Full notes
Full March March! update
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Repeated intro
Hello, everyone! We have completed most of the main tasks for launching the playtest. We are currently working on a tutorial to help new players understand the basic mechanics of the game. Next week, we will begin a closed playtest to iron out any bugs we can find.
What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
- Store
March March! changes
Unfortunately, we probably won't be able to finish everything we want before the start of Steam Next Fest, so the public playtest will be launched immediately after the end of the festival in early March.
Here are a couple of features that are ready and will be waiting for you in the playtest!
Battle acceleration: If you are already used to the game and want to play it faster, this button is for you. Everything will happen twice as fast!
New figures and improved visuals for predicting the next figure. We already wrote about this in the news earlier.
To avoid battles where crowds of units fight each other, with no end in sight, we have introduced two new battle mechanics.
Exhaustion: If both players cannot inflict morale damage on each other within 7 turns, they will both lose morale. After that, they will lose morale every 3 turns. If one of them will inflict morale damage using a unit, the timer will reset
- MassacreIf there are 30 or more units left on the battlefield at the end of a turn, the next turn begins automatically (without new units entering the battlefield). This should help avoid overly long battles and the accumulation of units.
Hero Classes: We have reworked almost all of the Paladin and Mage skills. Now they will not repeat themselves.
Mana Regeneration: After combat, all mana is fully restored. Some skills, artifacts, and units allow you to regenerate mana during combat. The Mage has a built-in mana in-combat regeneration mechanism, starting from the beginning of the game.
Prediction of unit damage and unit deaths. This feature is not yet perfect, but it makes it much easier to calculate the results of your actions in each turn.Steam post image
Morale damage. Previously, units spent 2 HP on this. Now, regardless of the unit's HP, it runs forward. This should reduce confusion and expand the player's tactical options.
Gold: the main resource for upgrading your army. It is used to buy new units, upgrades, new items and consumables, and to learn spells. You won't have enough for everything, so spend wisely.
Pre-battle planning phase: You can now reposition your units before battle. In addition, with each level up, your hero receives a new unit to deploy in this phase.Steam post image
Tooltip improvements: We're using key words now, hopefully this should make some units' abilities easier to understand
CONTENT: LOTS of new units to hire, enemies, non-combat objects in battle, food, potions, events.
Meta progression. After each run, you will receive saga points, which you can use to unlock new in-game content such as new shops, heroes, events, etc. None of this is required to beat the game — you won’t get significant power spikes from these unlocks. However, they will unlock new ways to play and new strategies. This is still WIP, but it should be ready by the time the public playtest launches.
That's all for now!
Cheers!
Source
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