Thank you all for your feedback during our first week of launch! We have a few small adjustments for gameplay quality and balance ready to go. At this time we do not have any more adjustments planned for the rest of this month, as we'd like to let players explore and let the meta settle more.
Tombstone generation adjustment: This shift is designed to alleviate tombs clogging the board and making movement difficult. While we love the flavor of having tombstones on the battlefield for Undead decks to wield, we don’t intend for them to be a strong defensive tool or an overt nuisance. - The Reaper: Now creates a tombstone for every friendly unit slain costing 2 or more. Previously, was any unit, played from hand only, costing 3 or more. - At the end of each turn, if there are more than 5 tombstones in play, one is destroyed. - Many effects which grant the user random cards have been constrained to only allow cards of the same factions as the player’s deck. - Corpse Explosion: Cost increased to 6 (was 5). This card is extremely powerful. - Flame Prince: Stats reduced to 5/3 (was 5/4). This is a minor correction, the unit’s stats are mistakenly not aligned to its overall value and cost.
Minor UI Update
Improved the appearance of the player's hand of cards in battle.
MORE CARD PACKS
We’ve received a lot of feedback from players that they aren’t getting card packs fast enough, and generally we agree. We have no intention to be stingy here, and have been so focused on gameplay leading up to launch that we simply missed this issue. Fortunately, this is easy to fix! We’ve made a number of improvements that should increase overall card acquisition speed by around 50%. Check it out!
- More tiers of beginner quests have been added! These quests are immediately available to all players who have completed the previous batch of beginner quests, and each reward EXP and a Card Pack. - Card Point rewards from random daily quests have been increased by 25% (from 600/400 to 750/500). - Season Weekly Quests now award a large amount of Card Points in addition to their exp rewards!
Minor Update
- New players now start with 2 additional daily quests, for a total of 3. - Fixed a bug causing new players who skip the tutorial suggested vs AI mission to not have any quests loaded.
Minor Patch
Disabled lobby event messages while in a battle.
Mobile Release Nov 4th!
Yes that's right, after much development and improvement during Early Access, Cards and Castles 2 is coming to mobile on Saturday! The game will be full launched on Steam very soon after. There will be NO account resets when the game launches, so players will be ready to hop right back in.
iOS and Android versions of the game are FULLY CROSS PLATFORM, and we're expecting a MASSIVE influx of new players when they go live! Steam players will be able to play their account on the go by selecting Sign In -> Email and logging in from their mobile device. Be sure to add email login to your account if you want to play cross platform; open Options -> Account, and register an email address. We hope you're as excited about the upcoming launch as we are!
Shop Bundle Revamp!
GAMEPLAY - Traps: Players are now limited to no more than 3 active traps at a time. This was primarily done to keep the UI manageable and easy to read. - Jonviev: HP reduced to 6.
SHOP BUNDLE REVAMP - Most bundles in the shop have been overhauled, with a much broader diversity of bundle configurations. Faction packs, random cards, and more goodies can be found in our new bundles! Existing players have had their one-time purchase of these bundles reset, so if you already bought a bundle, you may now buy it again with the new contents. - Shiny Packs have a new graphic.
Level Display Update
Hello everyone, we've updated the game UI to display the player's lifetime level earned instead of their current battle pass level. We have been tracking this in our database since launch, so for long time players this change will result in an immediate large increase in your displayed level. We think players will better enjoy seeing a total level accumulate over time that never resets or goes down.
We've made some pretty major updates to the game over the past few months, but those patches were typically posted to our Discord and in-game News channel only because our hotfix balance process does not require a client update. We are going to be leaving Early Access pretty soon and will have more updates in the near future!
LARGE BUFF PATCH
Hello everyone! With today’s patch, we are putting a large focus on buffing and reworking underplayed or underperforming cards, as we continue to discover what sorts of things work and don’t work for this game and what kind of stat profiles are acceptable. We’ve taken a comprehensive look at the state of play and each individual card, and have upgraded a number of under-utilized or confusing cards to open up even more gameplay options and make the new player experience even smoother. Check out our full patch notes on discord!
