Full notes
Full Tank General update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Store
- Balance
- Gameplay
Tank General changes
The core idea behind these changes is to make every Raid feel unique while reducing the impact of randomness. Instead, success should depend much more on the player's decisions and strategy.
A great example of this design philosophy is the roguelike deckbuilder Slay the Spire.
The first version of the revamped Raid mode focused on completely redesigning the mode itself. This update builds on that foundation by making Raid even more replayable.
Summary of the changes:
Added Raid Currency, earned by winning battles and through certain events.
Added new events where Raid Currency can be spent intentionally
a Raid card shop with cards of different rarities;
a factory that permanently increases the damage of a selected card for the remainder of the Raid.
Added new events that require Raid Currency to activate or disable their effects.
Updated several existing events so they also require Raid Currency for activation or deactivation.
Most new events—and several existing ones—now offer meaningful choices, making each Raid more varied and driven by player decisions.
Removed several unsuccessful events, including those that only increased or decreased damage for one side.
This is still far from the final version of Raid mode, but its future development will continue in this direction.
Next up: improving the AI opponent to make it smarter and more challenging.
Source
Changelog.gg summarizes and formats this update. How we read updates.
