Coming in hot with a follow up patch to add in difficulty systems! Tell us if the easy mode is too hard, the hard mode too easy and if the normal mode is too... uncommon..?
Also, to celebrate the realease of Backpack Hero, we are adding in a temporary thematic item! A backpack of course!
This is NOT a hotfix regarding Druid and Huntress, keep the feedback coming so we can adjust them in a future patch. We want to hear how these heroes fare in a difficulty you are more comfortable with.
Core Systems
Difficulty
Difficulty systems are here! The base difficulty of the game got decreased (nanas have less damage, bosses have less health and damage and so on and so forth).
Fun
The fun mode comes with +1 gold for every combat zone so you can mess around with crazier stuff that wouldn't fly in harder modes and get those pesky achievements that require specific items.
Normal
The normal mode is the new baseline without extra gold, most players should feel comfortable here.
Wicked
Wicked mode is the tough stuff, nanas have the standard damage, shadow heroes are level 2, and bosses are harsher! Good luck :3
Items
As celebration for Backpack Hero's release, we are celebrating with a temporary adventure backpack at the start of each run! Go check them out!
Backpack Hero (the item)
+15 Health
+25% Healing
Patch 0.2.0 - Early Access
The King announces new Patch Notes!
Third patch brings in the green! The woodlanders rise to fight back the fell druid and restore the land! These new fellas are fierce, wild, and are a bonus on our Early Access goals!
Core Systems
Run economy
Since we've added new nodes to the late game, gold gain got a little out of hand in the late game, we are also tackling interaction node's effectiveness and epic node's blandness.
Reduced gold gain by 1-2 on late game nodes.
T3 and T4 discovery rate in the shop decreased on late game shops.
Now elite nodes also rewards an epic item (T3).
Reduced token and gold gain.
Heroes
Druid
Adaptable hero that can fill the role of tank, healer or fighter
Good at: Adapting to the party's needs Bad at: Area damage and range
Many Forms The druid changes forms depending on what position he is
[Front] - Turtle form Able to leave the party and takes lots of punishment
[Left/Right] - Wolf form Gains haste while fighting ferouciously
[Back] - Druid... form? While in his basic form, the druid can heal allies with regeneration magic
Huntress
Cunning fighter that sets up traps and slays prey
Good at: Controlling zones Bad at: Fighting before preparing the field
Kukri Slice
Melee strike, deals double damage to Hunted targets
Set Trap
After standing still, sets up a trap that roots, damages and Hunts the first enemy that steps on it
Archer
Rapid Fire
Cooldown 2 -> 2.5
Synergies
Woodlanders
Collect healing sacred lilies to restore the sanctuary
The sanctuary provides bursts of periodic healing
Deep
Damage 5 -> 10
Interactions
3 new global interactions!
The Rope Bridge Sculpture Festival Fishing Episode
Items
Incendiary Glove radius 2 -> 1.25
9 new interaction items
Achievements
12 new achievements relating to the new heroes, synergy, and interactions.
Achievements are now ordered by type and whether they are completed or not.
Bosses
Druid
Health 3000 -> 4000
Barkskin gain instances 5 -> 6
Summoned dog health 5 -> 15
Owl
Health 3000 -> 5000
Ranged damage 5 -> 6
Melee damage 6 -> 7
Frostchicks health 30 -> 40
Kraken
Health 4000 -> 5500
Eye cooldown 5 -> 4
Eye slow 20% -> 15%
*Massive explosive eye thing* main target damage 20 -> 30
Eyeling health 30 -> 40
Enemies
Spore Mage Nana
Slow 20% -> 10%
Smoll Things
Token and Synergy panels can be dragged down to acomodate the new synergy
Bugs
Ghost reroll
Gramatical errors
Patch 0.1.3 - Early Access
The King announces new Patch Notes!
Second patch is out! This time we are introducing highly requested features and tackling in the weak side of sustain in the party, we will keep an eye out for healer stacking strategies for the next chapters.
This patch is dedicated to the victims of the @everyone incident over at the Discord. May your notifications rest in peace.
Core Systems
Hero Selection
After beating the first boss you will be allowed to pick any hero to start with. After beating the second boss you will be allowed to customize your hero pool to keep only your favorites! Minimum of 12 heroes in the pool.
Adventure Map
Nodes to reach the boss increased by 2 after the chest. This change will allow us to better play with high level and equipped parties for longer, but it also means there will be a spike in powelevel before reaching the boss. We will monitor if bosses will need help in future patches so give us feedback on how the end game feels!
Heal Power
Heal Power no longer applies to both out-going and in-going heals, instead the highest source of Heal Power is applied. This means that if a Cleric with 50% tries to heal a Berserker with 100% Heal Power, the incoming heal is only increased by 100%.
Special Effect Item Scaling
Tooltips will now properly display the real attribute values of the special effect items. This is a visual adjustment, they already scaled off the hero's attributes.
The King now provides better scaling sustain for your party. Main healers are being watched for their dominance, but since this patch already touches into too many aspects of sustainability we will leave possible nerfs for the future.
Archer
Rapid Fire
Cooldown 3 -> 2
Barrage
Cooldown 30 -> 25
Now moves towards closest target after being invoked!
Captain
Even in death...
