Provisional health wasn't being removed when it was converted into health during regeneration
Rotation cooldown could exceed the maximum value leading to cooldowns longer than a 6 casting cost.
Visual bugs with the Demon cards
Visual bugs with the Demon drain life abilities
Fixed bug where cards were held during ultimate animations
Gameplay
Added alternate forge cards for each Hero. Each character now has one left card and two right cards resulting in two possible forged cards.
Added an additional difficulty setting
Restricted hero selection so you must have one DPS, Tank, and Support
Added 'game modifies' which can be unlocked in single player
The computer can now play with custom decks. The decks become 'more custom' as you unlock additional cards so that you are gradually exposed to new mechanics.
Changed the game speed for the two lowest difficulty settings
Changed 'Fade Cards' to not auto discard
Changed 'Charge Cards' so they don't reset to zero charge when hit. Instead they reset to 50% charge.
Discarding a card now resets the cooldown meter. This lets you rotate quickly, but at the cost of one card.
Modified discard and forge equipment abilities to trigger for all Heroes, not just the Hero in front.
Heroes cannot be killed when they have at least one Guard Point
Added/modified cards
Add Ultra/Add Charge - Paladin: Changed the effects to add ultra charge rather than mana
Divine Aura - Healer: Changed the card from Garric to Diam. Increased duration from 15 to 30 seconds
Renamed Searing Light to Cleansing Light
Chain Dart - Lai: Modified so it can be forged with Blitzstrike to form Speed Dart. Added poison damage.
Vision - Garric: See traps and wards
Searing Light - Garric: Nullifies opponent hero and adds shock tokens. Can be forged with Stormblade to make Ground Strike
Ground Strike - Garric: Nullifies opposing team and removes wards. Adds shock tokens.
Channel - Amyth: Transfer ultra to target character. Can be forged with Fireball to create Soul Orb
Soul Orb - Amyth: Deals damage and removes ultra charge
Offense - Lai: Convert Guard Points to Ultra charge
Reborn - Diam: Revive target hero.
Healing Rune - Skrill: Heals over time. Can be forged into Animate Dead.
Dark Weapon - Skrill: Nullify team and add drain life tokens to attacks. Can be forged with drain life to make consume. This has replaced Boneward as Skrills default forge card.
Boneward - Skrill: No longer a forge card.
Ribcage - Skrill: No longer a default card.
Animate Dead - Skrill: Drain all life from target hero. After 7 second the hero is resurrected as an undead skeleton. They cannot play cards but attack continuously (a status which has been given the term 'Beserk').
Mirror - Lynx : Doubles the tokens on the opposing team. Can be forged into 'Double Down'.
Double Down - Lynx: Behaves the same as 'Loaded Dice', except the effects are doubled.
Quantum Split (Renamed from 'Fortune') - Lynx: Updated the visual effect. Added a random delay before the card resolves.
Invisible - Otto: Card is now forgeable into Camouflage.
Camouflage - Otto: A shield ward which is invisible even after triggered. While the ward is triggered, the team is invisible.
Overcharge - Lynx: Card now charge the entire teams charge cards.
Quake - Khurn: Can now be forged with Earthshatter to make Shockwave
Shockwave - Khurn: Destroys wards. Stuns a back characters. Damages the back character and the front character.
Cleansing Frost - Stalagg: Can now be forged into Snowstorm
Snowstorm - Stalagg: Obscures the opponents vision and prevents them from targeting rear Heroes. While blinded they receive Ice Tokens when damaged.
Supercharge - Khurn: Increase the charge on Charge and Fade cards to 140% for target hero
Ice Aura - Stalagg: Guard points are now overcharged
AI
Moved AI logic to a separate thread to avoid the risk of impacting framerate. As a result the AI is about 10 times faster at making decisions. This makes it's 'reaction time' much faster.
