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By matthew andrews 25 Dec, 2021
Changelog v0.54.984 Changes Opened the Diamond Store! You can now purchase Diamonds in game. There are 3 unlimited packages, and two once-daily packages. These are the USD prices for diamonds purchased in the store.
By matthew andrews 25 Oct, 2020
Fixes Fixed a bug where The Void was letting players keep challenging even after defeating last floor. Fixed auto mode continuing after auto repeat cancelled Fixed Wall of Thorns Fixed auto repeat showing incorrect information Additions Added cards only auto and full auto battle Added leaderboard with Adventure and Arena tracking Added social panel as a prerequisite for friends list Balancing Adjusted leveling slope after level 30 Adjusted adventure drops Added soft/hard caps for Crit and Crit Damage Reduced XP Dungeon Floor 4 experience reward Notes For build v30 our aim is to address some scalability concerns with the server environment, as well as some quality of life changes. These changes are requirements for our next major content push - world bosses; which we plan to release before December.
By matthew andrews 18 Oct, 2020
Additions Added quests for Void progress Fixes Fixed Auto Build Deck Fixed fusion potion bug where potions were being consumed regardless of use Fixed Elrich's pierce hitting 3 targets instead of 2 Fixed(hopefully) server timeout issues Balancing Balanced Gem Inscription Costs Tuned AI to be a little smarter Made Gem Packs easier to access. Misc Changed start game config setup for hot-reloading server data Optimized Frame Pacing fixed for lower-end devices Changelog Details Additions We added 5 new quests for progressing The Void, to capture the players first 25 encounters. The quests are split into 5 run intervals, giving Gem Packs as a reward. Fixes The Auto Build Deck functionality was having intermittent issues when using auto fill -> clearing all cards -> auto fill again. This bug has been fixed. Fusion potions were being used regardless of if the user checked the box to use potions, every time they fused cards, bringing their count into the negatives. This bug has been fixed and players have been credited. Elrich's pierce passive was chain piercing enemies all the way down the line. This bug has been fixed. Server timeout issues when leaving the game inactive for a few minutes, which has been fixed by changing the transport layer back to UDP from TCP. Balancing Gem Inscription costs were extremely expensive in the first iteration, especially removing gems. The cost has been reduced by 1/4 to equip gems and the cost to remove has been changed from diamonds to gold. The cost to remove is now 4x the cost to equip the gem. We feel the cost should be high to remove to ensure players actually plan out their inscriptions. The AI system has been balanced a bit to be a little smarter. There were many situations where the old AI would stack 3 heroes in one lane, leaving the other lane super weak. The old AI would also use cards at random, where as the new AI will check for enemies in range before using most enchants and certain class cards; it will check to see if a hero is within attack range before using most defensive cards, and it will choose the optimal hero for a given enchant based on the stat type of the enchant. We have introduced quite a few more routes to gain Gem Packs in earlier levels through quests. This is mainly to immerse the players in Gem Inscription functionality at an earlier level. Misc We have modularized the server/client relationship with a config that is loaded in the start screen, which will allow us to hot-reload certain server settings without having to rebuild. We have fixed a situation where low-medium quality devices were unable to play the game, by updating the Optimize Frame Pacing library. Now all players can benefit from Optimized Frame Pacing as long as their device allows it, and it will automatically shut itself off their device is incompatible. Notes For build v28 we are exploring balancing at higher levels, especially with progression. We are also focusing on making certain changes to the user experience, so that features are more intuitive, and when needed more explanative.
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