Features:
New Hitpoint system. You start with 200 Hitpoints and take damage based on the size of the surviving enemy units, with a maximum of 50. There's a little animation to help visualize the damage
The goal of this change is to tackle 2 existing problems: 5 damage was almost always the default after the first few rounds, and losing to a couple surviving trees or crystals won't feel as bad anymore.
Heroes! You start every game with a Hero that you select, they all have unique quests. You will get offered 2 random quests that you can choose from.
New Rating system! Instead of being purely win-based, it now also takes into account the rounds you survived and gives a little bonus for surviving all 16 rounds. Wins are still more important than the rounds for the rating calculation. This also has a ripple effect for the current rank titles and matchmaking (which will be adjusted over time)
We are hoping that this encourages new playstyles and still rewards players who had many close losses but make it to the end-game. This new system also goes hand in hand with the updated hitpoint system
New improved tutorial
New Battle soundtrack
Small animations to text
Voodoo Totem now displays its Damage in the combat log
Myrria now displays more clearly in the combat log
Units:
New art:
Pain Inverter (name changed from Inverter)
Super Charger
Buffer Bot
The Pillar
Magic Missile Mine (name changed from Homing Landmine)
Casino: from 4% speed buff to 2%
Power Plant can now only speed up non-Tinker town units
This is probably the most nerfed unit so far. This change hopefully stops the self-buffing chain of speeding up the Mechanic and triggering itself faster and faster (and other Tinker units)
Bugs:
Common crash with fast Tinker builds should be fixed
Second Chance Enchantment now properly works
Town Hall could buff Weather Machine
Synthetic Leecher could get its Damage buffed
Thanathos' Altar resummoning units at full health
Materia Contrarium eating units outside of battle
Shadows could sometimes overlap
Scarecrow could be damage buffed
Other:
Quests no longer show up as encounters
Fatigue now scales exponentially rather than linearly
Health is capped to 1.000.000
Crazy highrolls are fun and should exist in the game, but when 2 boards face eachother that both can get nearly infinite health, the fatigue matchup can also last infinitely long. The exponential fatigue scaling and capped Health should both keep that in line, while still allowing for crazy and insane setups!