Fixed logic for Lynx dice moves
Fixed logic for Lynx Ultra moves
Updated AI logic to take into account new card mechanics
Visuals
Added day/night cycle to the levels
Added rain effect to some of the levels
UI
Added new names for the equipment
Updated how equipment descriptions are displayed
Modified how the movement and cooldown meters are displayed
Added a button to create a new deck without populating the default cards
Changed the way equipment are sorted in the equipment list. They should now appear in the same order all the time. They are also now grouped together based on the type of effect.
Updated the play computer menu.
Misc
Converted card names to localization library
Converted equipment names and descriptions to localization library
Increased drop rate of cards and equipment
Major Feature Update
Over the past several months, we have been hard at work making Haste a deeper and more engaging experience. We've taken a step back to re-evaluate all of the original systems to maximize Haste's potential. We took a look at what works well, and took steps on bringing that out to the forefront. The flip side of course is we saw things that didn't work well and overhauled them. There are a lot of changes with this update so we will only be outlining the bigger and broader ones below.
Action Points We've always aimed to make Haste a thoughtful and strategic game. Haste was designed so that finding strategies and playing cards optimally would lead to better results. To help push this idea, we've implemented the Action Point system.
Heroes will now have 6 Action Points (AP) that are spent when playing cards or moving heroes. These Action Points regenerate automatically and can be found right above the player's hand. Cards now show their AP cost, with more powerful cards using up more AP. If the player needs to AP right away, discarding a card will add 3 AP immediately to the hero out front.
Equipment Slots Haste was intended to be a pick up and play game, but based on feedback our players wanted more options to customize their team. To help address this, we've added the new Equipment feature.
Players can now equip items onto their individual heroes that provide a passive benefit. These items are NOT designed to give a huge advantage, but are aimed at catering to certain playstyles. By adding these passive items, players can now build synergies within their team that they can play into.
New Cards A lot of thought went into the move sets for each character and players have been asking for more! To make Haste a deeper experience, we've added more moves for each hero.
Similar to equipment, players can now unlock new cards to be added to their decks. We've again put a lot of thought into crafting these new moves to encourage new strategies and playstyles. The new cards are not made to be strictly more powerful the original set, but are instead aimed at being interesting new options. New cards mean new mechanics for players to explore.
Guard Points Originally, Haste used a 'Provisional Health' system which was often overlooked. This system has been scrapped for the new mechanic of Guard Points (GP). This defense-based mechanic was added as a more simple and interesting alternative.
Each hero has a set amount of Guard Points. As long as a hero has GP, they take less damage from attacks. Heroes lose GP when they are hit, but will regenerate them automatically over time. When a hero loses all their GP it is signaled with a 'Guard Break' meaning that the hero will take more damage until they regenerate a GP again. With the removal of 'Provisional Health' system, the 'Light Attack' was no longer necessary and has been removed.
Ultimate Charge Ultra cards have been an exciting part of Haste from early on. Unfortunately getting these special cards had seemed random and uninspired. Instead of a passive 'Charge' bar, players can now actively work towards getting an ultra card put into their hand.
There is now a series of numbers queued up at the top of the screen, with a focus on the lead number. Players move through this queue by using cards that have an AP cost that matches the lead number. As soon as a player matches the last number, an ultra card is drawn into their hand corresponding to the hero currently out front. Once the ultra card is drawn, a new queue numbers shows up for players to draw their next ultra card.
Bullet Time For offline game modes, players can now hold the Spacebar down to slow down the game. This will let players take a breather and plan out their next move. This feature will slow things down for a long duration at lower difficulties, but scales down with the higher difficulty levels.
UI Updates To accommodate all of these changes, the UI has been updated. New additions such as the AP, GP, Bullet Time and Ultimate Charge have been incorporated. Card descriptions have also been revamped to be more specific.
On top of this, there is a new 'Build Deck' option that allows players to create a set of heroes with their preferred equipment and cards. These 'Decks' will be available for the player on the character select screen before a match.