It’s here! We are super excited to finally share our daily mode with all of you! This is the mode where you will be able to compete against each other for the best run! You only have one try to be the best of the day, but you can replay it as many times as you want! We also added the Ravager champion! We think he is super fun to play with, but we’d love your feedback on him!
There has been a progress reset this patch. If you do not want to play through the campaign from the very beginning, keep in mind that the "/notagain" cheat will complete initial unlocks for you. That said, we hope you will also play some of the early battle lines and give us feedback on the difficulty and modifiers.
Features
New champion! Unlock the Ravager by hitting level 3.
Dailies are in. Each day you can test your skill at a new battle line and see how your performance compares with other players. There's likely still going to be some connection/networking kinks that we can now iron out with your help. Scoring and balance are still in an early iteration, although daily battle lines already ramp up difficulty significantly faster than ordinary battle lines.
Updated default decks for all classes, to match the cards initially available.
Players now start with the default decks already made, so it's easier for new players to begin making changes.
New subtle player stat display can be toggled above your ability bar.
Battle lines have additional presentations and displays for the bosses you fight along the way. Most of this is still work in progress and will see further iterations.
More boss cards added.
Boss cards are now unlocked gradually, as you progress to tougher battle lines.
Players now get a slight damage bonus based on how much unspent gold they're holding. Mousing over the buff shows how many coins you have.
Balance
Volco's Volcanic Strike now casts faster and deals 30 damage up from 25.
Volco's Magma Shield duration increased from 4 to 5 seconds.
Spin to Win nerfed is now +1 second and +40% damage, with an addon effect of +60% damage with no duration increase.
Jahun's following stone attack (the stone hanging over your head) now drops after 3 seconds down from 4.5.
Sunscorch cooldown reduced from 13 to 12 seconds.
Greatly increased max range of Bomb Drone.
Red Light / Green Light orb will now only heal when fully green.
Slow Paced boss spell now applies the speed reduction gradually and should have better buff feedback.
Apep, Captain, Raff, Mordar and Graw have seen numerous balance changes.
Quality of Life
Improved Denver's AI. He should be hitting more enemies and less walls.
Your decks are now part of your profile.bd save file.
Supplies upgrade's buff tooltip now shows total mana spent.
Surge Flow card's buff tooltip now shows how many arenas it remains active for.
The sum of these changes should increase gold income by ~50%.
Fixes
Apep the snake boss now correctly has a reduced number of minions in the boss arena.
Bosses should no longer play spell cards (e.g. Shielded, Deadline or All For One) in bossfights.
The Extra Health boss card was not always working.
Consumables can now again be used in card phases.
Mana Factory and Final Surge upgrades now work correctly with the new number of arenas.
Getting your companion killed with the Martyr card upgrade and the Snake Curse Boss modifier active will no longer deal infinity damage to the player and freeze-crash the game. Sorry.
Hopefully fixed an issue where some users were experiencing a black screen.
The tooltip of the Weapons Upgrade buff now correctly shows +15% damage rather than +15 damage.
Ghost Turrets from the Ghost Turret bosscard no longer have the old red glow we used to apply to summoned units.
Boomers are now able to blow up while shielded.
The Extra Speed boss card now actually takes effect.
Juices of Growth stacks now show as a separate buff and now cap at 50 per Juices of Growth card played, rather than always 50.
Sunscorch buff and ability text now describe the ability.
Fixed an issue where Bomb Drone missing a target could cause performance issues and make the game behave unpredictably.
Quest progression should now show the numbers for the right quest.
Fixed an issue where Apep's armor pieces (golden orbs) would sometimes get stuck on the environment.
Fixed an issue where rat tanks would not have their spinning lasers if they were summoned from a player card or the Spare Goons boss card.
The Bosscard ability Magma Storm should now deal damage correctly.
Fixed various GUI-bugs in the deck builder.
Healing effects (e.g. bannerman) no longer stumble enemies.
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
Alpha Update 26 - Boss Cards, Campaign modifiers, Apep and Frank and CLICK ON THE CHARACTER!
Before saying anything else: The go-to-next-arena GUI has been changed! You now have to click on the character! There is no next arena button!
