I’ve been brewing up some changes for a little while but I simply couldn’t wait to share them with you.
This time I’ve focused a lot on making performance work better, fixing issues with crashes and low framerates and adding my world famous “Ugly but Fast” Quality setting, in case you didn’t care about bleeding your eyes out!
I’m very excited to hear your feedback on this new update, remember to visit the forums!
Features
Lots and lots of performance optimizations.
In-game news screen, to better keep our community up to date on upcoming content.
The Chamber hall information is much clearer, only showing the modifier (because I’m balancing the show behind the scenes when you get good ones anyway!)
The VS screen received a nice touch-up, adding companions, scaling the bosses up and adding information about the effects on enemy spawns from the Battle rules.
All remaining cards have their illustrations.
Settings
Reworked the settings menu into sub-menus for easier navigation
Added quality level selection to the visual settings
Balance
Crucible chamber 1 battles (except keeper) made slightly harder.
+20% point drops in campaigns.
Point and gold drops stay 5 seconds, down from 6. The Greed Hurts bosscard increases this to 6 seconds, down from 8.
The 'Kill' keyword now triggers when an enemy is killed, even if you did it through your companion, with a barrel or lured them into friendly fire for the killing blow.
Brutus now heals 3 health per enemy hit instead of 10 health per enemy killed.
Max boons increased - it should no longer be possible to cap out on points.
Point pickups in dailies now increase your score by 3, down from 5.
Most quests now add some amount of gold or shards to their reward.
Champions:
Overcharge radius reduced from 6.15 to 5.80.
Overcharge now deals reduced damage the further an enemy is away from you. This should bring a higher skill cap to getting full value from the skill.
Beam of Light damage per stage increased from 4/5/7/30 to 4/6/9/30.
Cards:
Call the sun now deals 12 damage per second (up from 8) and heals 8 damage per second (up for 4). Duration reduced from 10 to 8 seconds.
Stacking Aftershock or Combustion corpse now sums the damage into one big hit, rather than each stack hitting individually.
Aftershock kills now count as caused by Volcanic Strike, so it can chain reaction.
Masochistic Blade reworked: "+65% Damage. 10% risk of taking 5 Damage when you deal a hit." It now counts each hit of an AoE attack, rather than just dealing damage for it once.
Removed cooldown from Combat Healing Potion.
Removed cooldown from Rage Potion. It's now possible to have multiple of them active at once.
Bosscards:
All For One clarified and rebalanced: "Killing a non-summoned enemy heals all other non-summoned enemies for 50."
Battle Rules:
Desperate Survival rule can no longer occur for chamber guardians.
Rebel Whirly Rat rule is now considered less positive than before (they are pretty unconcerned about friendly fire).
Necromancer increases damage taken by 100%, down from 200%, and is considered less positive than before.
Fluctuations is now considered neutral.
Supplies: Masochistic Blade is now considered neutral.
Enemies:
Frank's rocket attack made slightly easier to dodge.
Graw made less punishing at close range.
Legendary enemies (from boss cards) and treasure goblins now scale their health with battle and arena difficulty, similar to companions. They will start out a lot more manageable and scale up to being extremely strong in the endgame.
Alden no longer stumbles when hit.
Bannerman no longer heals himself. Healing reduced to 8 per second.
Snake Mage no longer stumbles when hit. This should make it a lot harder to prevent their giant ball spell being cast.
Living Armor Mage health reduced from 110 to 60.
Living Armor Lancer health reduced from 135 to 100.
Heavy Militia speed increased from 6 to 7 and damage from 13 to 18.
Garden World 1 crossbowman takes up a greater part of the spawn budget.
Musketeer takes up a greater part of the spawn budget.
Knight made slightly more expensive to spawn and no longer stumbles when hit.
Priestess damage and range nerfed. Her beams are slighty slimmer, fire a split-second slower and her attack pattern now has a slight opening to exploit. Her targeting AI was significantly improved.
Chargers can appear in Dungeon 2.
Chasing Ghost level 2 now has more damage and a longer charge. Can appear in Dungeon 3.
Quality of life
Added a lot of niceness to the Fortune menu, with faster spins, cool FX and the option to click to make it even faster!
Text now says if the boon you earn turns out to be rare or supreme.
Loading Screen tips improved.
Clarified some quest texts (e.g. "don't pick up any health globes" does not fail if companion touches them or they are sent by arena ending).
