 simultaneous Void Rifts (previously unlimited)[/p]
[p][/p][h3]Status Effects[/h3][p]Status: Burn[/p]
  • [p]Now removes all stacks of Frost from the affected unit[/p]
[p]Status: Frost[/p]
  • [p]Now removes all stacks of Burn from the affected unit[/p]
[p]Status: Swarmed [/p]
  • [p]New[/p]
  • [p]At end of turn of the affected unit: Deals damage equal to 5% of its Maximum Health (ignores Armor and Block) and removes 1 stack.[/p]
  • [p]Removes one stack, when the affected unit takes damage. [/p]
  • [p]Stackable.[/p]
[p]Status effect: Isolation[/p]
  • [p]reduced extra damage to 25% (from 50%)[/p]
[p][/p][h3]Miscellaneous[/h3][p]Forum Quests: [/p][p]Reduced required amount for boss defeating Quests to 1 (from 3):[/p][p]Cyclops Slayer, Bad Doctrine, Wraith Hunter, Torture The Torturers[/p][p]
Building: Inn [/p]
  • [p]Base chance of success now increases with each Inn level.[/p]
[p]Tactical Machines[/p]
  • [p]can no longer be used in Boss battles[/p]
[p]
[/p][h2]Fixes and Improvements
[/h2][p]Ability: Rope Them In (Secutor Class)[/p]
  • [p]Now correctly calculates a chance to stun the target.[/p]
[p]Achievement: Collector [/p]
  • [p]adjusted required amount to match new enemy type count (40)[/p]
[p]Achievement: Stonemason[/p]
  • [p]Now is awarded as intended[/p]
[p]Achievement: Urban Planning[/p]
  • [p]Fixed an error that could result in the achievement not being awarded correctly.[/p]
[p]Building: Town Hall[/p]
  • [p]Now displays cost for upgrading buildings directly in the left hand list[/p]
  • [p]Now indicates when current upgrade limit is reached[/p]
[p]City Event: Visiting Master [/p]
  • [p]No longer appears in situations where upgrading abilities is not possible. (e.g. due to being at current maximum levels)[/p]
[p]City QOL[/p]
  • [p]A Gladiator losing a Trait (e.g. through a special event) now adds a notification to the City Event Log[/p]
  • [p]A Tactical Machine being upgraded now adds a notification to the City Event Log[/p]
  • [p]A Sabotage being upgraded now adds a notification to the City Event Log[/p]
  • [p]Items rewarded from City Events, Estate Quests and Forum Quests now have an entry in the City Event Log[/p]
[p]

[/p]

Trials of the Gladiator- Update

[p]Ave Patronus, [/p][p]
[/p][p]Today, we proudly present you our second major early access update “Trials of the Gladiator”. [/p][p]Aside from tons of fixes, small adjustments and balancing changes, this update consists of two main features:

[/p][p]1) Expeditions[/p][p]Gladiator life is not all about fighting. Sometimes even warriors want to venture into the world to run errands, acquire new gear through trade, maintain diplomatic relationships or gather information through espionage. Aside from steel and gold, rewards yielded by such adventures can be improved prowess, new proficiencies and even life changing experiences made along the way.[/p][p]

[/p][p]This system adds an additional layer of management. Gladiators who are not sent to brawl their way through a challenge can now be sent on expeditions outside the city, earning a wide range of rewards.[/p][p]Additionally it allows players to improve and customize Gladiators beyond what training in the Academy or combat in the Arena can offer: Combat stats, their Spirit Trait and the Deity they worship. [/p][p][/p][p]But as always, success is not guaranteed and failure bears harsh consequences.[/p][p]
[/p][p]2) New Class Abilities[/p][p]The Academy trainer Geddon made a trip to visit his own grandmaster and returned with new tricks to teach your Gladiators. Each Class can learn one new skill to use in the arena.[/p][p]Conveniently, the advanced training techniques also provide an additional ability point, so all skills can be unlocked as your fighters level up. [/p][p]
[/p][p]The new Abilities were chosen to round out each classes’ kit with additional synergies, offer more exciting choices and enable new interesting builds to tackle Challenges. You can learn more in the detailed notes below - or go in blind and figure it out for yourself. Either way, we wish you great success and best of luck mastering those new combat toys on your journey to the top![/p][p]
[/p][p]Vale, Patronus![/p][p]Daedalic Entertainment & Exordium Games[/p][h2]


