Chaos Reborn v1.6 Released - New Spells, New Tactics
The new update for Chaos Reborn includes 3 awesome new spells:
Air Elemental: A flying, neutral creature which has a unique push attack. When you attack with the Air Elemental it can push any surrounding enemy away. If it falls off the edge of the terrain it will plummet to its doom.
Meteor Shower: Rains down a series of meteors at any location. The meteors do not arrive on the turn cast, but in your following turn. Other players know you have cast the spell, but not where it will land. This spell adds an exciting element of bluff and prediction.
Crystal Wall: A lawful growth spell that can be used offensively and defensively in various ways. A crystal growth is summoned extending four hexes directly away from the casting wizard. Creatures and wizards can be trapped in the wall, but they also get a defensive benefit from it.
We have also replaced the Dispel spell with a button on the creature information display which allows you to dispel any of your summoned entities for a cost of 5 mana points.
Chaos Reborn v1.5 - New Spells, Social Rank Progression
Welcome to the new update for Chaos Reborn. We have some exciting new spells to spice up your battles and refine your strategies, and the introduction of social rank progression. Here is a brief summary of the social rank system:
Aprentice: All new players start at this level. In order to qualify as a wizard lord you need to reach a certain wizard level and have a significant success either in multiplayer league rankings or an online realm ranking.
Wizard Lord: As a wizard lord you may submit your wizard to act as an NPC enemy in realms created by wizard kings. If your wizard fights lots of battles and does well in them, then you could get promoted to wizard king.
Wizard King: You may create realms for other players to adventure in. If you do well at this, you may be promoted to demigod.
Demigod: The demigod role will be implemented with our next social rank progression update. Demigods will be able to organised guilds and take part in guild competition.
Promotions occur at the end of each calendar month. It is also possible to be demoted from your social rank if you neglect your duties, although you cannot be demoted in the month following a promotion - so you have at least two months to prove your worth. Also, if you backed the game at a social rank level you can never be demoted below that level.
Here is a list of changes and updates included in v1.5:
The first stage of the social rank progression system is in place. You can now ascend the ranks to become a demigod. There is a ‘social ranks’ button on your wizard screen which explains your role and how to qualify for the next rank.
New Spell - Icarus Tower: A slow moving structure spell that attacks flying creatures only.
New Spell - Zombie: Summon a pair of undead mutants. If they kill a living creature it will be turned into undead.
New Spell - Bolt Tower: A static structure that fires a weaker version of the wizards magic bolt.
New Spell - Paralyse: Paralyse up to 3 targets with this spell.
Paralyse effect now makes undead vulnerable to attack.
Initial card burn mana reduced from 9 to 8.
Spell fail mana bonus increased by +2.
Starting mana reduced for 2nd, 3rd and 4th players - max starting mana is now 6
A cursor graphic is added at the terrain/entity under the mouse pointer to make it clear what may be selected. Also useful for counting hex distances. It can be turned off in the options display.
A height display for the contents of a hex can be turned on in the options display.
Improvements to the wizard icon display in battle (top left of screen). It now shows social rank, bodygear type and team label for team matches.
Megaspell lists tweaks - more megaspells allowable for a number of staffs, including the addition of new megaspells.
Staff base stat tweaks.
In addition, a number of tweaks to Talisman costs, as follows:
Televortis - base cost: 13 to 15, cumulative additional cost: 3 to 5
Argento - base cost: 25 to 30
Romero - base cost: 60 to 68
Retrigarum - base cost: 33 to 40
Celeris - base cost: 30 to 35
Megacarmen - base cost: 35 to 40
Bellivent - base cost: 10 to 5
Cantio Compositus - base cost: 5 to 3
Shadoron - base cost: 15 to 10
Gobelinus - base cost: 30 to 25
Invigoratum - base cost: 12 to 10, cumulative additional cost: 3 to 2
Garivano - base cost: 25 to 22
Pontacto - base cost: 40 to 35
Mana Fantisium - mana value: 13 to 15 (divided by number of players)
Please report bugs and comments on game play and balance in our forums. We look forward to hearing your opinions, as always. Good luck with your games!