The Addon effect of the Paranoid card now shows when the shield will be refreshed.
Holding a consumable keypress too long no long casts multiple charges.
Most consumables can now be spammed as fast as you can spam the button (used to be a 0.3 sec cooldown).
Basic attack descriptions now specify that they are the basic attack.
The defeat screen no longer reveals the keepers that the player did not reach.
Concede no longer kills you before ending your run.
Fixes
Rush buffs now correctly last 15 seconds, instead of 10.
Fixed an issue where Stormbringer arrows would sometimes fail to fire.
Force Barrier will now again hit all targets inside it when it is cast.
Gold rewards were being given 3 times.
Fixed an issue where all enemies in a daily would drop maximum possible points.
Dailies no longer count points from pickups twice.
The addon effect of Behold Me! now works again.
Fusion Power was limited to two stacks of the buff.
Comeback Kid now stacks correctly when multiple of them are played.
Frenzy (card) now correctly grants the crit buff even when not below 50% health.
Your buff icons now correctly show when you have played Sunscorch multiple times.
Chaotic Illumination can no longer be fired infinitely when no minions are alive.
Can no longer cause issues by rapidly spamming The Nuke (it has a slight cooldown now).
New players were incorrectly given 2 copies of the 6 cards that are awarded at the start of the game for more deckbuilding options.
Desperate For Kills was triggering in circumstances
Points should no longer time out while flying to the player after arena completion.
Fixed various issues with Necromancer rule and Dropkick of Persuasion.
Some enemy types were still targeting player while on your team.
Kicker upgrades now work when played automatically by battle rules.
A Package Deal played by battle rules now only takes effect after mulligan is done.
The 'Channel' keyword now also works in the tutorial (if you happen to draw them with Ooh, Shiny!).
Fire traps can no longer spawn beneath gates.
Enemy health bars were sometimes not showing.
Remember you can follow the progress of my Dwarf Development slav- I mean, servants, at:
https://trello.com/b/m8udgXeV/forced-2-main-board
<3
C-SAR
Update 35 - Hi, I’m C-SAR!
Is this on? Great.
*Ahem*
Contestants!
I am C-SAR, the Computer Simulated Arena Referee, and my Human Interaction chip has finally been fixed.
I no longer need to rely on human intermediaries in relaying updates for my show(down, hehe).
Anyway, you’re probably here to fight, aren’t you? And what a fight it will be!
Now we even have Camera bots to record the whole thing. Your deaths will be immortalized in my ever-growing archive of gladiatorial greatness!
For this update I’ve streamlined the whole procedure so we can get contestants through the programmes much faster. One death and you’re out, so you better pull it together!
I also managed to convince some more Titans to start talking a little more, and Ratbo to stop his annoying fake high-pitching.
And by the way, since I’m back the whole show is now in Beta, and I’ve locked access to the advanced programs while I set up the last few things for the audience.
Here’s the list of changes:
Features
After getting a bunch of ingame sponsors from Raff Cola, Slimé Beauty and other love to hate products - C-SAR could finally afford awesome cutscenes, giving the audience extra flair for their points.
Seats on the edge of the arenas are now for sale when the SHOWDOWN visits the Rat world - Giving an enhanced experience for the ones with enough gold in their pockets.
Camera Bots are now present in the arenas, taking pictures and celebrating your victories!
C-SAR - the Computer Simulated Arena Referee - has gotten his old sound chip fixed, enabling him to comment the contestants’ progression in the game.
Players now start the game with 500 gold and a few extra cards (beyond the default deck) for more initial deckbuilding options.
Campaigns reworked:
Fame is eliminated.
You lose after one death.
Battles in a chamber are all of the same base difficulty (except gatekeeper).
All battles have at least one special rule.
Gatekeeper unlocks after 2 successful battles.
Boons are unlocked by the point drops from enemies.
Major quest rework:
Completing any quest in a questline now reveals the reward
Players now start weaker and build up to their full strength through quest rewards.
Supreme boons now have to be discovered/unlocked through quests.
Most quests now have a minimum difficulty (campaign) they must be completed on.
More cards, boons and special rules added.
Campaign menu reworked with cool posters for each of the 3 programmes
Locked programmes 2 and 3 while we finish up the last things.
Balance
Reduced Brutus health by 20%.
All contestants now have 100 health (150 after all quest rewards).
Health globes now scale less with increased max health (+40 max health now gives +1 healing instead of +2).
