1.6+393 Edina Gramling - Unstable
Hi all!
We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them.
Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons:
* Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all.
* Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.
Some impacts this has on gameplay:
* Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)
* Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this.
We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously.
Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
[h2]1.6+393 Edina Gramling[/h2]
New Events:
*For Their Own
*Houses in the Heights
Removed Event:
*The Low Road
Disabled Event:
*What If We Were The Bad Guys
Added combat map to Out of the Rain event
Added two wrapups for Generic Campaigns
Added wrap ups for Ulstryx, Enduring, and Monarchs campaigns
Disabled Mine Tiding
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Tuned down some monster magic damage
* Tuned up some monster warding
Theme Upgrades!
*(Bear) Ursine Hunger
*(Botanical) Fatal Flora
*(Celestial) Meteor Strike
*(Crow Wings) Fly
*(Elmsoul) Deep Roots
*(Fire) Living Hearth
*(Foothill) Shard Skin
*(Gem) Crystal Chrysalis
*(Morthificial) Salvage
*(Shadow) Shadestride
*(Skeleton) Curse
*(Storm) Feedback Loop
*(Sylvan) Chaos Whorl
*(Hawk Wings) Talon Dive
*(Scorpion Tail) Prehensile Piercer
*(Pilot Wings) Airlift
*(Skunk Tail) Staggering Spray
*(Frog Head) Tongue Whip
*(Fox Tail) Nimble Nature
Pet Upgrades!
*(Fire Chicken) Covering Fire
*(Rat) Erratic Movement
*(Bird) Mark Prey
*(Duck) Alarming Quack
*(Avenger) Protector
*(Critter) Trinket Hunter
Defeating an incursion in battle reduces incursion timer
Vulture lord hero slots now have descriptions
Added new scenery
Theme legs have stats adjusted
Added new icons to some abilities
Adjusted scenery based on sites
Fix a bug where incursions burnt out and granted 2 LP
Fix a bug where Drifter event was near imposssible to get
Fix a bug where an armless hero could proc Avenger event
Fix a bug with hook_Proud and fortheScavenging
Fix a bug where item text had no character limit
Fix a bug where Vulture Ch.1 Capstone would soft lock
Fix a bug where heroes gained from events start at lvl 0
Fix a bug with incorrect reported damage in a mortal choice
Fix a bug with prime stats in custom history lines
Fix a bug with tags in Black Castle Ruins
Fix a bug where monarchs rescuee had no startingn stats
Fix a bug where Unpaid Bills event could show dead hero
Fix a bug where pet/thrixl would targeted in mortal choice
Fix a bug where genders were swapped in wolf mortal choice
Fix a bug where 0 Warded combat text appeared
Fix a bug where hook quest spawns too many foes
Fix a bug where unprocced hook quests would prevent others
Fix some typos
We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them.
Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons:
* Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all.
* Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.
Some impacts this has on gameplay:
* Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)
* Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this.
We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously.
Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
[h2]1.6+393 Edina Gramling[/h2]
New Events:
*For Their Own
*Houses in the Heights
Removed Event:
*The Low Road
Disabled Event:
*What If We Were The Bad Guys
Added combat map to Out of the Rain event
Added two wrapups for Generic Campaigns
Added wrap ups for Ulstryx, Enduring, and Monarchs campaigns
Disabled Mine Tiding
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Tuned down some monster magic damage
* Tuned up some monster warding
Theme Upgrades!
*(Bear) Ursine Hunger
*(Botanical) Fatal Flora
*(Celestial) Meteor Strike
*(Crow Wings) Fly
*(Elmsoul) Deep Roots
*(Fire) Living Hearth
*(Foothill) Shard Skin
*(Gem) Crystal Chrysalis
*(Morthificial) Salvage
*(Shadow) Shadestride
*(Skeleton) Curse
*(Storm) Feedback Loop
*(Sylvan) Chaos Whorl
*(Hawk Wings) Talon Dive
*(Scorpion Tail) Prehensile Piercer
*(Pilot Wings) Airlift
*(Skunk Tail) Staggering Spray
*(Frog Head) Tongue Whip
*(Fox Tail) Nimble Nature
Pet Upgrades!
*(Fire Chicken) Covering Fire
*(Rat) Erratic Movement
*(Bird) Mark Prey
*(Duck) Alarming Quack
*(Avenger) Protector
*(Critter) Trinket Hunter
Defeating an incursion in battle reduces incursion timer
Vulture lord hero slots now have descriptions
Added new scenery
Theme legs have stats adjusted
Added new icons to some abilities
Adjusted scenery based on sites
Fix a bug where incursions burnt out and granted 2 LP
Fix a bug where Drifter event was near imposssible to get
Fix a bug where an armless hero could proc Avenger event
Fix a bug with hook_Proud and fortheScavenging
Fix a bug where item text had no character limit
Fix a bug where Vulture Ch.1 Capstone would soft lock
Fix a bug where heroes gained from events start at lvl 0
Fix a bug with incorrect reported damage in a mortal choice
Fix a bug with prime stats in custom history lines
Fix a bug with tags in Black Castle Ruins
Fix a bug where monarchs rescuee had no startingn stats
Fix a bug where Unpaid Bills event could show dead hero
Fix a bug where pet/thrixl would targeted in mortal choice
Fix a bug where genders were swapped in wolf mortal choice
Fix a bug where 0 Warded combat text appeared
Fix a bug where hook quest spawns too many foes
Fix a bug where unprocced hook quests would prevent others
Fix some typos