This update we’ve been implementing more of the stuff that will make this game feel like a game. Campaign modifiers makes each campaign unique. Some of them will make you think about how to play in the game, some of them will force you to change the way you build your decks and some of them are a bit mean. It’s also the comeback of Frank and Apep and the boss cards system is getting awesome. Outside of that we have made a lot of changes to the GUI to improve the navigation and general feel of the game.
Lastly, the big feature we have been so eager to show you, has been delayed. It’s a big one, and requires a lot of work, and we don’t want to release it before it is working. We think it will be awesome, so please be patient!
Features
<*> The real story mode battle lines are starting to fall into place, with more battle lines over a wider range of difficulty. This should provide a better learning curve and a far better challenge before eventually reaching expert modes (which have also been scaled up). Note that no new quests/card unlocks have been added for these campaigns yet, since that would have required a progress reset.
<*> Battle line modifiers should now make the story mode battle lines far more unique and provide interesting deck building challenges.
<*> Frankenrat and Apep bosses are back in the game with their own battle lines.
<*> Cheat code "/notagain" will beat the first 4 campaigns and the unlock quests for all champions and companions. When progress resets do come, experienced players will have this option to get back to the tougher content quickly.
<*> Card phase is moved to the start of new arenas. This gets rid of the initial dummy arena and you see the arena and the effects of the boss cards being played before you play your own cards and choose to begin. You now end the card phase by clicking your character.
<*> New portal graphics. Portals should now better communicate which enemy they're spawning and how fast.
<*> Players now get a slight damage bonus based on how much unspent gold they're holding. Mousing over the buff shows how many coins you have.
Balance
<*> Massive upgrade rework. Players now get a choice of 4 upgrades after each match, with a some of the options having epic or legandary rarity and potentially higher power. Lots of upgrades changed/replaced/rebalanced.
<*> Massive bosscard rework. They should now be more focused on having a great impact for a single round. Lots of cards added/replaced/rebalanced.
<*> Companion health now scales with difficulty.
<*> Portal spawn rate now increases slower with completed matches and arenas. It starts just as powerful, but arena 7 of match 6 should now be ~2 times as fast, rather than ~7 times as fast.
<*> Portals will now never spawn enemies faster than every 8 seconds. If difficulty is high enough that e.g. a swarmer would be spawned every 3 seconds, 3 portals will instead spawn a wave of swarmers every 9 seconds.
<*> Portals in boss arenas now behave the same as everywhere else (they no longer wait for the boss to go below 75% health before appearing).
<*> Bosscard event Red Light/Green Light rebalanced: The orb switches more frequently, giving very frequent openings for damage, but making it harder to not make mistakes. Healing periods are now 70% shorter, so they now make up 23% of total time instead of 50%. It is still a very hard high-cost boss card, but should no longer block nearly as great a part of the total damage output.
<*> Bosscard ability Trip Drone cooldown increased from 8 to 10 seconds.
<*> Rebalanced most garden world enemies.
<*> Garden world bannerman has become far more impactful and limited to 1 per arena.
<*> Stunning bounces buffed: "Chain lightning hits gain +20% chance to deal +50% damage and knockback."
<*> Adrenaline Rush reduced to 1 charge. Attack speed bonus increased to +80%.
<*> Gathering Storm now increases in lower intervals vs. bosses.
<*> Major Healing mana cost reduced from 5 to 4.
Gold income rebalanced
<*> Arenas no longer have coins lying about at the start. We felt that always having to explore, before killing stuff, was slowing the game.
<*> Gold drops from enemies increased heavily. You should not see a lot more enemies dropping gold, but the amounts have greater variance and can get a lot bigger.
<*> Boss drops increased from a flat 15 coins, to 20 + 10 per battle.
<*> Gold drops from enemies now scales with difficulty: Lower difficulty players should see a more interesting rate of drops and the extreme difficulties should be slightly less flooded by them. The scaling is low enough that higher-difficulty campaigns will still have greater total income.
<*> The sum of these changes should increase gold income by ~50%.
Fixes
<*> Updated default decks to be consistent with the cards that are available at start.
<*> Feeling Lucky now correctly discards cards in hand rather than shuffling them back into the deck.
<*> Muscle Balm was incorrectly stacking multiplicatively with other damage bonuses.
<*> Mordar's Lingering Dead passive should no longer resurrect Living Armors in Garden World until their orb is also destroyed.
<*> Rocket Launcher should no longer target imaginary enemies beyond the outer walls.