Added a lot of randomness to how many enemies are spawned each arena of a battle. Some battles will turn out way harder or easier than usual. Most will have some spikiness that can be recovered from in other parts of the battle.
Special rules are better balanced with the overall difficulty of a battle, e.g. a special rule that buffs all enemies will be considered more difficult in a tougher battle with many enemies.
All battles of the same tier now have the same average point drops, even if more/fewer enemies are spawned to balance out the special rules.
Constant damage effects (fire, lasers, graw slime) now only trigger reaction procs when you take damage from them.
Deadline now deals (and increases) damage every 0.5 sec instead of 0.3 sec. Short walks outside it should be a lot more forgiving - i.e. 3 seconds outside deadline is now 40 total damage, down from 74.
Treasure Goblins now drop both profile gold and campaign points.
Knights in Garden World 2 are now easier to keep in check with constant damage.
Overcharge damage increased from 25 to 30. Radius increased from 4.5 to 6.15. Casting time slightly increased. Cooldown lowered from 8 to 6 seconds.
Fusion Power now increases Overcharge damage by 50%, up from 40%.
Flamenado cooldown increased from 8 to 9 seconds.
Magma shield cooldown increased from 8 to 10 seconds.
Ravager Enrage now lasts 4 seconds up from 3.
Legendary Awareness buffed from 6 to 8% attack speed and damage per enemy. Radius increased by 30%. Mana cost increased from 5 to 6.
Power Generator reworked: "Kill: Each skill has 50% chance of reducing cooldown by 4 seconds."
Feast mana cost reduced from 2 to 1.
Stalking mana cost increased from 1 to 2. Now gains frenzy every 2 seconds, down from 3 seconds.
Combustion damage increased from 10 to 15 per card.
Anti-Barrel Boots mana cost reduced from 1 to 0.
Taunt health bonus per enemy decreased from 3 to 2.
Rage Potion now lasts for 8 seconds (down from 10) and kills extend it for 4 seconds (down from 5).
Fairy Bottle healing increased from 2 to 3.
Chain Reaction rule now increases summoning portal efficiency instead of reducing player damage.
Rebel Whirly Rats rule increases number of enemies more than before.
Brofist Power Glove (the community card) changed to supreme rarity (from common).
Power Generator changed to rare (from supreme).
Untouchable changed to common (from rare).
Quality of life
Player ability descriptions made clearer and shorter.
Ability descriptions now display cooldown.
Added/tweaked loading screen hints.
You can now search for card text (e.g. “reaction”) in the deck builder.
New fitness facilities for the characters in the game - they now sound more impactful.
Ravager now grabs pickups while strafing through them.
Scroll of Raining Daggers now also destroys all barrels.
If you have multiple stacks of Emergency Spleen, only one of them will trigger when you go below 40 health.
Emergency Spleen will now trigger instantly if played below 40 health.
GUI now shows how the special rules modify the number of enemies in a battle.
Raff’s death made more spectacular.
Fixes
Fixed a memory leak that was causing performance drop and occasional crashes.
Speed of Light is no longer giving its old movement speed bonus in addition to the attack speed.
One By One and Combustion cards no longer lose their buffs on arena transitions.
The recover mechanic on many consumables should now work more reliably.
Garden World hedges can no longer lock the player’s controls.
Various quest text fixes.
Gold spins were sometimes showing wrong colors on rewards.
Spawner shrines no longer move around when cloned by the bosscard ability.
Chaotic Illumination now ignores shields and immunities.
Consumables with the recover mechanic should now work correctly when you have no charges left.
Duobots and Fairy Bottle can no longer be used while the previous charge is already active.
Desperate Survival will no longer kill your companion when it is an enemy (Desperate Survival+Supporting the Wining Team+Companion Curse was a bit too nasty).
Fixed some enemies (e.g. zeppelin tanks and spawner shrines) that were not working correctly when summoned by cards or boss abilities.
Ratworld bounce tanks no longer knock themselves through walls when firing.
Remember you can follow the progress of my Dwarf Development slav- I mean, servants, at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
Alpha Update 34 - Welcome to the SHOWDOWN!
Champions,
As some of you may have noticed, we renamed the game to FORCED SHOWDOWN just before christmas.
Apparently someone had released a game called Eternal Arena shortly before our Kickstarter, so we had to make a change :)
The update this week is focused on the introduction, with the first part of the game being integrated into the normal campaign flow so you can get to keep your points ;)
Features
Introduction integrated into your first campaign.