Detailed Change Log
[/h2][h3]Features[/h3][p]Expeditions[/p]
  • [p]Building: Inn[/p]
  • [p]Added Expeditions tab (available from level 2)[/p]
  • [p]The expedition tab will always offer 3 Expeditions[/p]
  • [p]In city view the compass icon on the right indicates the number of currently available and active Expeditions.[/p]
  • [p]After completing an Expedition a report with information about the outcome and consequences is displayed and a message is added to the city event log. [/p]
  • [p]Some expeditions take more than one challenge to complete. The progress for ongoing Expeditions is displayed in the Expeditions tab in the Inn.[/p]
  • [p]Currently the pool consists of 34 unique Expeditions.[/p][p]Patron Quests:[/p]
  • [p]Added 3 new Quests that reward completing Expeditions[/p][p]
    [/p][p]New Class Abilities[/p]
  • [p]Added a new unique Ability for every Class 

    [/p][p]Mystic Class[/p]
  • [p]New ability: Blizzard[/p]
  • [p]Move through all empty spaces in a direction, damaging and applying Frost to adjacent targets along the path and leaving Frozen Ground on spaces you move through.[/p][p]
    [/p][p]Retiarius Class[/p]
  • [p]New ability: Rally [/p]
  • [p]Rally up all allies within range restoring their missing Armor and applying Haste.[/p][p]
    [/p][p]Secutor Class[/p]
  • [p]New ability: Groundbreaker[/p]
  • [p]Slam the ground in front of you, sending out a shockwave that damages and applies Slow to all targets in a pattern.[/p][p]
    [/p][p]Serpens Class[/p]
  • [p]New ability: Viper Dance[/p]
  • [p]Spin around throwing daggers in all 4 directions damaging and applying Bleed to the first target in line. If the target has Poison, there is a chance to apply Petrify.[/p][p]
    [/p][p]Arcum Class[/p]
  • [p]New ability: Flashflare[/p]
  • [p]Throw a dazzling explosive in a line, hitting the first target and pushing them back 2 spaces. Has a chance to apply Stun. Targets receive extra damage on collision.[/p][p]
    [/p][p]Saltator Class[/p]
  • [p]New ability: Bladestorm[/p]
  • [p]Jump forward on an empty space throwing daggers and damaging all targets in a pattern, then jump back to the original position.[/p][p]
    [/p][p]Sacerdos Class[/p]
  • [p]New ability: Banish[/p]
  • [p]Attack the first target in a line, pushing them back up to 3 spaces. Summon Electrified Ground on the targeted space. Targets receive extra damage on collision. Finisher.[/p][p]
    [/p][p]Caligo Class[/p]
  • [p]New ability: Nightmare Pulse[/p]
  • [p]Attack an enemy within range which chains to up to 3 additional enemies or objects, each within 3 tiles of the previous target. Damage is reduced by 20% with each subsequent hit. Has a chance to apply Fear.[/p][p]
    [/p][p]Arborius Class[/p]
  • [p]New ability: Wildgrowth[/p]
  • [p]Enchant the ground beneath you, healing all allies and applying Poison to all enemies in a pattern around you.

    [/p][h3]Fixes and changes[/h3]
  • [p]Improved, updated and polished numerous UI interactions and localization lines.[/p]
  • [p]Fixed and streamlined tons of smaller interactions and edge cases.

    [/p][p]Miscellaneous[/p]
  • [p]Achievements: Army in the Making, Unstoppable Force [/p]
  • [p]Now is correctly awarded only when owning the required number of gladiators.[/p]
  • [p]Previously could be awarded when owning less than the required amount in some cases.[/p][p]
    [/p][p]Achievement: Lightning Reflexes[/p]
  • [p]Now is only awarded for Cathedra challenges as intended. [/p]
  • [p]Previously could be gained for a challenge in any area.[/p][p]
    [/p][p]Achievement: Slay![/p]
  • [p]Added the requirement to actually change the Gladiator's appearance to earn the achievement. [/p]
  • [p]Previously was awarded for just opening and closing the customization panel.[/p][p]
    [/p][p]Gamepad [/p]
  • [p]Right stick can now be used to scroll in more menus[/p][p]
    [/p][p]Quest: Carve and Cleave[/p]
  • [p]Now is awarded in all cases as intended.[/p]
  • [p]Previously was not awarded for certain equipment combinations[/p][p]
    [/p][p]Steam Achievements[/p]
  • [p]We updated the localization on several Steam achievements to clarify the requirements.[/p][p]
    [/p][p]Winter VFX[/p]
  • [p]We hope you enjoyed the holiday flair decorating the pits. [/p]
  • [p]With the festive season being over, it is stowed away again... for now.