<*> Living Weapon buff tooltip wasn't stating that only consumable cards were affected.
<*> Shocking Fatalities now also triggers on exactly 15 overkill damage, rather than requiring > 15.
<*> Burst of Strength now persists between arenas.
<*> "Kill 1000 enemies"-quest" now correctly gives Fists of Fury, rather than the disabled card Burst of Strength.
Alpha Update 25 - Quests!
Continuing the path of update A25, this week we bring you: Quests! This is one of the major ways that you as a player will progress through the game. Completing quests unlocks content, content is awesome, yeah! However, it also means that all your content will be reset, because now the real trial starts! Additionally we have added more depth to the campaign and given the GUI an overhaul. Let’s see if you can get through the expert level campaigns. It will not be easy that is for sure.
Features
<*> New progression system introduced: All your cards are belong to us - completing quests unlocks cards and makes you level up, which gives access to harder quests.
<*> New upgrade system: We're taking a simpler and more varied approach to better match the shorter battle lines. The upgrades themselves still lack overhaul and rebalancing.
<*> New battle line (AKtA campaign) selection interface.
<*> Endgame hard mode battle lines added. These are non-story mode battle lines for players who want to push the limit of their skill at extreme and blatantly unfair difficulties. If you somehow beat Expert++ (without engineer/fading abuse), be sure to share your deck on the forums. :D
<*> New bosscard ability: Trip Drone. Stop moving before it hits you or you get stunned.
<*> Matches no longer have completion bonuses. Bosses drop gold instead.
Balance & Changes
Rebalanced battle lines: There are now more enemies in the arenas again, and bosses scale more heavily with the difficulty of the battle lines (dealing less damage in early battle lines and having more health in later battle lines).
New enemy spawning algorithm: More extreme distributions of enemies is now possible, which should lead to the individual arenas feeling far more varied.
Spawning portals now select one enemy type and stick with it throughout the arena. They also become active immediately and their spawn rate is more directly proportional to the difficulty of the arena.
Many boss cards now only give the boss an additional ability for a single arena. These abilities are buffed significantly.
Greatly nerfed plain stat gains on cards (except health). Damage and attack speed give roughly 60% of what they did; crit and block roughly 80%. This drastic nerf of plain stat bonuses is intended to make the fancy cards more competitive, reduce oneshot boringness, and make it a lot more rewarding to pull off great plays that increase your stats further, even when you already have a Cosmic Cleaver or two.
Reduced base health of all bosses by ~20%.
Arenas now start with 2-5 gold pieces spawned, up from 0-4.
Rebalanced many Ratworld enemies. Particularly made some rat attacks slightly harder to dodge and changed some squishy-looking enemies that suddenly became strangely tanky in their Ratworld 2 versions.
Garden World Musketeers now have a slight cooldown on their stab and will no longer dodge themselves out of the arena.
Package Deal mana cost increased from 4 to 5.
Adrenaline Boost charges reduced from 3 to 2.
Vampiric Thirst charges increased from 1 to 2.
Aftershock now benefits from everything that boosts Volcanic strike damage, radius is increased from 4.0 to 5.0 and base damage from 25 to 30.
Reflective Shield now correctly deals 20 damage (damage and some tooltips were incorrectly at 25).
Ratbo's Mine Shower cooldown reduced from 26 to 18 seconds.
Ratbo's Gatlin gun (personal skill, not the turret) damage increased from 5 to 10 per projectile.
Jahun's small stone attacks were nerfed from 20 to 15 damage and made easier to dodge (their collision was wider than their graphics).
Captain now fires homing missiles while flying.
The Master's hammer swing reduced from 40 to 30 damage.
The Master's leap attack reduced from 40 to 30 damage.
The Master's Fire Quake reduced from 30 to 25 damage.
Fireflies (from fly spitters and the boss card) now speed up over time until killed.
Bug fixes
Puffs no longer drop coins.
Fixed the buff description of Comeback Kid.
Abilities cast indirectly (e.g. Over-Overcharge) now correctly use your damage bonuses for that ability.
The Extra Health boss card used to only give +max health and just start all enemies off wounded.
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
Alpha Update 24 - Campaigns and Garden World!