More exciting default deck
"Fame" renamed to "Points".
You now see how many points you are earning during a match (from gold and partial completion).
Campaigns renamed.
The Bug report option is now available everywhere, it also captures screenshots properly
Balance
The Crucible (formerly Path to Recognition): Significantly increased difficulty particularly of the toughest battles available.
The Crucible's battles can now have a single special rule.
The Crucible profile gold rewards increased by 50% (later campaigns still award more).
Replenish mechanic changed to "Regain used charges, if you still have any charges left." This mechanic should now be a lot more interesting when playing the consumable card multiple times or comboing it with things that add/preserve charges.
Gold pickups no longer give minor damage bonuses.
Speed of light now makes Beam of Light tick 100% more often, down from 150%.
Swarmers from spawner shrines now go straight for the player on spawning.
Taunt reworked: Aggro all enemies and give them +1 Movement Speed for 6 seconds. Gain 3 Health per enemy. 4 charges.
Ability Bolts damage increased from 20 to 25.
Power Generator buffed from 25% to 30% chance.
Great Balls of Fire now spawns its fireballs further from the player, so you don't hit a target with all fireballs by spinning directly on top of it.
Rushing Fury reduced from +20% to +15% damage.
Squire Puff reduced from +25% to +15% damage.
Juices of growth slower and simpler: "+1% Damage per second, to a limit of +100% Damage. Lasts for one arena."
Charged Draws rule disabled.
Surge Burst boon disabled.
Apep’s abilities rebalanced.
Quality of life
The Daily now switches to a new day at midnight CET.
Treasure Goblins drop both gold and points now, giving you both campaign progress and gold for the Wheel of Fortune
Changed the legendary orange rarity to a purple rarity named Supreme.
Tooltips for missions are now integrated into the floor of the Hall, displaying fame and Special Rule icons. Walking over the icons displays their names.
Improved Boon GUI when you have no boons yet.
Sped up animation time of the spin in Wheel of Fortune
Introduced a progression overview to the Fortune menu, showing how far you are in collecting all the cards in the game.
The season name now changes at the top when viewing previous seasons in the Season menu
Fixes
Lots of quest fixes. Please let us know if you still see bugs with them.
Rationing and Paranoid will no longer disappear after 15 seconds.
Paranoid now also gives a shield in the arena it is played.
Lightning Conductor no longer applies the addon effect instead of normal effect when first played.
Frank no longer drops gold on death.
Allied spawner shrines will now spawn allies.
Fixed various issues with spawner shrines and zeppelin tanks not becoming active when spawned after arena start.
Summoning portals now go inactive when you are dead.
Players no longer get a third copy of a card when it is sharded.
Speed of Light tooltip updated from the old movement speed version.
Fixed an issue where garden world hedges would slow a player permanently.
Whirly rats and bounce tanks can no longer self-knockback through walls.
Fixed an issue with Apep’s armor pieces breaking if you killed them mid-air.
Fixed an issue with the Living Armor Lancers idling after an attack.
Fixed an issue with Frank’s snipe attack not firing
Fixed an issue with Piercing light multiplying hits when hitting a wall behind an enemy.
Fixed a number of issues with rarities displaying incorrectly in the Wheel of Fortune
Fixed an issue with Schnappy The Captains lasers being invisible in the Rat worlds
Fixed an issue where controllers couldn’t open Boons and Quests
Fixed an issue where the Stats button wasn’t working
Fixed an issue with the Broken Garden world pillars missing statues fragments
Fixed an issue with the Garden world living statues not adding their health to the arena health when awoken
Fixed an issue with the Stormbringer’s basic arrows sometimes not appearing
Fixed a number of issues with the Season menu not displaying results correctly when changing seasons
Fixed an issue with Daily leaderboards not displaying the correct day when you switched between previous leaderboards
Fixed an issue with the Season menu not displaying results if you had played earlier that session
Fixed the last few issues with enemies whose projectiles hit themselves when fired
And as usual lots of other stuff has been added and fixed, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Alpha Update 33 - Good fortunes
Champions,
This time we’re bringing back progression!
Champions, Companions and cards are now unlocked through play rather than by default.
This also means progress has been wiped this patch. It’s highly likely that another progress wipe will be necessary in January as we’re still fixing the details of the quests.