    [/p][p]Arena[/p]
  • [p]Ability: Talon Dive (Harpy Enemy)[/p]
  • [p]Changed ability to only target enemies. Previously also targeted allies in some cases.[/p]
  • [p]Updated ability description to correctly describe the effect.[/p][p]
    [/p][p]Arena Modifier: Grand Tournament [/p]
  • [p]Updated text to accurately reflect the effect.[/p][p]
    [/p][p]Arena Modifier: Metal Spikes / Consumable: Metal Spikes [/p]
  • [p]Renamed  "Metal Spikes Trap" to make more intuitive sense.[/p]
  • [p]Previously "Metal Spikes".[/p][p]
    [/p][p]Arena Modifier: Self-Sabotage[/p]
  • [p]Now only triggers when an ability is actively used as intended.[/p]
  • [p]Previously could be triggered by certain passive traits activating.[/p][p]
    [/p][p]Audience Favor: Gold[/p]
  • [p]Picking up a pile of gold with a possessed enemy unit now correctly awards the amount to the player.[/p][p]
    [/p][p]Battle[/p]
  • [p]Unit info panel now responds to gamepad controls as intended. [/p][p]
    [/p][p]Battle [/p]
  • [p]Unit info panel now also displays an experience bar for Gladiators and tier info for non Gladiators.[/p][p]
    [/p][p]Enemy: Emperor [/p]
  • [p]Upgraded the Emperor's battle plan to increase effectiveness and call for backup more frequently.[/p][p]
    [/p][p]Obstacle: Jungle's Grasp[/p]
  • [p]Increased timer between activations to 6 turns (from 3) to decrease occurrence of consecutive Snare status on the same unit.[/p][p]
    [/p][p]Tutorial[/p]
  • [p]Updated the movement tutorial text to provide more details on the Attack of Opportunity system.[/p][p]
    [/p][p]City[/p][p]Building: Academy[/p]
  • [p]Fixed an issue that could cause the ""Train Instantly"" button to remain active while not having sufficient funds.[/p][p]
    [/p][p]Buildings: Academy, Expeditions, Infirmary and Quarters[/p]
  • [p]Slots now display the assigned Gladiator's name for clarity[/p][p]
    [/p][p]Building: Infirmary[/p]
  • [p]Fixed an issue that could result in the cost of Resting not being displayed.[/p][p]
    [/p][p]Building: Quarters[/p]
  • [p]The last Gladiator can no longer be dismissed to counter an infinite money glitch.[/p]
  • [p]Previously the player was awarded 3 free Gladiators once they had none left, regardless if they died or were sold.[/p][p]
    [/p][p]City Events[/p]
  • [p]City Events and Expeditions that can apply the Unavailable status to Gladiators now display an indicator icon with explanatory tooltip.[/p][p]
    [/p][p]City Event: Imperial Bounty[/p]
  • [p]Updated text to correctly reflect the events conditions and outcomes.[/p][p]
    [/p][p]City Event: Under Investigation[/p]
  • [p]Sabotages granted by the event can now be equipped and used in Battle in all cases as intended.[/p]
  • [p]Previously required Dark Alley Building and the respective Sabotage to be unlocked.[/p][p]
    [/p][p]Quests: Army in the Making, Paint The Town Red, Unstoppable Force[/p]
  • [p]Now is correctly awarded only when owning the required number of gladiators.[/p]
  • [p]Previously could be awarded when owning less than the required amount in some cases.[/p][p]
    [/p][p]Tooltips[/p]
  • [p]City buildings now provide context information when they are locked
    [/p][p]Gladiators[/p][p]Ability: Venom Spit (Serpens Class)[/p]
  • [p]Fixed tool tip to indicate the actual ability range. [/p]
  • [p]Previously always indicated 1.[/p][p]
    [/p][p]Ability Windstorm (Mystic Class)[/p]
  • [p]Changed to apply damage only to enemy units. Knockback still applies to all targets.[/p]
  • [p]Previously applied knockback and damage to all targets.[/p][p]
    [/p][p]Caligo Class[/p]
  • [p]Updated tooltip for abilities Singularity, Umbra Mea and Tenebrae Capit to reflect the correct ranges.[/p][p]
    [/p]

Early Access Update - "Masters of the Arena" now live!