PATCH NOTES Transcribe: Now sets the cost of the copied card to (2). Bridge Troll: Stats changed to 6/3. Developer’s Note: We want most traps to have higher impact “win” conditions that force your opponent to play around them more. Eternal Life: Changed to simply prevent one source of lethal effect (including hard removals). Developer’s Note: This card was underplayed because the health bonus effect was often entirely worthless when activated, especially against hard removal. Conversely the place where it was most powerful was in early game, where a large health buff to a unit can trigger an ugly tempo snowball. This new design should make the trap get value more often, while also making its value considerably weaker or stronger depending on how the opponent plays around it. Dragon’s Fire: Changed to split excess damage randomly among ALL targets. Damage increased to 10. Developer’s Note: We’ve long since been uncomfortable with the amount of Castle damage dragon’s fire can achieve after a board clear, punishing the opponent for summoning a peasant. This change keeps the same overall flavor of the card, but flips things so that the value is greater when your opponent has more stuff. Burst of Strength: Cost reduced to (4). Dragon Egg: Summoned Drake now gains +1 Health. Archdruid Leanna: HP increased to 5. Doomship: Now a Sniper, stats increased to 10/10, and immediately attacks once when it awakens. Freya: Now applies her buff to units that were summoned both BEFORE AND AFTER her warcry. Developer’s Note: This was done because many new players would summon things in the wrong order. The card should now be easier to use. Rakanoth: Stats changed to 6/9. Brontosaurus: Stats increased to 5/11. Shattering Strike: Cost reduced to (1). Imperial Guard: Armor increased to 4. Scoutbird: HP increased to 3. Sunflower: HP increased to 3. Lumberjack: HP increased to 3. Shield Runner: HP reduced to 1. Spiney: HP increased to 3. Developer’s Note: This block is a re-evaluation of the power scaling for 1-cost units, which data shows are severely weak and underplayed. Shield Runner is the notable exception, who simply had outsized stat value for his cost. Heavenclaw: Stats increased to 5/7. Professor Headwood: Attack reduced to 3. Gorilla Fighter: Attack reduced to 2. Triceratops: Attack increased to 3. Spellsurge Adept: Attack bonus increased to 3. Dwarven Miner: HP increased to 4. Dwarven Blacksmith: HP increased to 4. Dark Magician: HP increased to 5. Kaijr: Stats changed to 2/5. Knight of Flowers: Stats changed to 1/5. Developer’s Note: We are shifting some more units to be a bit tankier, especially if they have powerful passive effects. This helps dampen the overall impact of AOE spells a little, improves stat variety for the unit pool, and bolsters some weaker cards. Ronin: Bonus changed to Elusive instead of Guardian, but stats reduced to 2/5. Developer’s Note: Having a sole guardian on the battlefield is a risky strategy with low payoff, and as a result this unique and cool concept sees very little play. We are hoping this shift to an aggressive card gives the Ronin a more distinct role as a closer. Brynjolf: Now has Charge instead of Chain Lightning. Developer’s Note: We are going to try letting Brynjolf simply have his fun immediately from hand, as we don’t anticipate playing around him will be an important strategy. As it is, the card is very underplayed due to needing to survive a turn with low HP for the cost. Adaptive Armor: Heal increased to 4, and armor increased to 3. Soul Destroy: Cost increased to (8). Hand of Judgment: Cost penalty reduced to +2 (was +3). Courthouse: Now costs (2) again. Shadow Strike: Redesigned. Now simply gives a unit +3 Attack. Developer’s Note: The previous shadow strike was confusing to use, as its buff had counter-synergy with its return to hand ability. We feel that there are plenty of return to hand cards in the game already, and this simple attack buff could be a staple addition to the ninja combo arsenal. Lava Font: Redesigned. Now deals 2 damage to a random enemy over 3 turns. Developer’s Note: This card was both confusing to new players with its complicated text and positioning, and considerably slowing down some games. It tends to put early game units in a position where there are no good options other than to wait. Future “wall” type cards will likely not have strong counterattacks, so they can stall the opponent without requiring they also do nothing. Fire Drake: Redesigned. Now a 2/3 and gains +2 Attack each time a Fire spell is played. Developer’s Note: The previous version of this card was severely underplayed, as his small aoe attack didn’t really have a role. This new design gives fire magic decks another reason to have units on the board, which is important for the archetype. Infernal Furnace: Redesigned. Now costs (2) and attempts to discard a fire spell at the end of your turn. If it does, you gain 2 random Warlock cards that cost 2 less. Salahar Voyager: Redesigned. Now a 2/5 with Charge and Damage Dealt: Gain 1 Treasure. Developer’s Note: While an interesting idea, the bonus when your opponent has Treasure was too unreliable to see play, nor was it an effective tech counter. Storm Weapon: Cost of unit summoned increased to (3). Developer’s Note: While getting a 3-cost unit for 2 may seem good, the way this card works prevents any Warcrys from working, so its actual value is usually much less than a unit of the same cost. Camouflage: Redesigned. Now gives a unit Elusive and draws a card. Developer’s Note: We were initially very conservative about having external elusive buffs in the game. However, with plenty of available counterplay, we are not really seeing Shadow Katana come anywhere close to breaking the meta, so it’s probably safe to allow another Elusive buff as a more useful design for this card. Dwarven Revenger: Redesigned. Now gains +1 Attack when a friendly unit dies. Stats increased to 1/6. Developer’s Note: This was the lone Last Will synergy card in Vikings, and while we thought about adding more Last Will support in the future to create an alternative faction option for Last Will decks, ultimately the Vikings are not the right faction to fill that role. Revenger’s new design is much more themed with the Viking faction and is intended to provide further payoff for swarm decks.
Bug Fix
Fixed a bug causing Corpse Explosion to deal more damage than intended.