Julian
Snapshot Games
Chaos Reborn Update 1.4
This update is focused only on fixing bugs and minor graphical or interface improvements - there are no new features added (but we are working on them).
Changes include:
Your wizard will now resurrect only on wizard towers that have been visited.
Fixed a bug that caused movement in realms to lock up if a marauder spawns in the same day the king reinforces his lords.
Fixed a data corruption problem with offline realms.
Fixed a bug that caused crashes when getting items from realms.
Enabled designer notes for 'Development' realms in the realm editor.
Fixed a bug that caused the trading of talismans in offline mode to fail.
Fixed a bug that caused the game to crash if you enter a realm when it expires (you are the 2000th adventurer).
Fixed the previous/current season and equipped/classic league selection in the rankings screen.
Fixed a bug where dead companion is not processed properly by encounter on the same tile as an enemy wizard lord.
Fixed the position of the animated card back.
Fixed the camera jitter on battle start.
Hide creature buff indicators when the creature is not in idle state.
Fixed the spell stats in the battle info screen and creature info screen.
Properly scale the staff in the creature/wizard info screen in battles.
Fixed the sinking of the camera when tracking wizard death.
Don’t show the select-next-unit button when the AI moves and don't snap the battle log to the bottom when the playback interface is active.
Fixed multiple issues with Steam achievements.
V1.3 Single Player Realm Quest Campaign Released
This update sees the release of our offline single player campaign. Play through a series of five realms and try to achieve gold rank with each one. These realms use a host of new realm design features, including named companions, branching story lines, and more.
Other changes and fixes include:
When you are waiting for a multiplayer match you no longer have to stare at a boring screen. Instead, a little queue widget is displayed and you can happily equip your wizard or play online realms while waiting for opponents. If you are playing a battle against AI you can be pulled out of it to play a multiplayer game, and then resume your realm battle after the multiplayer battle is finished. (note: if you enter a battle with an ally or as an invader your multiplayer request is cancelled).
You can access a 'quick match' request from the options screen. This means that you could be playing a realm and request a multiplayer match without having to exit the realm.
There are numerous changes to the realm creation system. Encounters are more sophisticated and check various conditions to trigger outcome choices. There are some new encounter effects, such as connecting or disconnecting towns and releasing marauders. Creature allies hired through encounters can be named. Taboos can now be directly edited. All of these features are used in the new offline realm campaign.
When you select a creature in battle that has one or more buffs affecting it, there is a visual display showing circling coloured balls corresponding to the buff type. Red = attack buff, blue = defence buff, green = agility buff, purple = magic power buff.
A wizard with activated talismans has a circling talisman object to show that a talisman is activated.
In realm quests, when starting a battle involving only settlers there is a warning message displayed to remind you that your wizard is not present.
Realm quests - you no longer need to be at a captured citadel to cast the palace breach spell. You can cast it from anywhere.
Realm difficulty - the maximum creature allies the enemy wizards can have is now affected by the realm level. Level 1 realms are limited to 3 allies, level 2 realms, 4 allies, and so on, up to a maximum of 8.
Realm and battle graphics have a christmas theme.
AI now makes proper use of Transmutation talismans (e.g., the Romero "undead" talisman, the "Clementine" neutralizing talisman), they are no longer pre-activated at the start of the battle.
AI improvements - AI Wizard makes better use of mounts and is more likely to attack when mounted. AI responds more pro-actively to undead threats. AI now uses mana bind talismans.
Lowered transformation rate of Aconite talisman (vine to spiders) and fixed a bug with async games where the transformation limit was not respected.
Realm shops now show the new 3D display for equipment with spell affinity information for staffs.
For those of you that backed the game at wizard lord level or above, you will be able to enter a name to appear in the game credits with the next update.
Staff type has a slightly greater impact on deck composition - spells with staff affinity are more likely to be included.
Exemplum Funus talisman now only gives spell cards for real creatures killed, as per talisman description. Also clarified "Volaticus Duplus" talisman description.
Demo Version Out Now - and Update 1.2
There is now a Chaos Reborn demo! Tell your friends about it and try and get them involved in some multiplayer games. It gives players free access to the multiplayer modes and tutorials, but not realms, offline battles or social rank progression. The inventory limit is also restricted to 7 items.
