Fantasy Hero Biography cover
Fantasy Hero Biography screenshot
Genre: Strategy

Fantasy Hero Biography

Recent work arrangements

After accumulating feedback for a period of time and its own iteration, we are ready to advance the game version to the next stage.Because of manpower and funding issues, this process may take a long time, and it is planned to be between 3 and 6 months.
Our design philosophy is to make the player easier to operate, but the scope and effect of the strategy is stronger, so the system is simplified and redesigned.

In this release, we plan to do the following

· Players can choose professions and roles to increase
As shown in the title of this news, we will use these characters to replace the original characters, and the player's optional career will also increase accordingly.

· Redesign of core values ​​
We realize that the current value curve of the game is not smooth enough, it is too high for players who are new to the game, but lacks changes in the later stages of the game, and the strength of the players has not improved accordingly. In the next major update, we will adjust for these issues. After winning the boss battle, the player will get a greater ability improvement, and may get changes that affect the deck.

· System adjustment

-We will remove the experience value, and the experience value system will be replaced by the reward for defeating the boss. The purpose of this adjustment is to allow high-level players to challenge BOSS faster without losing key strength rewards.

-At the same time, the scoring system will also be adjusted. Players no longer need to use the "brush" method to explore too much in the same level, but instead encourage players to win with fewer steps and achieve higher scores.

-Remove fatigue and keep only starvation. Because the scoring system changes, it is no longer necessary to limit the number of steps in the same layer through fatigue.

-Reliquary system is separated. Relics with passive effects will remain, and active relics with trigger effects will be integrated into another new system.

-Removed player skills: We realized that player skills as an active effect are equivalent to ready-to-use cards, which makes it difficult to balance their strength, too weak or too strong. So in the next version of the design, we removed the player's active skills and integrated it with the triggering relic into another system.

-Change of BUFF mechanism: The cards that generate BUFF / DEBUFF will enter the judgment area of ​​the corresponding unit in the form of continuous effects. This design restores the form of board game cards and controls the number of times that BUFF cards are valid, making the value balance change It is easier to adjust. At the same time, the effects of mechanisms such as copy / discard can be applied to these decision cards, making the battle level richer.

-Changes in AI behavior: The enemy will also adopt a card-like concept to operate, so that for players who prefer the depth strategy, they can check the enemy's deck to modify their strategy without increasing the complexity for light players. It also increases the effect of players copying / discarding enemy cards, making the battle level richer.

· Content increase

-A large number of events will be added, providing content and changes (including beneficial and harmful events)

· Redo the underlying code

-Optimize all code structure, increase archive function in battle, increase unexpected interruption of archive, and solve the problem of program stuck.

· Performance optimization and UI redesign

-Optimized adventure interface to display adventure maps (cards) and events in a clearer and more intuitive form.
-Battle interface optimization
-All UI redo

· Multilingual support

In the next version, we will add English language support and prepare for other languages

Ready to release the official version
Sorry for using machine translation.

Recent update plan

In the preemptive experience test, thank you for your valuable comments. We are now refactoring the underlying code, redesigning the UI, and completing a major version update before the official version goes live. It is planned to use 4-8 weeks. There will be the following updates

1. UI redo, battle interface redesign
All UIs in the game use a unified style design, with better combat performance and clearer data.

2. The underlying structure is redone
- Unify the performance and calculation forms of basic attributes such as [attack power] [defense power] to make the descriptions in the game consistent and easier to understand
- Optimized for trigger effects such as [injured], it will not produce strange results.
- Optimize the combat engine to avoid bugs caused by too fast operation, etc.
- Optimize the overall logic to avoid game crashes caused by UI errors

3. Increase multi-language optimization
- After this version is updated, we plan to support the English display (still need to debug)

4. New content
- We will add new events and battle content directly to the new version

After this version is released, we will enter the official release stage after short-term testing.
The price of the game will rise slightly.

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