In this update2
Full notes
Full Anamnesis update
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What changed
- Gameplay
- Balance
- Events
- Store
- Maps
Anamnesis changes
We hope everyone is having a wonderful new year!
So far we've gotten a lot done for the v0.2.0 update. Before listing some of the upcoming changes, here's a preview of the Encounter system! Remember that these encounters will occur between waves of combat.
Note that the music is disabled for this preview. We didn't want to spoil the surprise since the music is being overhauled in this update. Expect to hear some epic tracks!
Without further ado, here are some of the more noteworthy aspects of the upcoming v0.2.0 update.
Act 2
v0.2.0 will be our largest update so far. On top of the Encounters system, we're introducing Act 2! Act 2 takes places in a dark forest region on the outskirts of the tower dungeon from Act 1. There will be 9 new basic enemies, 1 new mini boss, and 1 boss at the end of the act. Here's a sneak peek of five of the new enemies!
Just like the first act, enemies in Act 2 will have different approaches to conquer their unique strategies. This will allow each of the classes to approach each act in their own manner. Right now we've only released the Knight class and the Fire element, but we're designing the entire game to revolve around how all four classes and elements will approach any given scenario. We need to ensure that each combination has adequate tools to face any of the challenges in the afterlife!
The enemies in Act 2 will introduce brand new status effects and mechanics, many of which are aimed at countering the overpowered deck combinations we've witnessed in Act 1. This will help balance the experience. Don't expect to rely on Tetrad or Trio to beat the entire game! Skill is a factor in Anamnesis, and not everything is based on RNG! So, build your starter deck accordingly!
Treasure, Events & Other Improvements
Alongside the release of the Encounters system and Act 2, we're greatly improving many of the game's mechanics including the Treasure and Event systems. Thus far there just hasn't been enough incentive to select these options as they do not present much variety in terms of reward for the player. So, we've taken a couple of approaches to entice players to choose these more often.
The treasure option will now offer only memories that are Rare or better. In v0.1.3 we introduced 5 categories of rarity to each of the memories in the game: Common, Uncommon, Rare, Epic, Legendary. From v0.2.0 onward, Treasure option will only offer Rare, Epic, or Legendary memories. This will be much more effective during the early game where players do not have enough energy to afford the high end memories in the Shop. We're also considering removing the ability for Treasure option to reward a perk, this way the option is more consistent in terms of what the reward will be.
For the Event system, we're doing a complete overhaul. The events themselves won't change. However, event rewards will now be unique compared to what Treasure, Shop, and Encounters offer. What does this mean? Well, if an event rewards a Perk, it'll be a perk that you cannot acquire anywhere else in the game. We're also taking the current pool of 13 events and dividing them between the acts. Each act will have 5 exclusive events that the player can see, and the player will even get to choose 1 of 3 events each time Event is selected from the map menu. This makes acquiring those
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