This update also sees the introduction of the Realm Moderator system. Wizard kings designing realms will have to submit their realm designs to a moderator before being released to the players. Some of the existing realms will be put back into development and will have to be fixed and resubmitted if desired.
Here are the changes and fixes in detail:
The maximum number of concurrent asynchronous games has been raised from 20 to 40.
In the equipping screens the staffs and bodygear have a new display which shows the 3D model and compares stats with the currently equipped item. For staffs you can press a button to see all the spells that match the staff type.
The new realm moderation system has been implemented. New realms have to be approved by a realm moderator before being released to the public.
A realm design guide has been added to the realm editor, and the game guide is also accessible from the realm editor.
Aelfscyne talisman mana cost increased from 35 to 50.
Battle event log scrolling now works properly (and has a scroll bar).
Paralysed gooey blobs will no longer attack trapped victims.
Fixed a bug where a player wasn't able to change equipment configuration that was used in classic private async game request.
Players in private matches will now be disconnected for inactivity.
Fixed a bug that caused the client to break if the server disconnects it during the login animation.
Fix: talisman target selection, battle log, mega spell activation, select rider button, and select player buttons are now selectable on touch devices.
Fixed the bug where allied victory against 2 wizards in realms is counted as 2v2 win achievement stat.
Camera zoom key bindings fixed - no longer mixes up zoom in/ zoom out
Fixed a bug that didn't allow you to open equipment pack even if you have enough space in inventory.
Added check for max inventory items when buying equipment packs.
Fixed a bug where an encounter result offering allies, if interrupted by battle or exiting to menu, would not show the correct title and display an erroneous OK button.
Also improved the message where you have to dismiss multiple mercenaries in order to hire multiple allies from an encounter.
Gold awards are now given for wizard lords defeated in towns or wizard towers.
Update 1.1 - November 3rd, 2015
This update is primarily a bug fix update with some tidying up of sound effects, graphics and game texts. Here is the full list:
Wizards which gain the leech ability now have a leech effect when they attack
The number of wizards in a realm battle is restricted to the number of deployment positions on the map (can be 3 or 4). If there are too many enemy wizards in the same place more than one battle will be fought there in succession.
When the wizard king reinforces his lords movement of your wizard is halted to allow you to respond
The banishing spell bar is more prominent
Realm editor - added confirmation on release-to-players to warn about configuration settings and explaining how to change the name.
Fixed the jitter of the dynamic camera on battle start
Fixed the guardian spell portrait
Added game guide button to tutorials screen.
Fixed a couple of images and some texts in the game guide.
Multiplayer games - set number of re-matches to 4 instead of 3.
Changed the death effects for creatures so they fade, then sink and shrink.
Added raising/sinking of gravestones.
Fixed a bug that caused the webbed creatures to lose their attack animation.
Fixed a bug where in classic mode wizards only got 21 spells, not 22.
Reduced the volume of the spell fail sound and the illusion death sound. Change the creature selection/destination click sounds.
Fix a few spelling errors in tutorials.
Modified the map for tutorial 4B so the enemy wizard can’t hide in inaccessible places on a manticore.
Configurable key bindings work in the realms and realm editor
Fixed the death-defier achievement
Fixed the realm-explorer achievements
Fixed the message in the matchmaker screen to be more meaningful.
Added realm multiplayer "cooldown" interval - you can't be an ally or an invader for 2 minutes after your last realm multiplayer battle.
Added victory/draw/lose music to battle over screen.
Added victory/lose music to realm game over (win uses the old chaos reborn main theme).
Adjusted the position of the 'CONTINUE' button in realms so it doesn't overlap the event message.
Movie is with reduced resolution and should play more smoothly
Added better sorting of realms in the Realms List - highest rated at top, then the new realms below.
Vsync on by default and with a faster refresh rate
Town interface is not shown when the wizard is killed
Fixed the bloodlust totem portrait
Realm editor - encounter descriptions and outcomes allow new line input. More space for outcome text.
