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

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]
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