We are going to be having maintenance tomorrow in order to deploy a patch. We anticipate that this will occur at 10:00am Pacific Daylight Time (1:00PM Eastern, 6:00PM GMT), but things may change if we find any last minute issues. We expect downtime to last between 30 minutes to an hour. Patch notes will be provided after the update.
Patch Notes (1.1.19)
11/25/2014: 1.1.19
Today's patch is kind of a small one. We just wanted to get some fixes in before the holiday break. Enjoy!
Taunts
Taunts have been granted to users who had finished the quest giving hero taunts before the last patch
Taunts will now correctly be given to players who complete the appropriate hero quests
We have adjusted the cost of some taunts
Improvements
Added a resolution picker to the Settings page (found on main menu).
Added a time remaining before auto forfeit triggers label on Casual matches.
Bug Fixes
Fixed issues with taunts not playing correctly or not playing the correct taunt
Fixed an issue preventing hero skins from being selected
Fixed an issue that could cause the game over window to not display correctly when selecting to forfeit and choosing not to purchase bonus rewards
Fixed an issue where Rewards would sometimes not show with the correct card wrapper while opening
Fixed an issue where the Play button would disappear for certain ranked matches when switch to the Practice tab and back to the Multiplayer tab in the Current Games menu
You can no longer charge over traps.
11/24/2014 Maintenance @ 8:30am PST
At 8:30am Pacific Daylight Time (11:30AM Eastern, 4:30PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last between 30 minutes to an hour. Patch notes will be provided after the update.
Patch Notes (1.1.18)
11/20/2014: 1.1.18
Greetings all! This is a pretty big patch that we have been working on and we are very excited to finally be able to share it with you.
Soldier Level Changes All soldier levels have been reset and any prior experience gained has been granted back to you in the form of tokens. These tokens will allow you to re-level your soldiers however you deem fit. Cards now increase in cost at each level to insure the game is balanced for new and old players alike.
Reward Changes Rewards have changes from quantity to quality. They accrue in-game on the left-hand side of the screen rather than popping up and interrupting each turn. Gold and experience are given immediately. Other rewards are shown as cards of three different qualities (parchment, leather, metal). These rewards are given at the end of the game. Additionally, you now get bonus rewards at the end of the game for killing the enemy’s hero and shrine.
In general, the idea with the new reward system is to grant more gold, with components and cards being rarer, but more exciting rewards. Getting a metal reward is sure to be something good.
8 New Units The Autumn Pack allows you to receive two new cards for each faction as well as two neutral soldiers. These cards can be viewed in the store or under Expansion 2 in the Card List.
Hero Deck Changes The first three Heroes (Daggan, Declan, Skorn) still come with 30 card starter decks and are earnable by leveling up to levels 3 and 6. The remaining Heroes are now cheaper and no longer come with starter decks.
Improvements
Added ability to move/attack in one click. Your unit will move into range and attack in without requiring a second click.
Added ability to click on tiles for more information. Resource tiles will say how many gems you will gain. Trap tiles will say how much damage will occur. Spawn tiles will say if they are capturable or not.
Soldiers now play animations when viewed on the cards.
Screen resolution is now auto-selected rather than popping the dialog on launch. Holding Option when the game is launching will allow you to access the resolution dialog screen.
Friendly games now grant turn rewards!
Fusion page now displays what stats will change when a card is upgraded.
You can now click on your cards and view their stats during the mulligan stage.
New background music! Each hero has their own unique background sound track which is played during their turn.
Added hash marks to the in-game health bars at 25%, 50% and 75% to easily recognize if you can cast spells like incinerate (which is now set to 25% or below).
A small popup will now display when a unit uses an ability
The default view is now slightly more zoomed in. You can change views (including returning to the more zoomed out view) but using the zoom button in the lower right corner to toggle through zoom levels.
Balance
Action Points have been removed from the game. With the added resources they seemed less important to the late game so we are going to experiment without them as they may be unneeded complexity.
Building a mine now takes a unit’s attack (Similar to breaking a mine).
Totems:
You can only have 1 of any type deployed on the battlefield at one time. If you deploy a 2nd of the same totem while the 1st is still on the map, the first totem will be destroyed.