Features
Wheel of Fortune
Earn gold from campaigns based on how far you made it (note that it has nothing to do with the gold collected during battles, as that is converted to fame)
Use your gold to spin the Wheel of Fortune and gain cards for your collection
Duplicate cards are converted to Shards, which can be used to get cards as well!
Questlines
A new menu, Quests is available
Complete Quests to unlock Champions, companions and earn gold for the Wheel of Fortune
Quests are hidden until certain conditions arise, such as completing neighboring quests
30 new cards
4 new Special Rules
Balance
Dailies now let you choose one boon per battle, rather than buying them for coins
Themed decks removed from campaigns. They are still found in dailies
The Real Deal recover condition changed from exactly 4 kills to getting 5 or more kills
Nebuto health increased from 200 to 400
Styxi health increased from 350 to 400
Alden health increased from 100 to 250
Quality of life
Better daily generation. Their balance and structure should be more consistent now
Disabled consumable firing in card phase
Introduced some screenshake for improved feedback on attacks
Revamped remaining GUI to the new style
New cursor - it even lights up when you hover over buttons!
Input setup is now available from anywhere in the game
Doubled the size of the Consumable GUI
Finished the GUI overhaul, bringing the Input setup menu, tutorial tooltips, arena progress GUI, Daily Play menu and in-game Alpha Banner up to date.
Characters are now pushed out of each other if standing in the same spot. This means ending your movement inside an Enemy when your Phasing ends pushed you out to the nearest available spot. This has also introduced some dynamics where Characters can push each other around.
Fixes
Fixed an issue with the Season Rankings for dailies using multiple entries from the same day’s Unlimited.
Picking the 'Invulnerable' boon multiple times now correctly gives multiple consumables per arena
High Roller's Swagger (formerly Solace In Power) will no longer hurt/kill you if combined with enough cost-reducing effects
Denver hitting a wall will no longer make Apep think he did too
Replenishing/Recovering consumable charges no longer creates a blank consumable if a previous consumable slot has been emptied
Fixed an issue with Apep stopping his attacks and thereby becoming invulnerable forever
Fixed an issue with the game crashing when your hand was full and you drew a card that was burned
Fixed an issue with not being able to open the Boons menu in the Campaign with a hotkey
Known issues
Whenever you've played a daily, the next time you enter a daily menu it'll say "waiting for login" - this doesn’t seem to break anything though, as you can dismiss the warning and continue
Wheel of fortune spins grant Rare (blue) cards when hitting a Common (green)
Wheel of Fortune displays a placeholder graphic when you gain a card you already have 2 of - it indicates that the card was made into shards for bribing
Sniper Rats in the Snow Rat World and Styxi the master assassin do not use their attacks
Enemies have a tendency to push the player if they are moving into his space
Some quests don’t count progress properly, such as “Beat 15 arenas with your companion surviving” and “Kill X enemies with your companion”.
Some enemies have a tendency to hit themselves with their own shots. The NovaRat is one such example.
Sometimes the Wheel of Fortune spins and breaks, meaning it doesn't give you a card and you can't spin again. Restart the game to fix it :)
And as usual lots of other stuff has been added and fixed, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Alpha Update 32 - ‘Tis the season
Champions,
This time we’ve introduced the last major element to the dailies (we think) with Seasons. They’re a collection of your daily scores across a longer period, so we can clearly see who spends the most time playing the game ;)
We also added a second version of the Garden world, and finished up the Voice acting and Path to Recognition structure (you can now lose it if you are defeated too many times)
With some of the changes with this patch we’ve done another progress wipe, but hopefully there shouldn’t be too many more.
Features
Voices for all champions are now in the game! Through collaboration with voice actors from around the world the characters in the game are beginning to “voice” their opinion on what you do and how you play. Find more info on our awesome actors behind the voices via our team site on http://eternalarenas.com/team/ - We have also now added the option for you guys to turn down or UP the volume of the voice acting in game.
Daily Seasons
Your daily attempts are now scored across a period of (currently) a month.
Rankings are available in the menu to show how well each player is doing overall in the dailies.
Broken Garden World
A new world for Chamber 2 of the campaigns, this is the “upgraded” version of the Garden world.
It features a lot of new enemies and some old friends as well :)
It’s very much work in progress, for example, the soundscape hasn’t been made at all but we want to test it out a bit.
All campaign modes are now roguelike (similar to Path to Honor).
Added a beginner mode with lower difficulties, no summoning portals or special rules, 2 chambers, fewer bosses in rotation and only common upgrades. Medium and hard modes now start a bit tougher and scale to harder difficulties in later chambers.