A big one! We are super excited as the game is taking more and more form. Today we are releasing a big patch containing the first lay-out of our campaign structure as well as a whoooole neeeew wooorld (A new fantastic point of view). We are very happy to start sharing the features that will make the game feel more like a full game, and we are certainly very happy to receive any kind of feedback on it!
Features
Garden World Play in the first level of this environment, and meet enemies like Crossbowmen, Living Statues, Bannermen, Knights and much more, with even more to come in future updates!
Campaign Get a real feel for how the game flow will feel, when the game is in a more finished stage. Start in small campaigns with easy challenges and rise to the top, to meet the final boss! Campaigns start at a length of 2 matches and cap at a length of 6. We felt that 10 matches was longer than needed, and believe that we will be able to fit the old progress and escalation into a shorter and more intense time frame.
Minor Features
Player's attributes (block, speed, crit etc.) are now displayed in the card phase. The actual display will likely be polished in the future.
Cards, illustrations, GUI polish etc.
Balance & Changes
SoL Overcharge damage increased from 20 to 25.
SoL Overcharge radius reduced from 4.0 to 3.5.
Volco movement speed increased from 7.5 to 8.0 (same as SoL).
Volco Magma Shield cooldown reduced from 14 to 8 seconds.
Volco Volcanic Strike cooldown reduced from 10 to 9 seconds.
Volco Flamenado hit radius increased from 2.0 to 3.0. (making it useful for clearing fireflies and similar proximity threats)
Volco Flamenado cooldown increased from 7 to 8 seconds.
Spin To Win now increases Flamenado damage by 80% (4) per kill, up from 60% (3).
Groundshatter now creates the extra line off to the side, so the player can still aim Volcanic strike straight ahead while having the upgrade. (Also the two lines are just 45 degrees apart instead of 80).
Groundshatter lines weren't dealing damage on the first eruption.
Stormbringer movement speed increased from 7.5 to 8.0.
Stormbringer's movement speed is now slowed immediately on beginning an attack.
Stormbringer Chain Lightning cooldown increased from 7 to 9 seconds.
Stormbringer Force Barrier cooldown reduced from 16 to 13 seconds.
Power Fence now increases barrier damage by 400% up from 300%.
Ratbo and Raff will now throw off Stormy (and reset Gathering Storm stacks) when using abilities to get out of the way. Raff will also actually be out of the way and not taking damage from e.g. Stormy or fire on the ground.
Denver's charge now hits allies for 10 damage, down from 20. He still hits enemies for 45.
Item Salvage reduced from 3 to 2 mana and from 20 to 10 healing per consumable charge used.
Lightshift mana cost increased from 1 to 2.
The 4 starting gold pieces in each arena now last 16 seconds, up from 6.
Gold drops from enemies increased by ~25%.
(Gold income is still too low. These are temporary measures until we give upgrades and income an overhaul.)
Health globe droprate increased by ~10%.
Graw card Overgrowth now extends duration of explosive shrines by 1 second, down from 2.
Mordar no longer continues moving while casting his two main attacks. This was making the fight far harder than intended.
Jahun Stone Prison changed: Beams now deal more damage but disappear for a while when triggered.
Level 2 Bazooka Rat damage reduced from 30 to 25.
Level 1 and 2 Nova Rat damage reduced from 30 to 20.
Level 3 Nova Rat damage reduced from 30 to 25.
All damage bonuses now stack additively:
Damage boosts to specific skills (e.g. Volcanic Slam) used to be applied before global +damage (e.g. cosmic cleaver) was added. Here are some examples of how the calculation has changed - note that it doesn't matter whether skill bonuses are written as percent or flat damage:
Old stacking: Volcanic Strike (25 dam) + Volcanic Slam (+15 dam == +67% base dam) + 100% global damage + 50% global damage would be: (25+15)
Fixed a bug that was preventing players from progressing to the next arena.
Hopefully fixed the bug that was making the player disappear when using HoloBanisher. Please report if it happens again.
Fixed a bug that was making flame trails invisible.
Fixed disappearing damage text.
Adrenaline Boost will no longer kill you when combined with invincibility.
Mana puffs now again give their bonus mana.
Boss event cards (e.g. Shielding all enemies) were not having an effect if played first round.
Call the Sun consumable can now be used without interrupting auto-attack (like other consumables).
Fusion Power was incorrectly giving +75% damage instead of the +100% listed.