Furnace totem now has a range of 7
Decay totem now has a range of 6 and effects soldiers only
Fire Totem has a range of 6 and effects soldiers only
Destroy now only returns 75% of the destroyed soldiers casting cost
Dreadmaw cost increased
Incinerate changed to target enemy soldier with 25% health or less. Cost reduced by 1.
Bug Fixes
Fixed a resource bug which could cause extra resources to be in the bank the following turn.
Fixed a resource bank issue in extended matches that caused spells like Mana Leak to subtract resources twice.
Sleight of Hand now correctly triggers only on Hypnotize.
Chain Lighting no longer bounces off of totems.
SharedPain factors in the unit’s defense before distributing damage.
Charge should now trigger abilities that fire on attack.
You can no longer break a mine and then charge.
The battle log now correctly shows the amount your opponent spent on drawing cards on the 2nd and 3rd card they drew.
Tangle now disables move rather than setting it to 0.
Jumping over lava pits no longer takes extra move points.
Propagate will no longer spawn units with the level of the hero. They will be level 1. Same with Gorin's build construct.
Pickpocket is fixed for when the attack happens on the opponent’s turn (ambush).
Block no longer gives 500 DEF and instead actually blocks any attack as intended.
11/19/2014 Maintenance @ 8:00am PST
At 8:00am Pacific Daylight Time (11AM Eastern, 4PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last around an hour. Patch notes will be provided after the update.
Upcoming Patch
We have some significant changes coming in the next patch and will need to wipe any extended matches that are in progress.
The most significant change being to the card leveling. We are revamping the card fusion system in the following ways:
There will be 5 levels instead of 10 and each level will include the following stats:
DMG: +5
DEF: +2
HP’s: +15
Cost: +1
Since the cost is increasing per level we are going to let everyone re-apply their experience however they see fit. We'll do this by setting all of your cards back to level 1 and giving you experience tokens equal to the experience you accrued. So if you had a level 10 Medic it will now be level 1 and you will have tokens equalling all the experience you gained from leveling the Medic. With those experience tokens you can either level up your medic again, or apply it to a completely different card/unit if you want to keep your medic's cost down.
The goal of this change is to avoid new players feeling as though experienced players have an unfair advantage either through pay 2 win or grind to win. And we also hope that by resetting all cards and allowing you to re-apply your earned experience that we are keeping our current players best interests in mind as well.
As you can see, this will greatly impact ongoing games and therefore please try to wrap up your extended matches in the next couple of days as the patch and wipe will be happening either late this week or early next.
In the meantime, feel free to keep playing EM... just know if they do not finish before the patch that they will be wiped.
As a side note, we'll also have 8 new units released in this patch which we are very excited to share. :) 2 For each faction and 2 neutral.
Roadmap Update
First and foremost, the expansion. We are delaying the expansion release further so that we can focus on a few areas that are lacking in the game. That being said, we want to keep the game fresh and appealing to everyone who is supporting us and therefore we will be releasing 8 new bonus units along with new map layouts to hold us over. Two of the new units will be of neutral faction and we should see them hit the game mid November.
So what are we working on instead?
1. Reward Revamp. Right now our rewards are quantity over quality and this makes receiving rewards spammy instead of exciting. We are overhauling our system for rewards to make them occur less, but have a more meaningful impact when they are granted. This should roll out early/mid November.
2. Our play tests indicate that the game has too steep of a learning curve. We've been working on making that an easier hurdle to overcome (simplifying the resource bank for example) and have a few more changes that we are considering. The first is possibly removing AP. Now that you can buy AP repeatedly it doesn't seem to factor much into the game so we are exploring removing it & perhaps lowering the number of mines per map. The rest of the changes to help new players mostly involve presentation, e.g., making sure things we presented clearly and intuitively. Let us know what you find confusing!
3. Social! More meaningful ways to play with friends. Easier ways to invite friends. Rewards for recruiting friends. That is going to be a big one before we can do any significant marketing. We are shooting for December for many of our social features.
Once we have those three areas a bit more refined, we will look to push out the expansion. Our current target is January.
We'll have regular updates between now and then with plenty of improvements. We are also planning some community events such as mini tournaments. If you are interested, please post here: http://forums.conquestofchampions.com/index.php?threads/possible-community-events.2252/
Patch Notes (1.1.17)
10/16/2014 1.1.17
This latest patch brings some pretty significant changes to how the gems work in game. Resources now accumulate each turn and are not lost at the end of the turn. Transcending is now an activated ability and can be used after 2 turns (provided you have the resources for it). Please let us know what you think of these changes and let us know if you encounter any issues.
