In this update5
Full notes
Full Valefor 2 update
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What changed
- Store
- Gameplay
- Balance
- Fixes
Valefor 2 changes
Update 5: The Big Demo Update
Hi, it's me from the (very small) team behind Valefor II. Steam Next Fest opens tomorrow, and this is the build you'll be playing while it runs. I've been working toward this for a long time, and I'm both proud and a little nervous to finally hand it over. If you're coming in from Next Fest: welcome, and please tell me what you think. I'll be reading every bit of feedback.
What's changed in each mode
We wanted each mode to feel like its own game, not three flavours of the same one.
Blitz
Now built around only 9 Epic (purple) heroes, spread across 3 factions and 3 roles.
The shop has been reworked: it now shows 4 heroes and 4 items, where it used to show 6 heroes and 2 items.
Tactics
Added 9 Uncommon (green) heroes to the draft pool.
A run is a little longer now: 11 gates instead of 10.
Strategy
This mode is now unlocked.
Adds 9 Rare (blue) heroes to the pool.
Introduces 3 new roles: Knight, Rogue, and Cleric.
New battle end screen
When a match ended, you mostly had to guess what just happened. Not anymore. There's a post-match screen now with full player stats, laid out so they're easy to read at a glance.
Matchmaking
Reworked the Elo and matchmaking systems for better pairing. Closer games, fewer blowouts.
Balance and quality of life
Lots of balance and quality-of-life tweaks across all three modes, so each one feels distinct and good to play.
You can now hover a hero on the pre-battle selection screen to see its card.
When you're picking a talent for a hero, that hero's card now shows up next to the choice.
Fixes
Fixed a handful of issues that could freeze the game mid-battle.
Thanks for playing. If something feels off or breaks, tell me — it genuinely helps a tiny studio like ours.
— The Valefor II team
Source
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