In this update3
Full notes
Full Death Roads: Tournament update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Maps
- Events
Death Roads: Tournament changes
First of all, thanks for all your feedback folks! With it, we’ve been able to rework a lot of balance and difficulty issues. We’ve also added a bunch of new stuff that hopefully will improve your game experience and let you blow up your foes in new exciting ways.
Let’s run through the details below:
Major Changes
Flexible movement range - You can now choose a distance you want to travel while performing movement actions stronger than 1. You can also skip any move action entirely while playing a card. This allows for more freedom with positioning.
Handling regeneration - Enemies now regenerate handling at the start of the Player’s turn instead of their own. This way you can now limit the amount of cards the enemies will play during their turn, by reducing their handling without making them skid.
Weapon range highlights - When hovering over an enemy vehicle, you can now see the potential range of all its weapons. The highlighted range of a weapon card is also displayed on the board while hovering over a given weapon card in hand, so you no longer have to activate a card to see where it hits.
Twists and turns on the world map - The roads on the world map are no longer straight, and now look more like actual routes.
Unique body cards - The cards from the body components of all playable cars are now unique to each vehicle, and won’t appear in other components like engines, wheels or accessories. We’ve also reworked most of them to better emphasize different playstyles.
Different driver cards and starting gadgets - All playable drivers now have slightly different cards and starting gadgets, that create better synergies for a given playstyle.
Reworked cards and components - Many of the existing cards and components were changed to be clearer and focus more on a given function in specific decks.
Reworked events - Events now offer better rewards and are less punishing for the Player.
Reworked Challenger AI - Challengers in free for all battles can now attack each other instead of focusing only on the Player.
Rebalance
Vehicles now have different equipment slot types, as well as new starting values of Condition, Armour and Bash Damage.
Many components now give different modicator values.
Some Gadgets values and effects have been changed.
Weapons should now deal more damage in general.
Block and Grip status effects now appear more frequently on different cards.
Rumble status effect stacks amount has been reduced, and its damage is now subtracted from the Block.
Action to move in all directions now appears more frequently on cards.
Action to redraw cards now appears more frequently on cards.
Push action now appears more frequently on cards.
Players now gain more experience points overall, and can progress quicker.
Added Content
New Components
A lot of new Engines, Wheels, Weapons, and Accessories were added. All tuned up, to fit and enhance a specific strategy.
New Gadgets
Quite a few new options to gain MORE POWER!!!
New Drivers
Tetsuo “4rg0” Yamauchi - The Wiz Kid, master of manipulation.
Alberto “Flamingo” Felluci - The ex-Mafia chauffeur, here to deliver pain.
New Playable Car
Torcia Olympic - Light yourself up in class, with this vintage recreation of the good old days just waiting to be ignited.
New Enemies
Three new Sedan type enemies
Two new Buggy type enemies
New Hot Rod type enemy
New Pickup type enemy
New Road types
Swamp Roads
Mountain Roads
New Status effects
Web - Take 2 Condition damage each time this Vehicle moves. Lose 1 Web at the end of your turn.
Flat - Take 2 Condition damage whenever a Skid card is resolved by this Vehicle. Lose 1 Flat at the end of your turn.
Source
Changelog.gg summarizes and formats this update. How we read updates.
