v0.900 Major Update
1.A major update for all race synergies!
2.Magic: All damage dealt + Magic layers -> All damage dealt + Magic layers; the damage bonus for attack/crit is only 50%.
3.The attack count and other details of the [Beast] synergy will be displayed in the unit details.
4.Additional buffs for units (such as the number of times Imperial Warriors have appeared, Beast attack counts, etc.) will be inherited when merging for star upgrades instead of being reset to zero.
5.New item [Copy Fruit]: Obtain a copy of a unit's original version.
6.The Mystery Fruit Tree has been adjusted to give 2 random fruits.
7.The Holy Fruit has been adjusted to increase permanent attack power by 30%.
8.Initial gold production (i.e., the amount of gold earned each round): 10 -> 15.
9.New map point: Mysterious Forest. The Mysterious Forest can make the selected unit no longer appear.
10.The Hero Platform has been adjusted to increase the appearance probability of selected units.
11.No duplicate units will appear in recruitment (better for reaching 3 stars!).
12.Some enemies on certain maps have been modified; please check in-game for specifics.
13.A new upgrade allows you to choose your starting unit.
14.After using an item, you will return to the original page.
15.Map buildings have been optimized and adjusted.
16.Many units have been redesigned to fit the current version.
17.Numerous optimizations in various areas.
18.Fixed several hidden bugs.
Racial Bond Adjustments:
Imperial Warrior:
Count: 3/10
Each time an [Imperial Warrior] piece attacks, the hero gains 1/2 promotion points. For every 40 promotion points the hero earns, they receive 1 evolution fruit.
-> Count: 3/8/17/32
After an [Imperial Warrior] piece appears 11 times, it evolves (if applicable). All pieces on the field have their damage multiplied by (1.2 + quality × star level × 0.02/0.05/0.12/0.3) (Quality: Common 1, Fine 2, Rare 3, Epic 4, Legendary 5).
Beast:
Count: 3/7/16
Each time a [Beast] piece attacks 10/8/6 times, it immediately makes an extra attack.
-> Count: 3/8/17/32
Each time a [Beast] attacks 9/7/5/3 times, it immediately makes an attack. Each attack has a 40% chance to bite the enemy, dealing 10 + 10%/20%/40%/100% of attack power in damage.
Wolf:
Count: 3/8/15
For each adjacent wolf, attack damage increases by +2/4/8.
-> Count: 3/8/17/32
For each adjacent wolf, attack damage increases by +3/6/15/40.
Vampire:
Count: 3/6/9/12/15
Each time [Vampire] deals damage, it regains an additional 3/6/9/12/15 health; there is a 10% chance that instead of healing, it permanently gains +1/2/3/4/5 attack power.
-> Count: 3/8/17/32
Each time [Vampire] deals damage, it regains an additional 3/8/20/60 health; for every 10 damage dealt, it permanently gains a damage multiplier of +0.02/0.04/0.08/0.16.
Demon:
Count: 3/6/10/15/20
[Demon] attack damage increases by 15%/25%/35%/50%/70%; this effect does not apply if there are angels on the field.
-> Count: 3/8/17/32
[Demon] attack damage increases by 25%/60%/180%/540%.
Angel:
Count: 3/6/10/15/20
At the start of the round, a random 1/3/6/10/16 pieces on the field permanently gain +1 attack power; this effect does not apply if there are demons on the field.
-> Count: 3/8/17/32
At the start of the round, a random 2/4/10/20 pieces on the field permanently gain +1/2/3/7 attack power.
Magic Association:
Count: 3/6/9/12/15
[Magic Association] pieces have 3/6/9/13/18 mana.
-> Count: 3/8/17/32
At the start of the round, all pieces gain 8/22/60/180 temporary mana.
Radiant Sect:
Count: 1
At the start of the round, for each [Radiant Sect] piece on the field, the hero gains 1 Radiant Faith; for every 30 Radiant Faith the hero gains, they receive 30 layers of vitality.
-> Count: 3/8/17/32
At the start of the round, gain 5/13/38/120 layers of vitality.
Cavalry:
Count: 1
When [Cavalry] enters the field: 25% chance to immediately make an attack. For each adjacent cavalry, the probability increases by 5%. Charge!
-> Count: 3/8/17/32
When [Cavalry] enters the field: 25% chance to immediately make 1/2/3/5 attacks. For each adjacent cavalry, the probability increases by 5%. Charge!
