In this update4
Full notes
Full Quinterra update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Server
- Fixes
Quinterra changes
- Elitesweapon
If you checked out our preview post here roughly 2 weeks ago, then you know what time it is! Huge updates have launched this week and we've updated the core Quinterra gameplay, updated and rebalanced every encounter, and even polished up the UI. 1-2-3 Go!
Gameplay Changes
Draft Mana, Not Units. Quinterra’s resource system has been completely reworked! In addition to gaining 2 colorless mana per turn, players now get extra mana by drafting tiles in play. Elites now start on your player bar rather than needing to be drafted before being deployed. Command Points are no longer a thing; Minions cost 1 colorless to play.
Why this change? Our goal is to decrease friction in the gameplay and let players deploy their units in a way that feels more intuitive. By implementing a more intuitive resource system and removing a resource entirely, we open up more room to make interesting encounter designs without overloading the player.
Crystals. You now attach Crystals to units already in play by paying the Crystal’s mana cost. Some Crystals now have more than 1 use per combat and some units can hold more Crystals than others. Many units in the game have been reworked to care explicitly about attaching Crystals.
Why this change? In our previous system, many players would forget that the Crystal system even existed because it was hidden within the draft menu. This would make many encounters unwinnable for newer players as they couldn’t buff their units enough to contest the AI’s powerful Elites. Crystals are now more integrated into Quinterra’s core gameplay.
Updated Content
While this update is mainly focused on the sweeping gameplay changes, there is still a sizeable amount of new and updated content to explore. With the mana changes, came the need for balance adjustments and unit reworks. Every unit and Crystal in the game has been adjusted along with a full Tech Tree rework. Furthermore, every encounter in the game has been rebalanced while some were reworked entirely. Many encounters that previously only scaled to two-star difficulty now scale all the way to 5 stars. Runs should be more diverse than ever throughout the harder difficulties.
Game Saves
With this being early access and in light of the massive changes incoming, we’re sadly having to reset game saves. We hope returning players will explore what this new version of Quinterra has to offer.
With this post, the first hotfix for the build has been implemented and many more will be released in the coming weeks so please continue posting your feedback in our discord server.
Patch Notes (abridged)
Drafting and combat overhaul. (Listed above)
Crystal changes. (Listed above)
UI elements have been improved across the board.
Tooltips have been improved across the board.
Most combat abilities have been simplified.
Stats now change color based on whether they are damaged or not.
Buff/debuff, damaged, and death animations improved.
Players now start with fewer units.
New Camp location added that grants the player choice of a unit from their species.
Sound improvements across the board.
Talent trees have been revised.
Ability animations have been improved across the board.
Updated tutorial to reflect game changes.
Tile generation has changed. Undraftable tiles have been implemented.
Ambient sounds added.
Ability to see the next tile that will spawn.
Many bugs have been fixed and will be fixed over the coming weeks.
Various units have been updated to care about attaching Crystals.
Every beast encounter has
Source
Changelog.gg summarizes and formats this update. How we read updates.
