Alpha Update 17 - Talent trees! And something with a tuna...
Long story:
A heroic tuna champion was climbing a mountain filled with fiery skeleton archers, obviously any ordinary tuna would be in grave peril against such a challenge! But it was no problem for this specific tuna, not this day, as he had carefully planned its Talent Tree choices and made sure to plan for this challenge by acquiring the “Anti-Fiery-Archers-On-A-Mountain-Climbing-Helmet-of-Justice” upgrade.
Short story:
Now there’s randomly generated talent trees!
Reasoning:
The two main reasons for this change, is that we wanted to offer a more interesting progression during the campaign, something to look forward to achieve. Additionally since you spend gold on upgrades, we wanted players have an idea of what they could save up for instead of complete randomness.
Features
Randomly Generated Talent Trees:
Pick upgrades and reveal upcoming upgrade choices.
Choose to save your gold or spend it for immediate better survival odds.
Each campaign generates new talent tress.
Upgrades are now divided into tiers of power, so that tier 1 is fine but tier 4 upgrades can be extremely powerful (but also expensive).
Tons of new upgrades, go explore!
A Mana Puff! ... What?
Minor Features
Improved quite a few effects
When using an ability on cooldown, you now see the seconds before it’s ready above your head.
Balance & Changes
Enemies no longer get a higher aggro range when other enemies are killed (enemies will have less tendency to just swarm you at your starting location).
Slight increase in difficulty per match level.
All completion gold bonuses are now 10 gold, as we want to focus on collecting gold in the matches, and there’ll be an extra feature to this in the future.
Gold drop for enemies increased.
Mordar, increased move speed and stalk distance.
Volco health changed from 320 to 180.
Nerfed companion health increase from victories and arenas from 15% to 10%
Nerfed cleaver companion health from 150 to 100
Increased charger health from 100 to 120, he's the bulky one :)
Bug fixes
Light Beam fixes, better stage handling.
Sniper enemies should now handle their invisibility better.
Turncoats card should now stack.
Firetrail now scale with damage increase.
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 16 - It’s dangerous to go alone...
Guys, guys listen.. I have this idea.. listen guys.
Companions!
Yes, we’re trying out a concept where you bring a fictional friend to the arena.
Tell us how you like it :)
Features
Companions
Choose a companion at the start of the campaign
The companion fights with you through the arenas, resurrecting at the beginning of each one.
The companion grows in power as you progress in the campaign.
Health globes now drop from enemies you kill. Random chance, heals you based on your max health.
New Volco Cards included
The Rock (Upgrade)
Hammer time! (Basic attack Upgrade)
Do it now! (Volcanic Strike Upgrade)
Groundshatter (Volcanic Strike Upgrade)
Not a spindler (Flamenado Upgrade)
Thorn shield (Magma Shield Upgrade)
Magma Burst (Magma Shield Upgrade)
Out of my way! (Magma Shield Upgrade)
Lasting Shield (Magma Shield Upgrade)
Resistant Shield (Magma Shield Upgrade)
Minor Features
Implemented sounds for all the new SoL cards.
Graw has received a rework in both abilities and VFX.
Included 2 new enemies in the Underworld Dungeon: LifeDrainer enemy and Wheel of Doom level 2
Apep the Snake Lord now has a new God Ability; Summon Magical Snakes
Improved VFX for the chasing ghosts in the dungeon worlds
Implemented proper artwork for the treasure scavengers. Also made them wait for the player to aggro them before trying to escape.
Implemented an “Are you sure?” window for when you delete a campaign
Complete rework of The Dark Hunter enemy
Balance & Changes
The Squire of Light now charges up his beam to a climax, whereupon he fires a heavy hit that knocks down enemies. The beam then resets.
Grenadier Rat and Bazooka Rat now stumble when taking damage.
Flamenado can no longer be interrupted by casting other abilities.
Rebalanced a lot of enemy costs in Underworld Dungeon, making it easier
Chasingghosts now move further back when stumbling, making them less likely to die in firetraps and the like.
Updated Flamenado description
Firetrail card mana cost up from 2 to 3
Improved the way Mordar stalks the player
All coins and health globes are now pulled to the player when the arena ends
Bug fixes
Fixed a bug where the Taurus would always knock characters to the left of the direction he was charging.
