What changed
0 fixes3 additions0 changes0 removals
addedI haven't updated this game for more than a month. I was a bit lazy because of the Chinese New Year holiday. This time I will update more. I also wish you all happy Chinese New Year. This update mainly makes a relatively large adjustment to Relic. At first, the strength of relics is remarkable increased to make them more useful in battle. Second, the synergy between the relics is also increased. So that the relics can make some builds. Now the conception of this game is gradually becoming a combination of [Advanced Warfare], [Fire Emblem] and [Slay the Spire]. However, although I added a lot of new contents, the battle still feels a bit messy. The subsequent plan is to add a healing unit, and then try to do some subtraction in this game to make the game more compact and refined. In addition, it has been almost a year since EA in March last year. Looking back on this year, as a game developed in my spare time, the added content is not small. I am very satisfied. I have always believed that games should be paid for content, so this time I will adjust the price, which can be regarded as an explanation for my efforts in the past year.
addedRelicsRarity of relic [Skewer], [Rod Of Vengeance], [Pioneer Medal], [Earthbound Totem], [Bird Blute], [Archery Target] change to Common from Rare. -Buff rare relics: [Butcher's Knife] recovery increase to 200% from 100% [Loyalty Medal] giving [Power] value increase to 30% from 20% [Cup Of Triumph] giving [Power] value increase to +4 from +2 [Shield Spike] giving [Power] value increase to +3 from +2 [Bloodlust Mask] giving [Burst] value increase to +7/14 from +4/8 [Ker's Eye] giving [Burst] value increase to 50% from 40% [Pitch Dark Blindfold] increase [Throw Knife] damage to 30% from 20% [Rusting Chain] dealing extra damage increase to 50% from 30% -New Common Relic: [Lubricant] Our units do not affect by [Slow] and [Immobilized] -New Rare Relics: [Commander's Banner] All companions gain [Charge I] [Friendship Emblem] Increase the amount 50% of [Burst], [Power] and [Challenge] that is gained by companions being attacked [Black Rose] After out unit attacking passively, gains [Burst] equal to 100% damage [Booster] When out units' MAX MOVE changed, 50% of the change value will affects ATK [Elvish Shawl] When charge reaches 5, out unit can consume all charges to [Shoot] after moving; Can recharge when our units move after attacking, 1 GRID 1 charge [Bean Seed] When out unit gets lethal damage, give it 1 ROUND [Block]+30, 3 ROUNDS CD; CD can be ended early if our units totally gain [Block]+30 [Mild Crystal] Our units' initiative support action lasting effects +50% [Shock Core] When enemy moves passively, increase negative effects amount by 100% per GRID
addedOptimizationAuto end our turn when no units available -Auto end level when all enemies is cleared in defence, protect and escape levels -Update energy UI -Update reward UI -Outline of units behind Fountain becomes more clear -No longer show unlock equip reward independently, each time reward equip may unlock new equip
Fountain changes
addedI haven't updated this game for more than a month. I was a bit lazy because of the Chinese New Year holiday. This time I will update more. I also wish you all happy Chinese New Year. This update mainly makes a relatively large adjustment to Relic. At first, the strength of relics is remarkable increased to make them more useful in battle. Second, the synergy between the relics is also increased. So that the relics can make some builds. Now the conception of this game is gradually becoming a combination of [Advanced Warfare], [Fire Emblem] and [Slay the Spire]. However, although I added a lot of new contents, the battle still feels a bit messy. The subsequent plan is to add a healing unit, and then try to do some subtraction in this game to make the game more compact and refined. In addition, it has been almost a year since EA in March last year. Looking back on this year, as a game developed in my spare time, the added content is not small. I am very satisfied. I have always believed that games should be paid for content, so this time I will adjust the price, which can be regarded as an explanation for my efforts in the past year.