Battles - allied wizard owner markers are now properly green instead some insipid brownish colour.
Game guide is accessible from equipping screen
Fixed a bug that broke the game over screen in spectator mode
Fixed a bug that broke the battle interface in spectator mode.
The time will no longer stop in realms if marauder appears or reinforcement happens while your wizard is disabled or his movement is forced (by ship travel or retreating).
In the battle info display wizards are now scaled down to fit the box properly.
The Wind Walker spell now matches the Air type staff.
Wizard lords and kings deployed in realms will now get XP for their battles.
Level 1 realms have invaders blocked by default (otherwise default is to allow invaders).
Removed the old death sounds from the growths.
The hit/miss effects are now added to the models at the proper point (was at the origin of the model).
Added sounds for the second shadow tree
Trade button moved away from the equip button in the equipment list screens
Fix for bug where AI can take control of allied human player's mounts without mounting them first.
When fighting marauders or villagers you no longer get gold based on the terrain feature, but a separate value for marauders/villagers.
Fixed a bug where the gold reward for mana fluxes was actually giving the gold reward for plains (Mana Fluxes now give more gold).
The arrow keys on the keyboard are always used for camera movement and cannot be reassigned (the WASD keys can be reassigned as usual).
Fixed the Royal and Noble skins to use the creature shader materials because of the alpha clip.
Reduced the intensity of wizard lord and king auras.
Toned down the dwarf, unicorn and dragon brightness.
Fatter owner markers in battles to make them more visible
Fixed a number of issues and crashes on the server.
Mouse cursor bounds not incorrectly limited but there is a problem with dual monitors - this is under investigation.
Chaos Reborn is Released
Chaos Reborn is finally released from early access today, October 26th 2015. Thank you to all our kickstarter backers and early access adopters for helping us to make this fantastic game. This is by no means the end of development - we have some exciting updates planned over the next few months.
For those of you who have been playing you will find that your wizard, game records and inventory have been reset. Everybody starts from level 1 today. The new league season will also start from today and finish on November 30th. Those of you who have purchased Forgemaster rank or above can start anew with customisation of equipment.
If you missed out on some of our backer upgrades we have kept 3 of them purchasable from in game - Forgemaster, Wizard Lord and Wizard King.
Good luck with your games - and welcome to Limbo!
New features for the version 1.0 release include:
<*>An extensive set of tutorials and special challenges.
<*>Realm Quests with an innovative Ally and Invasion mechanic. You can request allies to fight strong enemies, or volunteer as an ally to help other players. You can also volunteer to be an 'Invader' where you take control of an enemy wizard in another players realm. You get bonus realm score for defeating invaders. In order to request an ally you need to spend an 'ally credit'. You earn an ally credit each time you are victorious in battle as an ally or an invader.
<*>Fantastic new music tracks from George Strezov.
<*>Wizard Kings can create and edit realms. They can include Wizard Lord players in their realms. Realms can be rated by players.
<*>Wizard Lords can volunteer for wizard lord duty in realms created by Wizard Kings. You earn lord points for battles.
<*>Updated Game Guide with 6 new sections for Realm Quests.
<*>Messaging system where you can receive messages relating to events and updates in the game.
Release from early access - October 26th
We are please to announce that Chaos Reborn version 1.0 will be officially released on October 26th. New features for this release are:
Tutorial and challenges
Improved AI
Realm gold and realm inventory - you can take your current configuration into a realm and no gold - you must earn gold and buy equipment in the realm to use it in the realm. You can take gold and equipment out only if you beat the king/queen.
Realm invaders - bonus score for defeating invaders, and the ability to opt out of invasions.
Realms can be rated
Wizard lords can volunteer for realm duty and earn lord points
Wizard kings can create realms
Realm guide added to the game guide
Many more stats. You can view separate tables for games played/won/drawn/lost/win% for league or friendly, equipped or classic, two, three, four players or 2 vs 2. Also 3 tables for realm battles as quester, as invader, as ally.
Generally upgraded interface
Balancing tweaks
Numerous small bug fixes and minor improvements
*** WARNING *** FULL GAME RESET
Your player data will be completely reset on launch day - which means you will lose your current equipment, gold, wizard level and any realms or asynch games played. Please bear this mind when starting new games and realms in the next couple of weeks.