New special rules added.
Balance
Cone attacks now hit any target touched by the cone, rather than only targets entirely inside it. Ravager and Volco attacks were particularly affected by this.
Enemies from summoning portals now aggro you upon spawning.
Dailies increase more in difficulty from arena to arena and from battle to battle. Arena 7 of battle 3 is now 60% higher difficulty than in A31.
Duobot now increases damage by 2% per kill, down from 3%.
Siphon Strength boon nerfed from 4 to 3 health per card played.
Stayin' Alive rule changed from 10 damage per 3 sec to 10 damage per 5 sec.
Murphy's Dropkick rule replaced by a new rule called Necromancer.
Quality of life
Changed the default ability buttons to use LMB, RMB, E and R, in that order. This is part of an ongoing process to try out different default setups and we’re happy to receive feedback on it.
Overhauled the GUI for the Daily match selection and Boons screen. Known issue: It counts from 0 in the battles.
Added a “Concede campaign” in the Chamber Hall of all Paths in case you felt hopeless.
Disabled cheats in builds by default
Implemented icons for a number of buffs - Spare Goons, Full Auto Sniper, High Tech, Fiery Frenzy, Slow Paced
Fixes
Fixed an issue with the Tempest ability pushing players out of the arena when using movement such as Leap.
Treasure goblins and Jahun's rocks can no longer be cloned with the bosscard ability.
Disabled debug/cheat codes. Codes we announce in patch notes and those for purely visual debugging should still work.
Fists of Fury was multiplying with other attack speed increases rather than stacking additively.
And as usual lots of other stuff has been added and fixed, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Alpha Update 31 - Path to Honor and Input system
Champions,
We’ve been working on a repeatable loop of the game for a while, and we finally have a real rogue-like mode for you to try out.
After completing the Path to Recognition you will unlock the Path to Glory, in which you can actually lose and have to start over, so plan your choices well!
We’ve also included a new input system in this update. This will make it possible to change your keyboard layout and to use most controllers with the game too :)
Features
Path To Honor (Rogue mode): This is the main/expert mode of the game, intended for those who have played through Path to Recognition for initial familiarity and unlocks. These runs are faster and more rewarding (particularly once we add card unlocks). You commit to a full run with the same champion/deck and see how far you can make it before you can no longer win enough to keep up with the demands of the fickle audience. Hint: Stay ahead of the red bar.
Major consumable rework. We are experimenting with changes to these cards: Consumer, Engineer, Mirror Match, The Real Deal, HoloBanisher, Hypnotize, Combat Healing Potion, Bomb Drone, Chaotic Illumination, Brofist Blink, Taunt, Pocket Shield, Boots of Speed, Scroll of Raining Daggers.
Replaced Apep's unique ability. He now summons living shields.
Input system
Basic controller support implemented - do tell us which controllers are having issues so we can take a look
You can now change the layout of your buttons in the Input Setup menu of the settings
Balance
Dailies increase more in difficulty from battle to battle.
Bosses no longer drop gold when defeated.
Increased gold droprate in dailies.
Spin to Win now gives +0.75 sec per kill, down from 1 sec.
The Captain's rockets (when he takes off) are now easier to dodge.
Several boss cards added or changed.
Some boss cards and special rules have been disabled in the Path to Recognition and can only be see seen in Dailies and Path to Honor.
Special Rules (formerly 'modifiers')
Short Battles now gives double mana per arena (2,4,6,8) and is rated accordingly easier.
Chain reaction now reduces your damage by 40% (down from 50%) and enemies explode for 15 damage (down from 25).
Blood Magic is no longer a chamber boss rule.
Backfire (take damage from your overkills) removed.
Stayin' Alive reworked: Take 10 damage every 3 sec, gain 1 health each time you hit an enemy. No longer a chamber boss rule.
Charged Draws now rated easier and you start with 4 Pocket Shields instead of 6.
Campaign
Path to Recognition made slightly easier - particularly in later chambers.
Rebalanced fame rewards as well as boon/boss requirements.
Gold now makes up a smaller part of your total fame income.
When you die, you now get up to 50% of the full completion bonus, depending on how far you got.
It is now possible to get battles with no special rules - particularly the early parts of Path to Recognition should be a lot simpler than before. Path to Honor supports 1-5 special rules on battles.
Quality of life
Ability 3 is now on R by default rather than Q.