Fixed an issue with the map generation sometimes locking up on a certain difficulty
Fixed an issue with some dialogue not being played
Fixed an issue with Chasing Ghosts trying to attack the player when on his team
Fixed a number of Sound FX bugs
Enjoy!
-BetaDwarf
Alpha Update 15 - Underworld
Hello everyone,
It’s been a while since we included some actual new content in the game, but this time we’re bringing you the final Dungeon environment; a Ghostly world with lots of scary enemies.
Note that a lot of it is prototypes, so a lot of artwork is missing, as well as some functionality.
Features
Underworld Dungeon included in the matches. A lot of the enemies are prototypes and will look weird.
10+ new Boss Global Abilities and passives included
Mordar, Ratbo and Flame Lord Raff has gained some new abilities that makes it harder to just move around them while making the fights more interesting.
New Cards included
Squire of Light
Raging Guardian (Guardian Light Upgrade)
Eternal energy (Guardian Light Upgrade)
Mass Effect (Guardian Light Upgrade)
Sunscorch (Speed of Light Upgrade)
Phasing light (Upgrade)
Vengeful Light (Upgrade)
Recurring Hero (Spell)
Neutral
Extreme Duplicator 9000 (Upgrade)
Turncoats (Upgrade)
Rage (Upgrade)
Light Step (Upgrade)
Vigilance (Upgrade)
Endurance (Upgrade)
Mirror Match (Consumable)
HoloBanisher (Consumable)
The Real Deal (Consumable)
Cleaning up (Consumable)
Syringe gun (Consumable)
Minor Features
Gold coins spawns more often now and are based on a given enemies difficulty.
Gold coins rotate faster and faster before they disappear.
Many passive Boss abilities have been changed (thanks for feedback!)
Match Selection now tells you which World you’ll be fighting in.
Balance & Changes
Boomers are now more rarely encountered, but they are harder and have a bigger explosion.
Boss health now scale based on difficulty.
Bug fixes
Fixed a bug where a tornado in the Sand Ratworld would pull enemies through walls.
Updated the mana gaining tooltips for the new mana curve.
Environment sounds now stop properly between arena’s.
Corrected gold collected at Defeat Screen.
Card unlocks are now saved.
Fixed an issue where the laser turret god ability’s effect would not disappear when the arena is completed.
Fixed an issue with the Scanner Spawner’s collider being too small.
All Campaign upgrades should now work properly.
Enjoy!
-BetaDwarf
Alpha Update 14 - Work in Progress..
Hi everyone,
Once again, as part of the major rework we’re doing, the main loop has changed quite a bit.
You’ll notice that rather than a constant grind of runs, you now start Campaigns with the aim of getting 10 wins before losing all your lives. During the campaign you upgrade your character permanently, but beware, if you die, you lost it all!
However, if you lose, you’ll gain account xp that will allow you to unlock more cards so you can build different decks for your future Campaigns.
Features
Campaign mode implemented
Implemented skill cooldown indicators over your head
Balance & Changes
Flamenado reworked to having phasing and more damage but having no damage immunity or knockback. Also starts its cooldown immediately when activated.
Magma shield no longer does damage, but can be upgraded with cards to do so.
Mana curve changed to a more standard system
In each arena you have a fixed number of mana available, e..g 1 in the first arena, 2 in the second etc.
No mana carries over
Tutorial disabled temporarily
Ratbo the Terminator reacts better to interrupts now, not being able to fire interrupted abilities immediately.
Implemented updated screenshake rules
You no longer change worlds during a run, rather, higher level worlds are reserved for later campaign runs
Enjoy!
-BetaDwarf
Alpha Update 13 - A few nice things
Hi there Betatesters,
Today we’ve got a small iteration on the previous patch, with niceness fixes and a few tweaks.
Features
Quit button implemented in the Tutorial menu
Concede button implemented in escape menu in-game
Summoned Units now have a different colour healthbar
Balance & Changes
Guardian Light duration down from 4 to 2, cooldown from 12 to 10
Updated VFX for the Small Fire Dragon on all levels
Introduced an addition batch of cards to deckbuilding
Implemented charge count visible on Consumable cards
Added some additional arenas to the rotation.