Raging Guardian buff tooltip now shows the correct bonus.
Dropkick of Persuasion will no longer revive treasure goblins (dropping gold that only enemies can pick up) or Jahun stones (letting all enemy stones connect beams to it).
Wizard puffs no longer grow stronger for each additional spell played (those spells still spawn additional puffs).
Fixed a buff that sometimes caused puffs to disappear at the start of an arena
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
Alpha Update 23 - Optimization!
We’ve been wanting to do this for a while - taking a week out of the schedule to just relax with some optimization and bug fixing in the sun. So don’t expect any mindblowing stuff, except of course a game that is running much smoother. Over the next couple of months big things will happen to the game, so stay tuned!
Features
More new player cards available.
More card art done.
Jahun bossfight reworked.
The Master bossfight reworked.
Balance & Changes
Boss health rebalanced. Tanky bosses (e.g. Graw and The Master) in particular have had their health increased. Boss health now scales more significantly with difficulty.
Brutus companion no longer has knockback on attacks but instead heals himself for 10 on kills.
The Master's Earth Swarm is easier to dodge and rocks disappear on their own after 20 seconds.
Raff's flame swords now explodes in melee instead of performing a string of rapid knockback attacks.
Stepping outside the deadline or into Jahun's stone beams now triggers 5 reaction procs per second, down from 50.
Burning aura reduced from 3 to 2 damage per tick.
Bug fixes
O-P-T-I-M-I-Z-A-T-I-O-N!
The Gluttony upgrade now correctly increases the cost of cards in hand.
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
Alpha Update 22 - Boss cards!
This time around we’ve implemented a big new feature!: Boss cards. We decided to scrap the old wrath system, and instead give the bosses decks of cards that they will play against you. This creates some very interesting design dynamics, makes the game feel more like a card game and hopefully will make your overall experience of the game much more awesome! We are pretty excited about this feature, and welcome all feedback (positive and negative) very much!
Features
Major Boss Changes
Wrath system is removed. Active god abilities now use cooldowns instead.
Instead of 2 actives and 2 passives, bosses now start with just one unique god ability.
Bosses now play cards against the player. These cards can give new abilities, upgrade the unique god ability, upgrade minions and cause special buffs/mini-events for the next level.
New boss roster: Mordar, Raff, Graw, Jahun, The Captain, Ratbo and The Master. We'll focus on getting these fully polished and start adding new bosses again sometime in the beta.
Note that the bosscard GUI is still bare-bones, only showing you which cards are played. We'll iterate on the GUI to better display his hand and mana. We are also aware that all active abilities currently start off cooldown, making for a rather hectic opening :)
Lots of cards got finished artwork from our awesome illustrators.
Squire of Light voice acting! Yep, now he talks and comments on what happens in your playthrough!
Ushum the dragon companion! Brand new companion. Play with this awesome little guy at your side. He shoots and teleports!
Denver! Wanna play with a t-rex like dinosaur as your companion? Of course you do, and now you can! He is very strong, but not the fastest moped on the docks, so watch out when he goes on a rampage!
New content
More new player cards available.
Lots of cards got finished artwork from our awesome illustrators.
Balance & Changes
Beam of Light now scales with attack speed in how fast it progresses to the stronger stages and final blast.
Block chance capped at 85%.
Kill effects now also trigger on summoned units.
Bug fixes
Scroll of Steel can now be used correctly.
Fixed a bug where Mana puffs could die at the end of arena before giving the 2 mana.
Raging Guardian buff tooltip now shows the correct values.
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
Alpha Update 21 - Brutus the Man'gar
Alpha Update 21 - GUI upgrades and more cards!
It’s been a while since we last updated the game, because we have had a bunch of challenges with our shaders. That being said, we have not been lolling in the grass (as Mark Twain would say) all the while. Rather we’ve made a bunch of changes and improvements to the game. For example the first “real” companion is in. Say hello to Brutus the Man’gar, a big slicin’ beast who’ll help you bring reckoning to the swarmers, the rats and the swarms of rats. A bunch of new cards as well. You should be able to build more diverse decks and play around with the playstyle that suits you the best. We hope you have a ton of fun, and as always feedback in the steam forums are much appreciated!
Features
More skins! Yes, you read it! Now you can change skins so the champion of your choice will reflect the innermost color of your soul.