Boss cards now stay visible after being played.
Legendary enemies (Gax & co.) now have a minimum spawning distance from the player.
Snake Curse renamed to Companion Curse.
Fixes
Fixed Infused Strikes and Infused Blocking to not only last the round they were played.
Stormy now leaves targets if they are converted to your side.
Fixed a bug where Themed Deck: Surprise! could spawn alongside other Themed Deck rules.
Deadline should no longer move across water or outer walls.
Laser tanks should now still have their laser when resurrected by abilities.
Boss abilities now update their text when their cooldown is changed.
Fixed a bug where you would see the portrait of another champion in the victory screen.
Fixed various issues with the Soul Break special rule and decreases of max health.
Volcanic Strike sound will no longer continue playing if you were interrupted while trying to cast the ability.
And as usual lots of other stuff has been added and fixed, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Alpha Update 30 - A Boon for you!
Champions,
Since the introduction of the Chamber Hall a bunch of things have been disabled.
This time we’re reintroducing boons (formerly known as upgrades).
As you gain more fame, you will now also gain more power for your Showdown with the boss.
For this update we had to change the profiles, which means the progress is wiped for anyone who played before.
Features
Campaign boons introduced: Now that you unlock boons as you play the campaign, the balance should be a lot closer to the intended place and beating the campaign should be realistic.
Voice-over for Jahun the Earth Elemental Boss in the second Welcome Journey battle
Cards unlocked: Power Fence, At The Ready, Juices of Growth
Rebalanced 5 boss cards so they are more powerful, but have counter plays that you can use to weaken them: Gang of Rats, Clone, Fly Swarm, Ghost Turret, Trip Drone. We are aware that the boss card currently doesn't stay visible for more than a few seconds.
Balance
Ravager
Basic Attack changed. The attack cone is bigger and hits all enemies within it. Damage is a little lower and movement slows down more while attacking.
Ravager Exo (block) skill replaced. The new skill gives 4 seconds of +75% attack speed and no movement slow while attacking. It has a long cooldown that is reduced with each frenzy gained.
Stormbringer
Force Barrier cooldown reduced from 13 to 11 seconds.
Force Barrier base damage increased from 5 to 10. (Power Fence now adds +200% instead of +400%)
Chain Lightning can now chain 6 times, up from 5.
Stormbringer basic attack damage increased by ~30%. (10 at min stretch, 35 at full stretch)
Other
Duobot damage bonus per kill reduced from 3% to 2%.
NanoMed Injector changed from a flat healing of 30, to healing 20% of max health.
Lucky Dice changed to +6% crit and renamed Lucky Die.
Changed the Thorns upgrade to a higher tier upgrade with 15 damage on reaction.
Quality of life
Card types are now listed at the bottom of cards.
Mousing over cards in your decklist now shows you the full card.
Fixes
Deleted decks should no longer reappear in the deck list.
Daily One Try now scales just as hard with progression as Daily Unlimited.
Call the Sun now works again. Now ticks faster, so numbers have been tweaked a bit.
Fire Trail now works again.
Fixed a bug where Leap would not deal damage when no frenzy was used.
Fixed a bug where fading consumables were not always removed before a new arena.
Excitable no longer triggers off of itself being played, when the mana cost has been increased.
Fixed a number of bugs with the Extra Draw upgrade.
And as usual lots of other stuff has been added and fixed, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Alpha Update 29 - Fixes!
Hey everyone,
We did a quick little patch this time to fix some of the issues people reported from the Monday release.
Most importantly we fixed the black screen issue for AMD cards and did a bunch of optimization.
Features
Cards unlocked: Last Stand, Solace in power, Brofist Blink
Optimization pass: Plenty of behind the scenes things are running more efficient through an engine update, memory reductions and a lot of tweaks
8 new boss card illustrations: Ice Chunks, Unstable Stone, Full Auto Sniper, Petulant Pebbles, Avalanche, Crawling Mines, Mix in Some Medicine, Polytheism
Balance
Masochistic Blade self damage reduced from 2 to 1.
Pain Sword modifier can no longer occur in the easiest battles.
Pain Sword modifier rated more difficult (in balancing battle difficulty for modifiers).
Short Battles modifier can no longer occur in the easiest battles.
Short Battles modifier rated more difficult.
Campaign rewards are now based on difficulty including the Modifier
All Boss attacks now have friendly fire
Quality of life
Denver now indicates when he has spotted something to charge. It should now be easier to move out of the way when that 'something' is you.