V0.29 - Forgemaster Tools, Strategic Realm Play, Invasions and More
The main focus of this update is the new forgemaster system and major developments in the Realm Quest game play.
The Forgemaster system will be included for those who have backed or upgraded at Forgemaster level and above. You will be able to customise the stats and appearance of bodygear and staff. The system allows you to create a set of equipment at any time, and then one more set of equipment when you reach wizard level 70. Equipment will be reset on official release of the game.
10 different realm settlements which can be recruited or attacked. Law kudos points and chaos kudos points are used to recruit villages, and they are earned by defeating wizards and settlements (and in the future, from encounters).
The fighters from a recruited settlement can be directed to move to a location to attack or defend. They can fight with or without your wizard being present. If fighting without your wizard they are equipped with a 'spell totem' that has 3 spells plus disbelieve. It can be upgraded with 3 additional spells.
Take control of mana fluxes to use the realm mana for realm spells.
Marauder wizards which are spawned from the palace or citadels and will roam the map trying to destroy recruited villages, or recapture citadels and mana fluxes.
You no longer have to eliminate every wizard lord to attack the king - you need to cast a 'palace breach' spell from a citadel, which becomes cheaper the more wizard lords are eliminated.
Wizard lords can be deployed on towns and wizard towers.
A quick battle resolution system for realms - you don't have to fight every encounter.
You can volunteer as an ally while you are questing in a realm (but not in battle).
There is a new 'invade' option - you can take control of an enemy wizard in someone else’s realm in a single battle (there will be a way to prevent invasions).
The wizard king has a wizard ally - it will be a tougher fight. In theory is possible to have 4 wizards in a palace battle which are all human controlled.
A new set of realms to explore
A new spell - magic wings - effectively a transformation of the 'mercurius' talisman into a spell.
The mercurius talisman is changed to 'aconite' - transforms tangle vine into spiders (max 5 per activation).
AI wizards will have a more intelligent selection of talismans that complement their bodygear and staff
Talisman activation will no longer consume spell casting.
Significant tweaking of the talisman data - activation costs, buff bonuses, etc.
Some tweaks to the procedural map generation, especially for the palace
New Talisman/mega-spell activation interface. The talismans and meg-spell are displayed next to the staff icon on the bottom right of the screen.
New Shadow Wood, with two separate models for the trees.
Enter the Realms of Chaos - v0.28 Update
Finally, it’s here. You can now play single player realm quests, and there is also a co-op battle option where you can invite a human ally to help you with any realm battle. There are also four fantastic new environment types.
Here are the new features, changes and bug fixes
Realm quest mode featuring multiple realm quests of varying difficulties.
Co-op mode for specific battles
Realm high score tables
New battle environments implemented for Mana Fluxes, Mountains, Forests, Plains and Palaces. Some of the multiplayer maps are converted to new environment types.
Procedural battle map generation for realm battles (this may be introduced to multiplayer games at some point).
Realm high score tables for realms you have completed. See how you did compared to other players.
Multiplayer league tables are accessible for current and previous season, equipped and classic.
The matchmaker now allows you to set multiple preferences for game mode and competition type.
The equipment no longer has a levelling system - all equipment starts at maximum level. Equipment can be traded in for gold, not XP (there is some work needed to tidy up the equipment interfaces still).
The Fountain of Life no longer resurrects wizards.
Wizard is no longer engaged when hiding in a magic tree.
Shadow trees can now be subverted.
Buffs are now applied to web and bulldoze attack values.
Wizard level no longer affects the mana value of wizards in battle.
Manticore movement range is reduced from 4 to 3
Due to the change in the equipment system we have had to remove all the old staffs and bodygear. You will be compensated with 100 gold for each item lost.
We will continue to update the realm system in the next few weeks. Our plans include
Improved AI
Improve co-op system
More special locations for realms to find and interact with, such as goblin camps, elven villages, manticore nests, mana fluctuations, shrines, and more
Additional strategic game play for the realms with control of territory, diplomacy, and marauders