Bug fixes
Fixed an issue with champions not being able to play with their default deck if another champions deck was selected
Fixed an issue with bosses not using their abilities
Remember to give us your opinion in the forums, we’re looking forward to hearing your best builds :)
Enjoy!
-BetaDwarf
Alpha Update 12 - Changes, changes everywhere!
Hello everyone
Sorry for being silent the past few months, we had some hard decisions to make regarding the direction of the game.
We ultimately arrived at a really cool concept though, which is a new way to do our bosses and the focus of the game!
You’ll notice a lot of changes to everything, almost nothing has been left untouched, and this also means many cards and decks aren’t relevant anymore, so everyone is back to square one for now :)
This is our first version of a new way to do our game, but rest assured we will be improving upon it in short order so you can start building cool decks to defeat overpowered bosses!
Features
Massive Boss Rework
Bosses are now only in the final arena (like real bosses)
Bosses cast Global Abilities in arenas as you play.
Added Voice Acting to Ratbo, Mordar, The Firelord and the Laser Rat Boss
New boss: Ratbo version 2
Pit rework - The Star system
You gain a Star when you complete a Pit run
You lose a Star if you are defeated in the Pit
You now get a random number of arenas and worlds based on the number of Stars you have
The number and strength of enemies scales with your Stars. Can you make it past 10?
Added Summoned Units System
Summoned units have special graphics
They are destroyed when you kill all regular enemies
They do not trigger offensive player Mechanics such as Kill or other On Hit effects
Champions now start with all their abilities at the beginning of a run.
Rebalanced some Champion abilities
New Cards
SoL: Fusion Power, Behold Me!
Volco: Volcanic Reach, Volcanic Smash, Spin to Win, Forest Fire
General: NanoMed Injector
Balance & Changes
There’s so many changes we can’t even begin to describe them here, so we’ll let you find out all the good stuff for yourselves :)
We should mention however, that the Ravager and Stormbringer have been disabled as selectable champions for now. They need a bit of love before we include them again :)
We really hope you feel this update was worth the wait, we certainly think so!
Enjoy!
-BetaDwarf
Alpha Update 11 - You’re not just fighting the enemies...
:D
This update brings an attempt at creating more variation in each arena by having some random environmental mechanics affect you. In addition we’ve continued reworking our GUI, this time the deckbuilding which should be way more user friendly :)
Lastly, we also spent a lot of time rebalancing the third world because we felt it was way too easy compared to the second. A lot of enemies have had their numbers tweaked.
Features
Added Environment Effects:
Haunting: A powerful entity that buffs random characters in the arena with extra damage, but also slowing them. Appears in the dungeon worlds.
Sand Tornado: Pulls characters towards it while randomly moving around the arena. Appears in the sandy Rat world.
Rotating laser shrine: Periodically activates 4 lasers and rotates. Only damages players.
Tesla Shrine: Shoots nearby characters with lightning. Appear in the dunegon worlds.
’Secret’ Doors: Openings in walls that will allow a character to pass after a short delay. These appear everywhere.
Hidden Fire Traps: In the dungeon worlds you will find that the floor is not always what it looks like.
Remade the deckbuilding GUI to the new system.
Balance & Changes
Tweaked almost all numbers in Rat worlds 1, 2 and 3. Enemies should last longer in the arenas, but shouldn’t necessarily be harder. Except in world 3 ;)
Changed the turrets in the Ratworld to spawn enemies when they attack, instead of attacking with a bomb (graphics not supported yet)
Incinerate Cards damage down from 200 to 100.
Rush Timer reduced from 15 seconds to 10 seconds.
Rebalanced Speed of Light; Attack speed gain down from 50% to 30%, duration up from 2 to 3 seconds.
Removed Rock Barrage from Earth Elemental Boss Level 2’s rotation
Shock helmets chance to activate reduced from 50% to 30%
Misc
Update A10 - Welcome to the jungle
Hello again everyone,
Today we’ve got an update focused on helping the new users we bring in find their way through the jungle that is FORCED 2.
