Repeated intro
Hello everyone, let's get right into it with the new features in this patch!
What changed
0 fixes5 additions0 changes0 removals
- Gameplay
- Balance
- UI and audio
addedHello everyone, let's get right into it with the new features in this patch!
addedMajor features -New army attack types -New sabotage cards (and instant sabotages) -New unlockable player general -Difficulty settings (and a special card unlock for winning on hard mode!)
addedBalance updates -Cursed ground now only has a 75% chance to spawn a ghost -Gooey puddle gives 4 slimes instead of 3 -Priest has 2,0,1 base stats -Orb of power gives +3 permanent attack -Gravestone has 2 defense -Knight gives +2 attack and defense -Trebuchet can target all unit rarities -Endless armies now scale with a new attack type
addedOther updates and fixes -Modified tutorialization -Tweaked army UI shake -Dwarf fortify ability correctly stops sabotage glow effect -Added in some defensive code to attempt to stop a game breaking bug
addedClosing remarks I think the new army changes add a little more variety to combat without overcomplicating the gameplay. I hope that the mechanics can remain simple while allowing for complexity without demanding it. There's always more to be done, and in particular, I plan to update the army art a bit soon. With the army update out of the way, I will focus more on developing the next faction, and the only moderate update I anticipate between now and then will be an improvement on the current faction resource system--there will of course be numerous small updates along the way. I do plan for new existing faction cards and generals, but I haven't decided if I'll release any before the new faction. Thank you as always for the feedback and for playing the game! Until next time
Rally: Endless Conquest changes
addedHello everyone, let's get right into it with the new features in this patch!
addedMajor features -New army attack types -New sabotage cards (and instant sabotages) -New unlockable player general -Difficulty settings (and a special card unlock for winning on hard mode!)
addedBalance updates -Cursed ground now only has a 75% chance to spawn a ghost -Gooey puddle gives 4 slimes instead of 3 -Priest has 2,0,1 base stats -Orb of power gives +3 permanent attack -Gravestone has 2 defense -Knight gives +2 attack and defense -Trebuchet can target all unit rarities -Endless armies now scale with a new attack type
addedOther updates and fixes -Modified tutorialization -Tweaked army UI shake -Dwarf fortify ability correctly stops sabotage glow effect -Added in some defensive code to attempt to stop a game breaking bug
addedClosing remarks I think the new army changes add a little more variety to combat without overcomplicating the gameplay. I hope that the mechanics can remain simple while allowing for complexity without demanding it. There's always more to be done, and in particular, I plan to update the army art a bit soon. With the army update out of the way, I will focus more on developing the next faction, and the only moderate update I anticipate between now and then will be an improvement on the current faction resource system--there will of course be numerous small updates along the way. I do plan for new existing faction cards and generals, but I haven't decided if I'll release any before the new faction. Thank you as always for the feedback and for playing the game! Until next time
Major features -New army attack types -New sabotage cards (and instant sabotages) -New unlockable player general -Difficulty settings (and a special card unlock for winning on hard mode!)
Balance updates -Cursed ground now only has a 75% chance to spawn a ghost -Gooey puddle gives 4 slimes instead of 3 -Priest has 2,0,1 base stats -Orb of power gives +3 permanent attack -Gravestone has 2 defense -Knight gives +2 attack and defense -Trebuchet can target all unit rarities -Endless armies now scale with a new attack type
Other updates and fixes -Modified tutorialization -Tweaked army UI shake -Dwarf fortify ability correctly stops sabotage glow effect -Added in some defensive code to attempt to stop a game breaking bug
Closing remarks I think the new army changes add a little more variety to combat without overcomplicating the gameplay. I hope that the mechanics can remain simple while allowing for complexity without demanding it. There's always more to be done, and in particular, I plan to update the army art a bit soon. With the army update out of the way, I will focus more on developing the next faction, and the only moderate update I anticipate between now and then will be an improvement on the current faction resource system--there will of course be numerous small updates along the way. I do plan for new existing faction cards and generals, but I haven't decided if I'll release any before the new faction. Thank you as always for the feedback and for playing the game! Until next time