addedRarity of relic [Skewer], [Rod Of Vengeance], [Pioneer Medal], [Earthbound Totem], [Bird Blute], [Archery Target] change to Common from Rare. -Buff rare relics: [Butcher's Knife] recovery increase to 200% from 100% [Loyalty Medal] giving [Power] value increase to 30% from 20% [Cup Of Triumph] giving [Power] value increase to +4 from +2 [Shield Spike] giving [Power] value increase to +3 from +2 [Bloodlust Mask] giving [Burst] value increase to +7/14 from +4/8 [Ker's Eye] giving [Burst] value increase to 50% from 40% [Pitch Dark Blindfold] increase [Throw Knife] damage to 30% from 20% [Rusting Chain] dealing extra damage increase to 50% from 30% -New Common Relic: [Lubricant] Our units do not affect by [Slow] and [Immobilized] -New Rare Relics: [Commander's Banner] All companions gain [Charge I] [Friendship Emblem] Increase the amount 50% of [Burst], [Power] and [Challenge] that is gained by companions being attacked [Black Rose] After out unit attacking passively, gains [Burst] equal to 100% damage [Booster] When out units' MAX MOVE changed, 50% of the change value will affects ATK [Elvish Shawl] When charge reaches 5, out unit can consume all charges to [Shoot] after moving; Can recharge when our units move after attacking, 1 GRID 1 charge [Bean Seed] When out unit gets lethal damage, give it 1 ROUND [Block]+30, 3 ROUNDS CD; CD can be ended early if our units totally gain [Block]+30 [Mild Crystal] Our units' initiative support action lasting effects +50% [Shock Core] When enemy moves passively, increase negative effects amount by 100% per GRID
addedAuto end our turn when no units available -Auto end level when all enemies is cleared in defence, protect and escape levels -Update energy UI -Update reward UI -Outline of units behind Fountain becomes more clear -No longer show unlock equip reward independently, each time reward equip may unlock new equip
I haven't updated this game for more than a month. I was a bit lazy because of the Chinese New Year holiday. This time I will update more. I also wish you all happy Chinese New Year. This update mainly makes a relatively large adjustment to Relic. At first, the strength of relics is remarkable increased to make them more useful in battle. Second, the synergy between the relics is also increased. So that the relics can make some builds. Now the conception of this game is gradually becoming a combination of [Advanced Warfare], [Fire Emblem] and [Slay the Spire]. However, although I added a lot of new contents, the battle still feels a bit messy. The subsequent plan is to add a healing unit, and then try to do some subtraction in this game to make the game more compact and refined. In addition, it has been almost a year since EA in March last year. Looking back on this year, as a game developed in my spare time, the added content is not small. I am very satisfied. I have always believed that games should be paid for content, so this time I will adjust the price, which can be regarded as an explanation for my efforts in the past year.
Relics
-Rarity of relic [Skewer], [Rod Of Vengeance], [Pioneer Medal], [Earthbound Totem], [Bird Blute], [Archery Target] change to Common from Rare. -Buff rare relics: [Butcher's Knife] recovery increase to 200% from 100% [Loyalty Medal] giving [Power] value increase to 30% from 20% [Cup Of Triumph] giving [Power] value increase to +4 from +2 [Shield Spike] giving [Power] value increase to +3 from +2 [Bloodlust Mask] giving [Burst] value increase to +7/14 from +4/8 [Ker's Eye] giving [Burst] value increase to 50% from 40% [Pitch Dark Blindfold] increase [Throw Knife] damage to 30% from 20% [Rusting Chain] dealing extra damage increase to 50% from 30% -New Common Relic: [Lubricant] Our units do not affect by [Slow] and [Immobilized] -New Rare Relics: [Commander's Banner] All companions gain [Charge I] [Friendship Emblem] Increase the amount 50% of [Burst], [Power] and [Challenge] that is gained by companions being attacked [Black Rose] After out unit attacking passively, gains [Burst] equal to 100% damage [Booster] When out units' MAX MOVE changed, 50% of the change value will affects ATK [Elvish Shawl] When charge reaches 5, out unit can consume all charges to [Shoot] after moving; Can recharge when our units move after attacking, 1 GRID 1 charge [Bean Seed] When out unit gets lethal damage, give it 1 ROUND [Block]+30, 3 ROUNDS CD; CD can be ended early if our units totally gain [Block]+30 [Mild Crystal] Our units' initiative support action lasting effects +50% [Shock Core] When enemy moves passively, increase negative effects amount by 100% per GRID
Optimization
-Auto end our turn when no units available -Auto end level when all enemies is cleared in defence, protect and escape levels -Update energy UI -Update reward UI -Outline of units behind Fountain becomes more clear -No longer show unlock equip reward independently, each time reward equip may unlock new equip
Balancing
-[Defend] given by Infantry's [Protect] ability can last when units are not adjacent. -Yokai's captain ability [Group Charge] gives companions [Straight Charge I] instead of of [Charge I]
Bug Fix
-Description error of Leaf's captain ability