[p]Ave Patronus, [/p][p]
Today, we proudly present you our first major early access update “Masters of the Arena”. [/p][p]Aside from tons of fixes, small adjustments and balancing changes, this update consists of three main features:

[/p][p]1) Difficulty Modes[/p][p]Since the early access launch, we received a lot of feedback regarding the game’s difficulty. [/p][p]Players did especially not enjoy what felt like arbitrary punishment.The biggest offenders in that regard were addressed by tuning down the City Events and Trauma Systems in our early updates.[/p][p]Since then, the feedback varies widely - from players that feel overwhelmed to those that are all but bored. To provide players a closer match of the challenge they are looking for, we implemented three difficulty modes: Initiate, Warrior and Champion. [/p][p]When deciding on the factors and variations for each mode, we closely examined the systems that seem to be a point of contention with most players. Aiming to preserve the impact of individual decisions and rewarding well considered strategies.[/p][p]Warrior players will face the challenge the game was designed around: Balanced, but with the occasional spoke put in their wheel and some creative problem-solving required. [/p][p]Novice players will have significantly less moments of frustration to deal with and an easier time to recover from setbacks.  [/p][p]Champions must prove their prowess in every regard. Every choice matters, every mistake is punished - but the gratification will be glorious.[/p][p]Like many elements of our game, these modes especially will be constantly (re)balanced and adjusted throughout our early access period. So please, give us feedback and let us know if you feel appropriately challenged.


2) Arena Variation
[/p][p]We got a lot of feedback that despite their unique enemies and traps, fights feel fairly similar across the game. We heard you and came up with a couple of twists to spice up our proving grounds.
Arena size will now scale with the size of the team selected for a challenge. Growing from the well-known 8 x 8 tiles to 10 x 10 and even 12 x 12. This demands some tactical reconsiderations and offers ample space for new strategic maneuvers from the mid game onward.[/p][p]Additionally, we set the Colosseum's arena to always be 10 x 10, making it feel more distinct for the most part of the game.[/p][p]But size alone is not what makes an arena interesting - it’s the dangers that lurk within it. [/p][p]That’s why we added a total of 14 unique arena obstacles across the ages that will hurt - and sometimes heal - your Gladiators in new and interesting ways. [/p][p]
[/p][p]
3) 3D Camera
 [/p][p]To experience the full glory of our valorized arenas, we also gave our camera system an overhaul. [/p][p]You can now rotate the camera in 90-degree steps to enjoy the full 360 degrees of the battlegrounds and make sure that nothing escapes your eager eyes.[/p][p]We also gave the camera an auto focus that will pan it to wherever the action is. You can adjust this feature including the camera’s move speed in the gameplay settings.[/p][p][/p][p]Vale, Patronus![/p][p]Daedalic Entertainment & Exordium Games[/p]

Detailed Change Log
[h2]Features
[/h2][h3]Updated Camera System
[/h3][p]The Camera can now be rotated around the Arena.[/p][p]We adjusted the gamepad controls and added hotkeys to the keyboard layout.[/p][p]
Camera
[/p][p]The Camera will now follow the action (i.e. movement and abilities). [/p][p]This behaviour can be turned off in the game settings.

Expanded Arena System [/p][p]Arena Sizes[/p][p]Arena sizes now vary, based on the number of Gladiators chosen for a Challenge.[/p][p]1, 2 and 3 Gladiators: 8 x 8 grid[/p][p]4 Gladiators: 10 x 10 grid[/p][p]5 Gladiators: 12 x 12 grid[/p][p]
(This does not apply to the final Boss Challenge)[/p][h3]
New Difficulty Modes
[/h3][p]Difficulty[/p][p]When starting a new game, players can now choose from three difficulty modes:[/p][p]Initiate, Warrior and Champion[/p][p]
Difficulty[/p][p]The number of Arena Modifiers in a Challenge is now based on the Difficulty[/p][p]
Difficulty[/p][p]Adjusted Battle Nodes (steps in a Challenge) based on the Difficulty[/p][p]Adjusted several building's functionality based on the Difficulty[/p][p]
Difficulty [/p][p]The Load Game Menu now displays the save game's difficulty level.[/p][p]
New Obstacle: Healing Fountain [/p][p]Heals 5% of Max Health to nearby units every 3 turns[/p][p]
New Obstacle: Arachnii Obelisk[/p][p]Inflicts 3 stacks of Poison to surrounding units every 3 turns[/p][p]
New Obstacle: Jungle's Grasp[/p][p]Fires a projectile in all 4 directions every 3 turns. The projectile applies Status Snare to the first unit it hits.[/p][p]
New Obstacle: Sacred Tree[/p][p]Removes all stacks of a random negative Status from all units in a pattern around it every 3 turns[/p][p]
New Obstacle: Mystic Orb
[/p][p]Fires a projectile in all 4 directions every 3 turns. The projectile pulls the first unit up to 3 spaces towards the pillar and applies Status Slow.