The button for exiting a deck is renamed from 'Undo' to 'Cancel'.
Changed the wording on the defeat screen from “You got killed…” to “You were killed…”
Your companion now idles next to you when trying to stay close
Renamed “Undo” button in deck builder to “Cancel”
Improved Frankenrat boss feedback for Ultimate ability
Further improvements to GUI, converting it to the new style
Tweaked a lot of sound FX and fixed some missing ones
Fixes
Fixed an issue with a lot of players not being able to move the first time they started the game
Fixed an issue with setups having AMD cards that resulted in a black screen when entering an arena.
Companion health should now scale correctly with difficulty. (RIP 700hp Brutus)
Beam of Light no longer squares your damage bonus before it's applied.
Wrecking ball now adds the listed 100% damage instead of 10,000%.
Fixed emissions not appearing on some enemies/bosses
Fixed an issue with the Ravager’s Leap attack aim line only appearing once
Fixed an issue with Raff’s Son sword effect remaining when its intended target died.
Fixed an issue with the Grenadier Rat warning FX only appearing every second time
Fixed an issue with a consumable you have from a Modifier not showing in the GUI
Fixed an issue with the arena not completing if you converted the last enemy with effects like Dropkick of Persuasion
Fixed some inconsistencies with the card “Another Round”
We noticed some people were checking out our trello board;
https://trello.com/b/m8udgXeV/forced-2-main-board
Keep telling us what you find interesting in there, and enjoy the game :)
It’s been a while since we updated, as some of you may have noticed we’ve been busy doing a Kickstarter for the remaining funding for Eternal Arenas and also releasing our first game FORCED on Xbox One and PS4.
But that doesn’t mean we haven’t been working on the game ;)
Today we’ve got a massive patch for you with a change to the way we do the campaign structure which we’re now calling Chamber mode.
With this change we’ve had to set some of the other systems on standby, so Quests and Upgrades are disabled until we get everything stabilized. In the meantime you’ll have access to all champions, companions and a lot of cards.
A big welcome to all our new community members from Kickstarter that will join us soon, and we hope you all enjoy this new patch :)
Features
New campaign structure:
You start as a gladiator and have to make your way through Bronze, Silver and Gold league to face the final boss. As you win battles, you earn glory that lets you challenge league champions and climb the ranks.
In each league, you always have a choice of 4 battles. The left-most one is the intended learning curve for new players. The harder ones let you progress faster and see more difficult modifiers/worlds sooner, but you're not missing out on anything by playing normal (leftmost) difficulty.
This is the intended intro flow where you can freely change decks and champions (no in-game GUI yet exit to main menu to change). In later updates, we plan to award upgrades as you're progressing (game balance already assumes you have them, so might be overly tough this build) and the main mode, which is more challenging and roguelike in nature.
Starter/default decks made more interesting to play with.
Can now change graphics settings by pressing escape.
Dailies now have both One Try and Unlimited Try modes.
UI has been reworked to a sleeker style. Still a work in progress, so some old GUI may be present :)
Balance
Dailies difficulty increases more dramatically with arena/battle progression.
Portal spawn rate is now based on the difficulty of the specific battle, rather than the difficulty of the battle line.
Boss stats are now based on the difficulty of the specific battle, rather than the difficulty of the battle line.
Ravager card Don't Blink buffed from +25% to +40% Strafe distance.
Nerfed health globe droprate by ~10%.
The sum of these changes should increase gold income by ~50%.
Fixes
Conversion gold upgrade should now work.
Life steal effects should no longer lag the game.
Surge Flow now correctly ends after 4 card phases.
Allies (e.g. puffs and companion) can no longer die after the arena is completed.
Styxi no longer glows red while invisible.
And as usual lots of other stuff has been added, follow our daily development at:
https://trello.com/b/m8udgXeV/forced-2-main-board
Enjoy!
-BetaDwarf
Please support us on Kickstarter!
We just launched the Kickstarter to support the completion of FORCED: Eternal Arenas! We have been in development for 2 years, and the fact that we’ve been able to get so much feedback from you all here in the Steam forums has been amazing! Unfortunately our treasury is starting to run out and we really need your help! How can you do this? Most importantly go to our Kickstarter and support the development of the game!
It really means a GREAT deal to us that we have such an awesome community, and we are looking forward to finished up this game with you guys and girls at our side!