[img=http://forced2.com/images/Forced2_Update_A28.png]
Hello everyone,
It’s been a while since we updated, as some of you may have noticed we’ve been busy doing a Kickstarter for the remaining funding for Eternal Arenas and also releasing our first game FORCED on Xbox One and PS4.
But that doesn’t mean we haven’t been working on the game ;)
Today we’ve got a massive patch for you with a change to the way we do the campaign structure which we’re now calling Chamber mode.
With this change we’ve had to set some of the other systems on standby, so Quests and Upgrades are disabled until we get everything stabilized. In the meantime you’ll have access to all champions, companions and a lot of cards.
A big welcome to all our new community members from Kickstarter that will join us soon, and we hope you all enjoy this new patch :)
Features
- New campaign structure: You start as a gladiator and have to make your way through Bronze, Silver and Gold league to face the final boss. As you win battles, you earn glory that lets you challenge league champions and climb the ranks. In each league, you always have a choice of 4 battles. The left-most one is the intended learning curve for new players. The harder ones let you progress faster and see more difficult modifiers/worlds sooner, but you're not missing out on anything by playing normal (leftmost) difficulty. This is the intended intro flow where you can freely change decks and champions (no in-game GUI yet exit to main menu to change). In later updates, we plan to award upgrades as you're progressing (game balance already assumes you have them, so might be overly tough this build) and the main mode, which is more challenging and roguelike in nature.
- Starter/default decks made more interesting to play with.
- Can now change graphics settings by pressing escape.
- Dailies now have both One Try and Unlimited Try modes.
- UI has been reworked to a sleeker style. Still a work in progress, so some old GUI may be present :)
Balance
- Dailies difficulty increases more dramatically with arena/battle progression.
- Portal spawn rate is now based on the difficulty of the specific battle, rather than the difficulty of the battle line.
- Boss stats are now based on the difficulty of the specific battle, rather than the difficulty of the battle line.
- Ravager card Don't Blink buffed from +25% to +40% Strafe distance.
- Nerfed health globe droprate by ~10%.
- The sum of these changes should increase gold income by ~50%.
Fixes
- Conversion gold upgrade should now work.
- Life steal effects should no longer lag the game.
- Surge Flow now correctly ends after 4 card phases.
- Allies (e.g. puffs and companion) can no longer die after the arena is completed.
- Styxi no longer glows red while invisible.
And as usual lots of other stuff has been added, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf