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Alpha Update 26 - Boss Cards, Campaign modifiers, Apep and Frank and CLICK ON THE CHARACTER!

[img=http://forced2.com/images/Forced2_Update_A26.png]

Before saying anything else: The go-to-next-arena GUI has been changed! You now have to click on the character! There is no next arena button!

This update we’ve been implementing more of the stuff that will make this game feel like a game. Campaign modifiers makes each campaign unique. Some of them will make you think about how to play in the game, some of them will force you to change the way you build your decks and some of them are a bit mean. It’s also the comeback of Frank and Apep and the boss cards system is getting awesome. Outside of that we have made a lot of changes to the GUI to improve the navigation and general feel of the game.

Lastly, the big feature we have been so eager to show you, has been delayed. It’s a big one, and requires a lot of work, and we don’t want to release it before it is working. We think it will be awesome, so please be patient!

Features

  • The real story mode battle lines are starting to fall into place, with more battle lines over a wider range of difficulty. This should provide a better learning curve and a far better challenge before eventually reaching expert modes (which have also been scaled up). Note that no new quests/card unlocks have been added for these campaigns yet, since that would have required a progress reset.
  • Battle line modifiers should now make the story mode battle lines far more unique and provide interesting deck building challenges.
  • Frankenrat and Apep bosses are back in the game with their own battle lines.
  • Cheat code "/notagain" will beat the first 4 campaigns and the unlock quests for all champions and companions. When progress resets do come, experienced players will have this option to get back to the tougher content quickly.
  • Card phase is moved to the start of new arenas. This gets rid of the initial dummy arena and you see the arena and the effects of the boss cards being played before you play your own cards and choose to begin. You now end the card phase by clicking your character.
  • New portal graphics. Portals should now better communicate which enemy they're spawning and how fast.
  • Players now get a slight damage bonus based on how much unspent gold they're holding. Mousing over the buff shows how many coins you have.

    Balance

  • Massive upgrade rework. Players now get a choice of 4 upgrades after each match, with a some of the options having epic or legandary rarity and potentially higher power. Lots of upgrades changed/replaced/rebalanced.
  • Massive bosscard rework. They should now be more focused on having a great impact for a single round. Lots of cards added/replaced/rebalanced.
  • Companion health now scales with difficulty.
  • Portal spawn rate now increases slower with completed matches and arenas. It starts just as powerful, but arena 7 of match 6 should now be ~2 times as fast, rather than ~7 times as fast.
  • Portals will now never spawn enemies faster than every 8 seconds. If difficulty is high enough that e.g. a swarmer would be spawned every 3 seconds, 3 portals will instead spawn a wave of swarmers every 9 seconds.
  • Portals in boss arenas now behave the same as everywhere else (they no longer wait for the boss to go below 75% health before appearing).
  • Bosscard event Red Light/Green Light rebalanced: The orb switches more frequently, giving very frequent openings for damage, but making it harder to not make mistakes. Healing periods are now 70% shorter, so they now make up 23% of total time instead of 50%. It is still a very hard high-cost boss card, but should no longer block nearly as great a part of the total damage output.
  • Bosscard ability Trip Drone cooldown increased from 8 to 10 seconds.
  • Rebalanced most garden world enemies.
  • Garden world bannerman has become far more impactful and limited to 1 per arena.
  • Stunning bounces buffed: "Chain lightning hits gain +20% chance to deal +50% damage and knockback."
  • Adrenaline Rush reduced to 1 charge. Attack speed bonus increased to +80%.
  • Gathering Storm now increases in lower intervals vs. bosses.
  • Major Healing mana cost reduced from 5 to 4.

    Gold income rebalanced

  • Arenas no longer have coins lying about at the start. We felt that always having to explore, before killing stuff, was slowing the game.
  • Gold drops from enemies increased heavily. You should not see a lot more enemies dropping gold, but the amounts have greater variance and can get a lot bigger.
  • Boss drops increased from a flat 15 coins, to 20 + 10 per battle.
  • Gold drops from enemies now scales with difficulty: Lower difficulty players should see a more interesting rate of drops and the extreme difficulties should be slightly less flooded by them. The scaling is low enough that higher-difficulty campaigns will still have greater total income.
  • The sum of these changes should increase gold income by ~50%.

    Fixes

  • Updated default decks to be consistent with the cards that are available at start.
  • Feeling Lucky now correctly discards cards in hand rather than shuffling them back into the deck.
  • Muscle Balm was incorrectly stacking multiplicatively with other damage bonuses.
  • Mordar's Lingering Dead passive should no longer resurrect Living Armors in Garden World until their orb is also destroyed.
  • Rocket Launcher should no longer target imaginary enemies beyond the outer walls.
  • Living Weapon buff tooltip wasn't stating that only consumable cards were affected.
  • Shocking Fatalities now also triggers on exactly 15 overkill damage, rather than requiring > 15.
  • Burst of Strength now persists between arenas.
  • "Kill 1000 enemies"-quest" now correctly gives Fists of Fury, rather than the disabled card Burst of Strength.