New Obstacle: Pillar Of Pain[/p][p]Applies Status Caltrops to 3 random grid tiles within a pattern every 3 turns[/p][p]
New Obstacle: Sphinx[/p][p]Fires a projectile in one direction every 3 turns, then rotates by 90 degrees. The projectile deals damage to the first object hit.

New Obstacle: Rotating Blades[/p][p]Fires in one direction every 3 turns, then rotates by 180 degrees. Damages and applies Status Bleed to all units in the line of fire.

New Obstacle: Battle Cache[/p][p]Creates a random Favor on each empty Tile in a pattern around it when destroyed.

New Obstacle: Hornet Nest [/p][p]Apply Status Bleed and Status Malady to units in a pattern every couple of turns.

New Obstacle: Guardian Idol [/p][p]Applies Status Guard to units in a pattern every couple of turns.

New Obstacle: Wrath Idol[/p][p]Applies Status Strong and Status Vulnerable to units in a pattern every couple of turns.

New Obstacle: Forsaken Idol[/p][p]Applies Status Weak to all ally units every couple of turns

New Obstacle: Fractured Pillar[/p][p]A damaged pillar that can be destroyed with enough force.[/p][p][/p][h2]Fixes
[/h2][p]Ability: Bad Influence (Caligo Class)[/p][p]If an enemy unit controlled with the ability collects the Gold Favor, the amount is now correctly added to the rewards.

Achievements[/p][p]Fixed an issue that could result in achievements not being properly registered[/p][p]
Arena[/p][p]Grid tile effects that provide a buff no longer stop movement when stepped on. [/p][p]Applies to Blessed Ground and Smoke Shroud[/p][p]
Arena[/p][p]Enemy Gladiators that can be ... "convinced" to join your team after battle now display the indicator "Recruitable."[/p][p]
Building: Academy[/p][p]When changing a Gladiator's equipped abilities, the selection now persists until Training is completed or cancelled. Previously, most interactions caused the selection to reset.[/p][p]
Building: Academy[/p][p]Ability tooltips now show accurate damage values based on the Gladiator's current stats.[/p][p]Previously only the ability's default value was displayed.[/p][p]
Building: Colosseum[/p][p]Colosseum battles now always use a 10 x 10 tile arena[/p][p]
Building: Forum
[/p][p]The list of Patron quests now updates immediately upon claiming a completed quest, as intended.[/p][p]
Building: Quarters[/p][p]Added a button to unequip all items from all Gladiators that are not selected for the Challenge team[/p][p]
Building: Town Hall[/p][p]When the upgrade buttons show "Max level reached", they now display a tooltip to indicate if the limitation is temporary. [/p][p]
City[/p][p]Gladiator Traits that prevent Gladiators from gaining Status Effects (positive or negative) now only apply in Battle, as intended. Previously they could also affect the Remedy stage of Challenges or City Events.[/p][p]
City [/p][p]Added an indicator for active Patron Quests to the trackers on the right side of the City view[/p][p]
City Events[/p][p]Statuses that don't persist between battles are now saved correctly, when applied by a City Event.[/p][p]
City Event: Ill Omen[/p][p]Removed one of the two identical options.[/p][p]Having two identical choices was intended as a joke but ultimately only caused confusion.[/p][p]The experience of having effectively no choice is now streamlined. [/p][p]
Forum Quests[/p][p]Quests Sandpainter, Green Conqueror, Griever which require defeated enemies in specific arenas now count all enemies.[/p][p]Previously only counted enemies specific to that area. [/p][p]
Gamepad [/p][p]Navigation during Battle was adjusted to accommodate for the new buttons introduced with the Camera Rotation feature[/p][p]
Menu[/p][p]The Load Game menu now displays progress (Age) and difficulty.[/p][p]
Menu[/p][p]The "Continue" button in the main menu will now load the newest overall safe game. [/p][p]Previously the first save game in the list was loaded - which usually is the most recently started campaign.[/p][p]
Trauma System[/p][p]Critical hits now only have a chance to apply a Trauma when the attacked Gladiator's HP have been reduced. [/p][p]Critical damage that only reduces Armor points can no longer apply Traumas.[/p][p]
Trap: Metal Spikes [/p][p]Abilities that teleport Gladiators and/or Enemies onto the trap when the spikes are out now trigger damage correctly. [/p][p]- Switch Hit (Arcum Class) [/p][p]- Spirit Shift (Vespis Class)[/p][p]- Glacial Shift (Ehalibra - The Spine Boss)"[/p][p]
Tooltips: Unlimited range of an ability is now indicated with "MAX". [/p][p]Previously a high static number was displayed.[/p][p]
Tutorial
[/p][p]Added a step to explain the Status and Trauma system.[/p][p]
Tutorial[/p][p]Added a tutorial for grid objects with a countdown[/p][p]
[/p]

New Early Access Patch now live

[p]Ave Patronus!

A new patch is now live! As promised last time, this patch will fix a lot of localization issues while also addressing some interface bugs. In addition, based on your ongoing feedback, we added some new features which we hope will improve your gameplay.[/p][p][/p][p]Here are all patch notes for this update:[/p][p][/p][h3]Features[/h3]
  • [p]Enemy Tactics
    Enemies will no longer destroy the Bonfire object on purpose[/p]
  • [p]Adjusted Enemy Ability
    Enemy Gladiators no longer have abilities that summon Spirits ("Spirit of the Forest", "Spirit of the River", "Spirit of the Wind") to avoid enemy Spirits on the battlefield[/p]
  • [p]Arena
    Grid tile effects (Blight, Ember, Smoke Shroud, Frozen Ground, Electrified) can no longer appear in the two left most columns before the battle commences, to prevent them from restricting Gladiator placement during Tactics Phase.[/p]
  • [p]Ability: Epicenter
    A tile occupied by the Metal Spikes obstacle is now a valid casting target (previously was an invalid target)
    [/p]
[h3]Fixes[/h3]
  • [p]Building: Colosseum
    Fixed an issue that could result in a fatal error when displaying the Deity ability info tooltip in the detail view for enemy Veterans[/p]
  • [p]Ability: Rope Rush (Secutor Class)
    Now uses the correct values to apply Vulnerable status[/p]
    • [p]Level 2: 25% (from 0%)[/p]
    • [p]Level 3: 50% (from 0%)[/p]
  • [p]Quest: Melting Pot
    Quest (task: Build the Forum) was moved to Age 2 (from Age 3) to better match the natural progression[/p]
  • [p]Arena
    Fixed an issue that resulted in Audience characters being displayed over the Emperor's Throne in Cathedra Arena (Age 5)[/p]
  • [p]Arena
    Fixed the interaction between Arena Modifiers "Grand Tournament" and "Spiked Arena" which produced indestructible objects and could result in an impassible arena[/p]
  • [p]Arena
    Fixed an issue that resulted in a Gladiator's Health being calculated incorrectly when un-equipping certain items[/p]
  • [p]Arena Obstacle: Flamethrower
    Fixed an issue that could result in a fatal error when applying the effect to invalid targets[/p]
  • [p]Arena Visual Effects
    Fixed an issue that prevented the visual effects for Statuses Haste, Slow, Snare and Taunt to be displayed correctly on certain enemy units: Araneus, Ash Golem, Gold Golem, Mud Golem.
    [/p]
[h3]Balancing[/h3]
  • [p]Mercy chance in Challenge Battles increased to 100% (from 50%) when Mercy conditions are met.
    [/p]
[h3]Interface[/h3]
  • [p]Menu
    Added a setting allowing players to choose between two button mapping options for Tactics mode[/p]
  • [p]Building: Academy
    Gladiators training in the Academy are now sorted by the order they were added[/p]
  • [p]Building: Colosseum
    Tool tips for Gladiator Deity are now fully visible in the Veteran preview detail info panel[/p]
  • [p]Building: Infirmary
    Gladiators resting in the Infirmary are now sorted by the order they were added [/p]
[h3]
Localization[/h3]
  • [p]Added missing localization for recently added button mapping options for Tactics phase[/p]
  • [p]Item: Minor Tinctura Remedii
    Fixed tool tip to correctly reflect recent balancing changes (Stacks removed 1 → 3)[/p]
  • [p]Item: Greater Tinctura Remedii
    Fixed tool tip to correctly reflect recent balancing changes (Stacks removed 2 → 6)[/p]
  • [p]Deity Abilities
    Fixed tool tip to correctly reflect the functionality ("once per Battle" → "once per Challenge")
    [/p]