Swordsman:
Count: 3/6/9/12/15
[Swordsman] has a 9/12/15/18/21% chance to attack again when attacking (the additional attack can also trigger another attack).
-> Count: 3/8/17/32
[Swordsman] has a 9%/15%/27%/45% chance to attack again when attacking (the additional attack can also trigger another attack). If it doesn’t trigger, the next trigger chance increases by +9%/15%/27%/45%.
Elf:
Count: 5/12
When [Elf] pieces attack, they have a (15 + Luck × 0.3)/(20 + Luck × 0.5)% chance to deal an extra (5 + Luck × 0.2)/(7 + Luck × 0.3) damage.
-> Count: 3/8/17/32
After each attack, [Elf] randomly gains 1/3/8/24 gold, luck, vitality, poison, or weakness.
Ghost:
Count: 2/5/9
At the start of the round, apply 2/4/6 layers of Weakness to enemies.
-> Count: 3/8/17/32
At the start of the round, apply 3/8/20/60 layers of Weakness.
Demigod:
Count: 3/6/9/12
At the start of the round, randomly grant 1/2/4/7 pieces with energy skills 1 energy and permanently +1 magic power.
-> Count: 3/8/17/32
At the start of the round, randomly grant 1/3/9/20 pieces with energy skills 1 energy and permanently +1/1/2/4 magic power.
Poisonous Creature:
Count: 3/7
Each attack by a [Poisonous Creature] piece applies 3/7 layers of Poison, reducing original attack damage by 20%.
-> Count: 3/8/17/32
[Poisonous Creature] attack damage reduced by 20%, each attack applies 3/8/23/70 layers of Poison.
Dragon:
Count: 5/12
Damage of all pieces on the field × 1.2/1.5.
-> Count: 3/8/17/32
Damage of all pieces on the field × 1.15/1.4/1.9/3.
Legion:
Count: 3/6/9/12/15
All pieces' attack damage +3/6/10/15/23.
-> Count: 3/8/17/32
All pieces' attack damage +7/20/60/200.
Dwarf:
Count: 3/6
At the end of the round, each Gnome gains +4/6 treasure progress. When a total of 100 treasure progress is reached, treasure hunting is successful, randomly obtaining 1 item! Gnomes occasionally find some good things!
-> Count: 3/8/17/32
At the start of the round, +10 crafting progress, and each Gnome on the field additionally +1 crafting progress. When a total of 100 crafting progress is reached, crafting is successful, obtaining 1/2/4/10 legendary items!
Element:
Count: 5/11/20
At the start of the round, generate 1/2/3 Element Spirits into the inventory.
-> Count: 3/8/17/32
At the end of the round, 33% chance for a random piece to gain an Element Spirit! This effect can activate 1/3/8/24 times (this effect counts as using an item and can trigger skills after using items).
Spirit Plant:
Count: 2/5/9
When the [Spirit Plant] enters the battlefield, +10/15/25 growth value. Each time it reaches 100 growth value, its innate skill is permanently enhanced once.
-> Count: 3/8/17/32
When the [Spirit Plant] enters the battlefield, +10/25/60/225 growth value. Each time it reaches 100 growth value, its innate skill is permanently enhanced once.
Savage Warrior:
Count: 2/5/9/14
Each attack by a [Savage Warrior] has a 25%/50%/75%/100% chance to permanently increase attack power by +1; other races' pieces have half the chance to trigger this effect.
-> Count: 3/8/17/32
Each attack by pieces on the field has a 30% chance to permanently increase attack power by +1/3/9/27.
Arcane Family:
Count: 3/6/9/12
The initial skills of [Arcane Family] have a 25%/50%/75%/100% chance to trigger a second time.
-> Count: 3/8/17/32
The initial skills of [Arcane Family] have a 30%/70%/100%/100% chance to trigger 2/2/3/5 times.
Gold League:
Count: 4/9/15
At the start of the round, each [Gold League] piece generates 1/2/3 gold.
-> Count: 3/8/17/32
At the start of the round, each [Gold League] piece generates 1/2/5/15 gold. For every 100 gold, [Gold League] pieces' attack damage increases by 10%.
Berserker:
Count: 3/6/9/12/15
[Berserker] critical hit +10/15/20/25/30, critical damage +10/15/20/25/30.
-> Count: 3/8/17/32
[Berserker] critical hit +10/22/55/170, critical damage +10/22/55/170.
Note: 1-star pieces are counted as 1 count, 2-star pieces as 2 counts, and 3-star pieces as 3 counts.