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Alpha Update 25 - Quests!

[img=http://forced2.com/images/Forced2_Update_A25.png]

Continuing the path of update A25, this week we bring you: Quests! This is one of the major ways that you as a player will progress through the game. Completing quests unlocks content, content is awesome, yeah! However, it also means that all your content will be reset, because now the real trial starts! Additionally we have added more depth to the campaign and given the GUI an overhaul. Let’s see if you can get through the expert level campaigns. It will not be easy that is for sure.

Features

  • New progression system introduced: All your cards are belong to us - completing quests unlocks cards and makes you level up, which gives access to harder quests.
  • New upgrade system: We're taking a simpler and more varied approach to better match the shorter battle lines. The upgrades themselves still lack overhaul and rebalancing.
  • New battle line (AKtA campaign) selection interface.
  • Endgame hard mode battle lines added. These are non-story mode battle lines for players who want to push the limit of their skill at extreme and blatantly unfair difficulties. If you somehow beat Expert++ (without engineer/fading abuse), be sure to share your deck on the forums. :D
  • New bosscard ability: Trip Drone. Stop moving before it hits you or you get stunned.
  • Matches no longer have completion bonuses. Bosses drop gold instead.

    Balance & Changes

    • Rebalanced battle lines: There are now more enemies in the arenas again, and bosses scale more heavily with the difficulty of the battle lines (dealing less damage in early battle lines and having more health in later battle lines).
    • New enemy spawning algorithm: More extreme distributions of enemies is now possible, which should lead to the individual arenas feeling far more varied.
    • Spawning portals now select one enemy type and stick with it throughout the arena. They also become active immediately and their spawn rate is more directly proportional to the difficulty of the arena.
    • Many boss cards now only give the boss an additional ability for a single arena. These abilities are buffed significantly.
    • Greatly nerfed plain stat gains on cards (except health). Damage and attack speed give roughly 60% of what they did; crit and block roughly 80%. This drastic nerf of plain stat bonuses is intended to make the fancy cards more competitive, reduce oneshot boringness, and make it a lot more rewarding to pull off great plays that increase your stats further, even when you already have a Cosmic Cleaver or two.
    • Reduced base health of all bosses by ~20%.
    • Arenas now start with 2-5 gold pieces spawned, up from 0-4.
    • Rebalanced many Ratworld enemies. Particularly made some rat attacks slightly harder to dodge and changed some squishy-looking enemies that suddenly became strangely tanky in their Ratworld 2 versions.
    • Garden World Musketeers now have a slight cooldown on their stab and will no longer dodge themselves out of the arena.
    • Package Deal mana cost increased from 4 to 5.
    • Adrenaline Boost charges reduced from 3 to 2.
    • Vampiric Thirst charges increased from 1 to 2.
    • Aftershock now benefits from everything that boosts Volcanic strike damage, radius is increased from 4.0 to 5.0 and base damage from 25 to 30.
    • Reflective Shield now correctly deals 20 damage (damage and some tooltips were incorrectly at 25).
    • Ratbo's Mine Shower cooldown reduced from 26 to 18 seconds.
    • Ratbo's Gatlin gun (personal skill, not the turret) damage increased from 5 to 10 per projectile.
    • Jahun's small stone attacks were nerfed from 20 to 15 damage and made easier to dodge (their collision was wider than their graphics).
    • Captain now fires homing missiles while flying.
    • The Master's hammer swing reduced from 40 to 30 damage.
    • The Master's leap attack reduced from 40 to 30 damage.
    • The Master's Fire Quake reduced from 30 to 25 damage.
    • Fireflies (from fly spitters and the boss card) now speed up over time until killed.

    Bug fixes

    • Puffs no longer drop coins.
    • Fixed the buff description of Comeback Kid.
    • Abilities cast indirectly (e.g. Over-Overcharge) now correctly use your damage bonuses for that ability.
    • The Extra Health boss card used to only give +max health and just start all enemies off wounded.

    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