New companion: Brutus the Man’gar. Try this big slicin’ beast out!
Massive card changes: Tons of new cards added, some old cards removed, bunch of polish/rebalancing etc. Lots of new playstyles and ability upgrades to try out.
Virtually all unlockable cards are now available by default (until a better progression system is added).
New boss passive. Spare Goons (not boss specific): Summon two random environment enemies at the start of the arena.
Improvements to Companion AI. They should behave better in general and the individual companions should have more distinct behavior.
Improved sorting! Should be much more convenient to use now.
Minor Features
Various card and upgrade descriptions made more clear.
More card mechanics are elaborated in the mouseover tooltips.
Parrots!
Balance & Changes
We have removed events from the game to take some more time to balance them in development. We found them to spoil the fun a bit too often, and we’d rather wait until they are a bit more polished to share them with you again.
Squire of Light's Speed of Light passive reworked. It now gives a short burst of movement speed whenever you are attacked.
Flamenado changed from 6 hits per second at 4 damage to 5 hits per second at 5 damage. Duration increased by 0.5 sec.
Charging Olaf's damage against enemies has been buffed. He's as high risk as ever, but should be higher reward when used well.
Treasure goblin gold drops reduced.
Greed Hurts boss passive now increases gold duration to 8 seconds rather than 10. Normal duration is 6 seconds.
Fiery Frenzy boss active reduced to 70 healing and 25 wrath cost. Tooltip clarified.
Bug fixes
Cosmic Cleaver no longer multiplies all damage by 175% but now correctly stacks additively with other global damage increases (e.g. 2 Cosmic Cleaves = +150% damage, not +206% damage).
Clone boss active no longer targets bosses (hopefully for real this time).
Fiery Frenzy no longer targets bosses.
Gift of Life legendary tier upgrade now correctly adds the described card to the deck.
Treasure goblin gold duration is now affected by Greed Hurts.
Text no longer disappears after 7 matches
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
Alpha Update 20 - Stooooooooormbringer!
“Stoooormbringer, I’m the bringer of lightning//
When I’m firing arrows the world will get frightening//
I’m Smiiitin’, like nothing your eyes’ seen//
Slicing, dicing, fighting like Ice King//
Cuz I'm the slinger, stormbringer, beloved rap singer//
I'll draw my string back, and hit you with my zinger!//
If you’re a rat with sword, or even a rat lord//
You won’t see me comin’, just hear the bow thrumming//
I throw lightnings chain-style, over a mile//
I shoot so fast the code can’t even compile//
Shootin’ through barrels, shootin’ through a trap//
I’m the illest of heroes cuz I can both shoot and rap//"
*Ziiiing*
Features
Stormbringer: New Hero!
Cards can now be sorted by cost and type in deckbuilding.
Minor Features
Mana Puffs
Blows up and reward the player with 2 mana crystals at the end of the arena when player steps on the portal and goes into card phase.
Change the card cost to 0 mana - this was already the case.
Arena Progression Starting icon.
A bunch of GUI updates.
Amount of maze-like levels reduced.
Effect when boss card passives take effect.
Companion targeting has been changed. They will now prioritize targets closer to the player and can change targets before their old one is dead.
Balance & Changes
Standard portal (for environment enemies) added to all levels. In the longer term, this allows us to make more exciting wrath skills for bosses, rather than giving them all summoning skills.
Standard portal initial spawning delay changed from 15 seconds to 20 for standard levels and 12 for boss levels.
Standard portal spawn rate reduced by 20%.
Changed boss special (purple) portal spawns: Default is changed from just cleavers to a combination of cleavers and chargers, which should bring more friendly fire AoE in crowded arenas. Mordar and Raff are the first bosses to no longer use default spawns, since they were rather area constrained.
Note: We're aware that the game is a lot harder since the boss, portal and event changes. This is a far harder level than we plan to start the final game out at, but we're not in a hurry to turn it significantly down, since we also want to let you (rather hardcore) guys find fun challenges before you're 8 matches into a campaign. Please let us know if it seems to unreasonable and particularly if anything feels hard in an unpleasant way (e.g. some of the events were rather unfair).
Bug fixes
A bit here and there, you know.