It brings a focus on the starting flow people get when they boot up the game and the options available in the beginning.
As always it brings lots of fixes and changes as well, not all of them written here :)
Features
Added a lot of one-time quests designed to introduce players to the game.
A new mode has been added: The Pit. It functions as the main single player mode, where you can do introductory quests, unlocks new enemies and environments and test out your decks.
Balance & Changes
Tweaked the basic Squire of Light deck to include an upgrade for his Guardian Light ability rather than Speed of Light
Desperate for Kills mana cost increased from 2 to 4
At the Ready speed increase reduced from 3 to 1.5
Introduced a prototype of our new card graphics to the Shop, these will soon be deployed to the entire game
Misc
Fixed an issue with the timer for the daily not displaying the correct time until daily reset.
Fixed an issue with the rankings page not showing rankings properly
Fixed an issue with the leaderboard after a daily run not displaying your time correctly
Fixed an issue with the leaderboard after a daily run not displaying your rank correctly
Fixed an issue with the Ratbo boss not being able to shoot over low walls with his gatling gun
Fixed an issue with the level 1 bazooka rat not being able to shoot over low walls
We hope you have a great time trying out the new quests, and remember to give your thoughts on the forums.
Enjoy!
-BetaDwarf
Alpha Update 9 - A New Set
We’ve been silent for some time, but it’s not because we haven’t been doing anything I assure you.
Today you will see why, as we bring you massive reworks and features, with a much more streamlined set of 80 cards with a focus on 4 interesting mechanics, a system for gathering gold used in collecting cards for your decks, a reworked main menu flow and, as usual, a new boss :)
Features
Reworked the available cards to the following system
There are now 80 cards in the game (new and old)
Each character has a basic deck comprised of cards from the Basic set of cards.
Every player only has access to the Basic set of cards until they unlock more
You unlock more by completing the mission (as before), or purchasing card packs from the shop with gold you earn through playing.
You automatically have 2 of each Basic card, and unlockable cards are also granted in pairs. However, you will need to collect 2 of each of the cards that you get from cards packs.
Implemented a quest system that will grant you random daily quests. Completing a quest gives you gold that you can use to buy card packs.
Many of the new cards have a number of Mechanics Descriptors:
Rush: Has an effect for the first 15 seconds of every arena
Reaction: Triggers an effect whenever an enemy attack hits you (even if you avoid the damage)
Shield: Negates the next source of damage you take
Kill: Triggers an effect whenever you kill an enemy
New boss: Ratbo
New boss: Frankenrat
The Laser Rat boss has received proper graphics and feedback.
The main menu has been reworked, allowing more information and less need for clicks to get to playing!
Balance & Changes
Almost every card in the game has been changed or tweaked in some way, check it out!
Matches have been temporarily disabled, until we’ve grown the community to a bigger size where you can actually find people to play with.
You now gain 3 mana when completing an arena in world 1, 4 in world 2 and 5 in world 3.
Misc
Made some small improvements to the servers stability while we work on a bigger solution
Fixed an issue with the main menu loading really slowly.
Fixed an issue with the Stormbringers Chain Lightning prioritizing brittle walls for jumps.
We hope you’ll enjoy these new features and tell us what you think on the forums.
Enjoy!
-BetaDwarf
Alpha Update 8 - .. and let me play among the stars
We’ve overhauled the first impression you get when you start Forced 2: The Rush. Instead of a menu, we now have a Galaxy Map. This is mostly placeholder, and we will continue to improve this menu screen in the coming months. You will also need to unlock some of the champions now.
Features
Galaxy Map main menu
Flying Mystery Crates dropping in Rat Worlds
New enemy: Wheel of Doom
New versions of Bazooka Rat and Nova Rat
Two new Boss prototypes
Desert Rat World
Balance & Changes
Dodged has been renamed to Blocked.
Reduced firing time of Missile Turrets in the Rat World
Reduced aggro range of Ghostly Turrets
Killing the last boss will kill all other enemies in that arena
Champions has to be unlocked now.
Re-worked the attack of the Stone Guardian enemy
Misc
Added screenshake
Improved skyboxes
Added blood effects with body parts https://www.youtube.com/watch?v=g-QF0CVZ3Rg