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Changelog v0.54.984

matthew andrews • Dec 25, 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.


Purchase 600 Diamonds 300 Diamonds 6000 Diamonds 10,000 Diamonds 50,000 Diamonds
Price $3.99 $1.49 $25.99 $45.99 $199.99
Frequency Unlimited Daily Daily Unlimited Unlimited


  • Added basic translation for the Russian language. (Language can be set in the settings menu only on the initial start screen. Note: The translation system is a work in progress, please bear with us while we try to fine-tune it!)
  • Added settings option to turn on/off post-processing. This setting is an attempt to reduce the lag on lower/middle-end devices.
  • Added the odds to receiving a specific card while purchasing a premium or standard card pack
  • Lowered the chance to get zero books in the book hunt
  • Fixed a bug when using potions, the potion panel would automatically close
  • Adjusted the experience curve above level 30. This curve gets exponentially higher above level 40 and level 45.
  • Fixed Saya’s skeletons bug where they just didn’t work.
  • Fixed Jin’s Stoic card to do what the description says.


Card Balancing

  • Walls: We re-designed the health modifier for walls; instead of an arbitrary number based on grade, the HP is now scaled based off of the Player’s level. This is calculated at level * modifier.
  • Magic Wall: Modifiers changed from 0/0/0/150/200/250 to 0/0/0/80/100/120
  • Wall of Thorns: Modifiers changed from 0/0/0/150/200/250 to 0/0/0/70/90/110
  • Chloe’s Grace: Originally this card would cleanse all allies of any debuffs(even though it was never written in the description). We have decided to rebalance this card to cleanse one random ally. We felt that with the original design this card made Chloe a requirement in your team which harms the team building experience.
  • Electrocute: We modified the status effect of this card from 50% chance to stun to 25% chance to stun. This card was too strong of a disable as is with strong damage and strong disruption. This card continues to stun the initial hit enemy at 100%.
  • All: We modified the damage modifier for all AOE attacks. If a card does damage to an enemy not directly hit, then the damage is half of the original damage. This levels the playing field between cards that only target one enemy vs cards that target many enemies.

Hero Balancing

  • Rue: Attack Modifier reduced by one point, HP Modifier reduced by 1 point, Magic Defense and Defense reduced by 2. We felt Rue was too strong and too hard to kill, this will lower her maximum attack scale and make her a little more squishy.
  • Momoko: Attack Modifier reduced by one point, HP Modifier reduced by 1 point, Magic Defense and Defense reduced by 5, Cooldown increased by 1. We felt Momoko was too strong and too hard to kill, this will lower her maximum attack scale and make her a little more squishy. We increased her cooldown because she is still an extremely powerful hero end game, and felt that her cost should represent that.
  • Mizuki: Attack increased by 2, Attack Modifier increased by one point, Magic Defense and Defense modifier increased by half a point. Mizuki needed a little help with her stats, this should make her more useful as a tanky utility with good attack scaling end game.
  • Ryan: Cooldown increased by 1, Attack Modifier increased by one point, Attack increased by 3. We felt that Ryan was an underused asset, so we made his stats a little more attractive. He is now a high utility bruiser with an awesome cooldown.



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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