Hello friends!
Turn-based RPG Fest begins on Steam today, and we hurry to deliver you a good discount and one more major update for our reworked game. This time we concentrated on balancing and correcting some important flaws. More information below.
IMPORTANT FIXES
Tutorial is fixed — now it doesn't freeze on one of the steps, and the enemy can’t play cards anymore.
Another important fix relates to the mistakes which happen in the last turn of the round. The characters could start getting double bonuses from certain skills all of a sudden or simply lose their armor for no reason etc. Now everything should function according to the rules.
CHARACTERS
First of all, we decided to get rid of the skills which requires health points to inflict damage. Now the meme-like situations where the enemy units — particularly, crossbowmen and spearmen — kill themselves or deal damage with the negative health points shouldn’t happen.
One more important change relates to the Gells faction. They had quite an obvious weakness earlier — a low level of energy. That’s why the battles with them could seem boring and predictable. Now the energy level has significantly increased — so you’ll need a new strategy.
We also reduced the cost of certain abilities for all enemies and adjusted many base stats and multipliers.
These changes have affected player's characters as well.
Gleda still use her health for some strong attacks, but restores it when she kills her enemies.
Besides, she becomes too powerful on high levels so we increased the cooldown of some skills and also lowered the damage of the skill which inflicts damage to both health and energy of an enemy.
Lo Pheng also had to change. As the Warrior of Peace doesn’t fight alone and doesn’t take turns after each enemy anymore, we lowered the cooldown for almost each of his skills to make his upgrades in the second tier of the role-playing system more rewarding.
Spearmen’s speed (Fisk, Bolla) was significantly increased, so now these glass cannons can hit and then hide behind the backs of more powerful allies.
Their characteristics were also increased a bit, and their defensive free action skill is now without cooldown. Now they are more resilient, but we still recommend to increase their health with items and upgrades, and maybe take the Cleric to the battlefield.
The important change touched the class of the Warrior. Due to resource dependence on the character’s attack power, upgrading the Onslaught skill at higher levels required too much energy, making the character lose his flexibility. We removed the additional energy cost but also reduced the power of the upgrade.
Hammermen (Helm, Kendi) got the fix for the skill that increases their speed. All skills in the characters role-playing system should now display correctly as well.
CARDS
The enemies started to use cards more frequently. Besides, when the level of Reaping increases they become more powerful and diverse. In some battles enemies use special decks instead of random ones.
We also corrected the mistake where the opponent could play several cards in a row in one turn.
Additionally, the card that gives a significant boost of attack was removed from the enemies’ decks. It happened because some enses used it to one-shot almost any character (an archer as a rule) thanks to the skill that hits almost across the entire battlefield, dealing damage equal to 300% of the character’s attack.
ITEMS
We reworked many items to make them more useful, especially in the early stages of the game. Their cost remains the same.
GAMEPLAY
Now, when positioning characters before a battle, you can see the enemy health bars by hovering over them — this will allow you to plan your initial moves better and help you set your first targets for elimination.
The high level of Reaping no longer grants additional experience from battles. This option provided a significant advantage, allowing rapid character development and making fights very easy.
Thanks to all these changes, battles became not so easy, although not really significantly. However, there are still frustrating spikes that really increase difficulty at certain points in the game — such as during the escape from prison. We’ve made some adjustments to these battles to make them more balanced, but we'd really appreciate your feedback here.
Besides, we added the button for skipping dialogues. If you press it, you’ll move to the nearest choice or will finish the dialogue if there are none of them.