Trials of Fire Weekly Update (v0.67) Release Notes
Good afternoon all,
This week’s update sees the introduction of a new game mode for experienced players to test out their best parties against Boss Rush.
Additionally, a small change to deck-building to prevent some infinite combos and tiny decks being effective.
Increased overall difficulty a bit to balance out movement updates.
Hope you enjoy the changes and let us know what you think on discord!
New Game Mode
Boss Rush
- Take on increasingly hard boss encounters.
- Select a party from a previous run to tackle this gauntlet.
- Combat only.
Mechanics Changes
- Acid: Acid now deals double damage to Defence. A good way to keep Defence down on tough enemies, even at relatively low stacks.
- Exhausted: Every time you empty your deck, a single Exhausted card is added before re-shuffling. Exhausted cards have no effect but can be recycled.
Card Changes
- ‘Summoner’ – Changed effect to, ‘All of your Summons deal +1 damage and gain +1 movement. New Summons gain +2 Health.’
- The previous incarnation was a bit too swingy (really powerful on draw/cheap focused decks) and didn’t really fit a dedicated summon (expensive!) build.
- ‘Offensive Stance’ – Increased cost to 1 (from 0).
- ‘Might’ – Increased cost to 2 (from 1).
- ‘Battle Stance’ – Increased cost to 3 (from 2).
- Base increase to basic damage powers to go along with more readily available WP.
- ‘Show the Way’ (Warlord) – Removed the Willpower gain from base version. (Upgraded still provides WP).
- ‘Garotte’ (Assassin) – Changed effect to, ‘Melee Attack 2. If you have Stealth, deal double damage and the target discards a card.’ This is to make the card a little less situational.
- ‘Escape’ (Hunter) – Changed effect to, ‘Defend 2 move to the closest empty space with no adjacent enemies and gain 1 Willpower.’ to match up with movement updates.
Balance Updates
- Slight increase to standard fight difficulty + boss health to compensate for movement buffs.