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
Alpha Update 19 - Ratbo invited you to his event “KillPriority”
You know those times, when you just get spammed with a million events on your facebook page, and don´t know which to attend? Our bosses have a much easier solution: You WILL attend, and you WILL perform. Otherwise… Well, go ahead and see for yourself. Nothing like a little bit of random, eh?
Features
Events
You will now encounter random events during your runs. Beat them or face the consequences.
Fire Imp Caster
Enemy portals: Watch out, cause they keep spawning enemies, and there ain´t a thing you can do about it.
Health bars! Now in your favourite colors so that you can see what´s friendly, and what you better kill fast.
A lot of beautiful card art.
Minor Features
Improved the mulligan UI!
Added a pre-match boss overview!
A ton of awesome damage feedback!
Even more awesome portals!
Balance & Changes
The bosses can no longer be cloned (because that was kinda unfair).
Angry barrels are no longer affected by enemies (because that was kinda unfair as well).
Greed hurts has extended duration.
Rocks can no longer spawn right next to the player to cause unavoidable damage.
A lot of update SFX.
Faustian deal damage no longer kills you.
Greatly increased boss health.
Greatly reduced initial spawns in the boss fights.
Added spawning portals that will begin spawning a steady influx of enemies over time.
There is a known bug that companions may currently get stuck trying to attack these portals.
Rebalanced certain talents (particularly mana-related) to be more in line with the new match length and mana curve.
Potion buffs (Rage and Blur) no longer stack with themselves.
Bug fixes
Recurring hero card fixed.
Bounce tank can no longer shoot out of bounds.
Multiple silence debuffs now stack correctly (skills are no longer unlocked when the first one expires).
Increased Blood Flow was healing by twice the health increase when a second was applied.
Fixed some upgrades that didn't support the new match length (8 arenas per match).
Greed Hurts now correctly increases the duration of gold coins.
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
Alpha Update 18 - A balancing act
Today’s patch brings a lot of fixes and balancing. There are two main reasons for this:
1: Our designers have been working hard to create a more dynamic match structure. During this process several ideas have been prototyped and scratched again. When we release a new feature, we want to feel confident that it adds something valuable to the game, and if it doesn’t we’d rather start over again.
2: For the last month the game has undergone massive changes. If you played it back then, you might not even remember how it was at this point anymore. All these changes have also meant that some of the older features of the game became more unbalanced. While balancing is not a big priority during early development, it is important for us to have a feel for the difficulty and level of fun in the game, which is why balancing was prioritized higher in this update. Hopefully it will also bring you a better gaming experience!
tl;dr: Prototype- Scratch - Prototype -Scratch - Prototype some more
Minor Features
Effect improvement
Light added to all enemies
Light in Dungeon world reworked
The God ability Noxious shrine has been implemented
Updated feedback in deck creation
Reworked treasure goblin so it starts close to you and immediately gets aggroed
Balance & Changes
Changes in pacing
8 arenas per match. Matches now start at a tougher difficulty and increase from there.
Balance overhaul: Some stats (e.g. attack speed) were overpriced on cards. Max health made more expensive.
A huge number of cards have been rebalanced. We have particularly tried making underused cards (e.g. mana consumables and situational cards) more attractive. We may have gone too far on a few of them - let us know on the forums if you spot anything that seems broken good.
Boss passives balancing
Faustian deal changed from 5% max health to 3% current health.
Trinket Hate increased from 5 to 15 wrath on consumable use.
Angry Barrels increased from 5 to 10 wrath per barrel destroyed.
Greed Hurts reworked: Coins last longer but cause 2 second silence.
Too Pristine For Upgrades reworked: Playing an upgrade card permanently increases the boss' starting wrath by 5.
Spell Shield reworked: Playing a spell card permanently increases the boss' starting wrath by 10.
Consumable Shield reworked: Playing a consumable card permanently increases the boss' starting wrath by 10.
Mana Tax removed
Bug fixes
Demon Lord rank 2 movement fixes
Firelord skinning fixed
Novarat mesh fix
Healthglobe pick-up fix
Damage Aura fixed
Recurring hero dead phase immunity
Spinning sacrifice no longer overwrites damage from hungry flames
Phasing issue with large enemies
Bouncetanks now continually deals friendly fire
You can no longer block damage from Faustian deal
Gold from treasure goblins are now collected at the end of an arena
Fixed an issue that caused music to play in the menu despite being muted
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