Patch Notes: 5/17/2021 - v10.21
New Features:
New playable Hero
- Misty has joined the Battle for Arzu! She is a fierce, fast and furious Monk and the newest new Assassin specializing in Multistrikes and Shock. She can deliver a barrage of blows and fry the enemy forces to a crisp! Her unique mechanic is called "Chi", that she can spend in various ways to empower her abilities. Up to 5 Chi can be stored on herself and Chi doesn't naturally decay on it's own.
Exploration Updates
We have been very happy with the latest changes but listened to a lot of your feedback, and decided to tweak the exploration a bit. Our main focus was to fix the issue where it was free to roam around used tiles for free and virtually 'teleport' around the map without any time passing by or any notion of 'distance'. The experience is now a lot more engaging and takes planning, and the laws of physics will now apply to your party. Here is what we changed:
- We've increased the total steps to 90, and added a step cost to used nodes. We're also renaming "Steps" to "Threat" considering some other changes, so 90 Threat until the Boss fights you! Check the node costs on the Tooltip popup when hovering over them.
- Shops have been reworked so now you'll be saving shopkeepers out in the wild, who will give you a small reward for finding them. They will then be collected and added to the new Capital tile, where you can buy things from them.
- We added a new Teleport Scroll found on the left under your Hero Mini portraits. This charges up whenever you defeat a Shard Battle or when new Shards drop every 30 Threat. Use this to teleport to the various province capitals to buy cards or use the Inn to heal.
- The Day/Night got a little tweak. Daytime will allow you to see 2 tiles away now, to gather intel on the surrounding area, and at night you're visibility goes down to just 1 tile away. The Day count is no longer tied to anything specific, just there to reveal how long you've been in this run.
- Loot Caches rarity is once again picked when you actually step onto that node, instead of when it's discovered. This plays better with the exploration changes.
- The Inn is available at the Capital right away. You can Heal your party and Upgrade cards for a cost here.
- Click on the Capital at any time to Browse the currently unlocked shops in viewing mode.
Other Updates
- The Apex Difficulties have been revisited and intensified with a couple of real spicy effects.
- Enemies have received a much needed rebalancing in addition to about 30% higher Health across the board. They now incorporate some new mechanics and will provide a more ways to leverage one another's abilities to hurt your Heroes.
- New Fixate mechanic! Fixate will always target whichever of your Heroes has the lowest current Health.
- New Slow mechanic! A new 1 turn CC (Crowd Control) status effect that reduces the AP and Cards you draw at the start of each turn by 1.
- Easy Elite enemies now gain access to passives. Keep an eye on those early elite fights, they've gotten a whole lot harder!
- The Campsite Upgrades have been reduced to 1 chosen card, or 2 random cards.
- The Oracle has also gotten the same Campsite setup along with the Transmute options.
- We had a pretty crazy issue with Power% and damage scaling to incredible heights from certain abilities that multiplied damage by something due to some internal calculation oddities and orders of things. This also led to a lot of cards showing an incorrect value of damage which led to a lot of confusion when dragging the card and seeing a very different (usually way bigger) number. These cards and mechanics have been fixed so what you see is what you get!
- Potions (Items) now show a damage preview.
- New Execute mechanic, that'll instantly kill any non-boss enemy if they are at or below 25% of their max health.
- When you Stun an enemy, they will now only stay Stunned for the turn where you play the ability.
- Added an option to show the enemy casting cards in the options menu.
- If you're playing a Single Target card onto the enemy side of the board, and there is no minion there, the targeting location will be hidden to avoid accidental drags to that slot.
- Added a Randomize team button in the hero selection window.
- Some heroes cards have been through a rebalancing act as well.
- Minions have been buffed with a lot of them gaining Pulse effects. Pulse occurs at the beginning of the turn AND instantly upon being played.
- Gold earnings have been also increased overall.
- Discarding cards will only cost 1 Fury regardless of the card's cost.
- Mimiko's Phaseshifter now makes all swapping and Dash cards teleport.
- Volatile Blood Mutation hits for 50% of the remaining enemy health instead of 100%.
- Void Wings changed to only triggering on Direct Damage instead of on hit. It also will ensure the enemy recasts the same card they were casting previously.
Bug Fixes
- Fixed issue with Enchants all showing and boosted values if you reapplied them while having other enchants on the same target.
- Fixed an issue with Gladiator Trident simply doing nothing.
- Fixed Oblivion Staff causing a crash.
- Fixed Camp showing 0.5% healed, now 50%.
- Fixed issue of using Retire on an enemy minion you captured with the Steel Cage, so you can play that minion from your hand now.
- Fixed swapping heroes pre-battle to set your positions costing AP sometimes.
- Fixed Cloak of Dusk from proccing while setting Hero Positions.
- Fixed some weird Apex resetting bugs that made Essence costs go up to 11 or higher, and campsites from damaging you instead of healing you after multiple runs.
- Quests will no longer repeat unless we run out of new ones to show.
- Fixed the refresh when buying cards using Stones before a run.
- Fixed being able to assign the same legendary and legendary+ ability to the same hero.
- Fixed a bug where after several stuns or other card play interruption, enemies would run out of cards to play.
- Apprentice robes no longer creates 0 stack status effects.
- Lost medallion given a little delay for the hand size update to register.
- Purifying Potion fixed to work better when removing stun and letting you use your cards.
- Preventing a shard you're about to step on from changing at step 10 or 20 or 30.
- Fixed Dragonheart to actually add Block correctly to the minions and they taunt when summoned.
- Tons of other smaller various fixes, typo fixes, and other things.
- Updating a lot of the Sounds FX, and fixing some super loud random fx whenever a battle begins.
- The Breach Shard can now be Vulnerable'd and Shocked.
- Fixed breach shard from retaining it's previous enemy resistance.
- Changed the Target Frame Rate for the game to 60fps to reduce the strain on video cards.
- Fixed Touche from just doing nothing.
- Fixed bug where drawing Detonate using Deep Calm would reset the cost of Detonate to 5.
What's coming next?
Mozebus, the Ancient Arcanist is being prepped for next patch (ETA end of May). He is a Arcana/Void (Blue/Purple) Mage Hero that specializes in deck and enemy manipulation, and has the slowest playstyle of all the Heroes (What did you expect from a 600 years old Tortoise?) but hits like a ton of bricks!
Some well-needed Hero refresh will be applied to Leon and Ragnarok in an upcoming patch
We Also started looking into Localization (German, French, Spanish, etc) but more on that later.
Enjoy the patch everyone!
-The Arcanium team