Improvements
Resource Changes
We have changed the resource system so that you keep gems that you accrue across turns.
There is now a limit of 50 gems in your resource bank.
Transcending is now an activated ability with a 2 round cooldown. The cost has been increased to 15.
You can spend gems to get extra cards and extra AP up to 3 times per turn. The cost increases with each use.
Hero abilities spend gems from the normal resource bank rather than from a specific hero bank
Overhauled the in-game UI to make things more intuitive and user friendly.
Completed achievements as well as achievements that have progressed are now shown in the game over and turn submitted windows.
Improved many aspects of the tutorial.
Balance Changes
Activated Hero abilities have a 2 turn cool down
Hero Epic ability cost changes:
Chain Lightning: 12
Build Construct: 8
Lightning Storm: 10
Assail: 8
Barkskin: 8
Sleight of Hand: 8
Sacrifice: 10
Unearth: 12
Enflame: 10
Bug Fixes
Water Lily now correctly uses Poison Shield instead of blight
Units standing in Lava Pits now correctly show the damage in playback.
Fixed an issue where the Shield Enhancement was not correctly removed by Cleanse when the opponent's hero had died.
Fixed Assimilate to only trigger on friendly Demon death.
Lightning Armor now correctly displays in top UI for Rune Charger.
Fixed an issue where Refund would trigger on non-Stonehold spells.
Fixed a particularly nasty bug that involved spawning a totem and then a unit. This could lead to it disappearing on the next turn or all kinds of playback issues.
Fixed chain heal to ensure 3 targets are healed if there are 3 hurt targets in range.
Fixed Lay to Rest to properly discard Spells, Enhancements, or Soldiers.
Audio no longer plays rollover sounds if the window is not in focus.
10/16/2014 Maintenance @ 9:00am PST
At 9:00am Pacific Daylight Time (12PM Eastern, 4PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last as long as 4 hours, as we are doing some work on our database. Patch notes will be provided after the update.
Patch Notes (1.1.16)
10/2/2014 1.1.16
In today's patch we have focused on some quality of life improvements and bug fixes. As always, let us know of any issues you run into.
Improvements
Top players should no longer get matched to new players in Extended Matches. This was fixed earlier in the week behind the scenes but want to point it out here. Let us know if you see mis-matches.
Made ‘Left Click’ the default option for new users as play tests found ‘Right Click’ may be more advanced. Added a couple tweaks to Left Click in the process:
If you right click on the map or over a move tile, your selected unit will deselect.
If you have a unit selected and a red target tile is present you can select the potential target without triggering an attack by right clicking.
Added an alert sound when there are 10 seconds left in your QM turn.
Increased size of Move/Attack icons for readability on smaller resolutions
You can now add/remove cards in the various deck pages by double clicking them (rather than having to click on the + or - buttons)
Added turn compression which should reduce the size of game data being sent to and received from the server.
Balance
Storm now debuffs Buliwyf for 20 attack and 2 defense.
Fear ability now has a range of 2
Glimpse now only draws 2 cards for opponent
Strip Mine cost reduced to 5
Mana Leak cost reduced to 5
Castigate cost reduced to 3
Renewal Blade now heals 50 hp’s with each attack. Cost increased to 4
Player Experience
Slightly adjusted the rate of experience gain on turns
Player experience given per turn is now displayed in the reward modal that appears in AI games and Quick Matches
Bug Fixes <*>Fixed text mis-match on Hero Achievements.
<*>Fixed Unearth to properly decrease the hero by 50 health
<*>Fixed abilities that trigger on a specific faction’s spell cast such as Unstable Furnace, Orchid, and Mountain Anvil.
<*>Fixed bug involving Cleanse & Cleansing Pulse involving being cast when the hero is dead.
<*>Fixed Shadow Amulet playback bug with counter. Unit will now counter first before becoming stealthed. Previously would immediately unstealth upon countering.
<*>Added additional cleanup to units between games that may fix lingering Stealth conditions on units.
<*>Detect stealth visual effect no longer displays whenever units move outside of the range of detect.
<*>If you already own a starter hero and are granted a pack instead for the level 3 and 6 rewards, you now are correctly shown what cards are in that pack.
<*>Spawned Ooze no longer appear with full health.