Nanas that stay alive are healed to full
Nana movement speed 1 -> 1.5
Cleric
Holy Whack
Damage 2 -> 4
This should make it less likely that mad men take 1 HOUR to kill the boss
Deep Cultist
Reach of the Old Mother
Now only strikes when tentacle is in range of the target
Tooltip now says the damage delay
Gaze of the Old Mother
Now correctly applies its damage
Imp
Hurl Flame
Cooldown 1 -> (1.5/1.083/0.666)
Damage (2/2.5/3) -> 1
Range medium -> short
[Devil plays Dev, Author Unknown]
Items
Items now sell for their half their value rounded up.
Basic Heal Power items got nerfed in half, but alternative sustain items got buffed.
Emerald Shard
Heal Power 50 -> 25%
Life Tender's Cross
Heal Power 100 -> 50%
Emerald Light Crest
Heal Power 150 -> 75%
Heart of Ent
Heal Power 250 -> 150%
Pocket Cleric
Cooldown 120 -> 60s
Livine Corselet
Heal 2 -> 4
Diopside Ring
Heal 1 -> 3
Heal tick interval 1 -> 2 seconds
Bosses / Zones
Druid
Recovery delay after Heavy Cleave increased
Owl
Zone Bitter Cold base Frost per second 5 -> 2
Owl Frost/second increase in second phase 10 -> 4
No longer forces 100 Frost in mid phase
First phase movement cooldown 7 -> 10
Kraken
*Massive explosive eye thing* now ramps up in velocity
*M.E.E.T.* now deals half damage to secondary targets
Corals now have a bluish background in their recharge bar for clarity
Smoll Things
Barkskin doesn't trigger if damage is equal to 1
Ruined Saber Tooltip:
NEW* A blade from a bygone age used to rally troops long forgotten
Frost Plate's Tooltip: No longer brings shame to my family
mSlow
Achievement Cleric Only Run: Text rewritten for more clarity
Block now says Blocked when blocking
CrushforceX said he did something but I forgo :skull:
Bugs
Frost Plate's aura now properly slows enemies' haste instead of increasing it
Random Blackscreen bug fixed for good this time
Transparent units no longer lose their fade when receiving Frostbite
Teaser!
Two strangers approach...
0.1.2 Hotfix!
Changes
Druid boss summon dog spell nerfed
Updated a soundtrack that had a change, it is fantastic! Thank you Tad :)
Captain's Ghost Nanas were dealing unintended extra damage
Special effect items that don't stack now say so!
Bugs Fixes
Interaction nodes giving double the gold amount
Special effect items tooltips in compendium
Some grammar fixes
Patch 0.1.2 - Early Access
The King announces new Patch Notes!
Welcome all to our first patch! We are so happy to finally open up our early access and the community response couldn't be greater! Thanks to your engagement in our communities we were able to find many bugs and balance issues (they werenโt that well hidden tbh), so keep the feedback coming!
Movement
Heroes can no longer collide with one another
All movement has roughly doubled
Slowing effects have been adjusted
We felt the pacing of the game could get a boost now that everyone is more or less used to our wacky controls, and the constant collisions while getting affected by a slow were getting old so we got rid of that. We are excited to hear feedback on this one!
Armor
No longer reduces damage by 1 per armor point
Now follows the formula: (Armor * 0.2) / (1 + |Armor| * 0.2)
Stacking armor was too effectively too quickly, with this new formula, larger hits will be more affected while smaller damage (vast majority) instances won't be trivialized.
Now will be cast in the middle of the fight instead of waiting for the end of the wave
Resurrection delay 0 -> 4 (scales with haste)
Captain
Even in death...
Now refill army between waves
Ghost nanas have been buffed
Deep Cultist
Reach of the Old Mother
Tentacle damage (3/4/5) -> (5/6/7)
Deep Strike
Damage (5/6/7) -> 2
Cooldown 3 -> 2
Status
Frost
Critical damage against Frostbitten units 3x -> 2x
Burn
Tick rate (delay between damage) 1s -> 3s
No longer deals first damage tick on application
[Saint Wicked of the Heavy Hand, Author Unknown]
Synergies
Rusher
Move Speed (25/100)% -> (15/30)%
Tough
Health (15/25) -> (10/20)
Hasty
Health (50/150)% -> (25/50)%
Strategist
Capture time 5 -> 3
Bosses
Druid
Now shows the cleanse text between phases to better indicate the removal of negative effects
Owl
Reduced damage and frequency of Frost Chicks in middle phase
Frost Chicks no longer cast Winter Curse
Frost Chick health reduced
Bonfires now show a countdown when they are about to turn on again
Kraken
Eyes now shoot in bursts for more damage and apply a slowing effect
Center eye shoots a *massive explosive eye thing*
All tentacles have greater damage and shorter hit delay
Eyeling health increased
O2 damage now ramps up
Enemies
All big nanas
Melee
Damage 6 -> 9
Bugs
Many spelling errors
Owl now should not teleport into a bonfire after flying away
Fixed loading save issue that could cause crashes
Demo Patch Notes 3
The King announces new Patch Notes!
This is going to be our last patch for the demo, we will see each other again in the launch folks!
Music
Our bard has finished crafting the third song! Listen to this mediavelic opening!
Challenges
Tips have been added to some challenges.
Remember, the challenges might not carry over to the launch!
Bug Fixes
Heavenly Fix (it was giving haste instead of damage)
Pets now corrently scale with party effects
Lots and lots of other things (I remember them all, I just don't want to tell ya...)
๐ [๐ง๐ท/๐บ๐ธ] An audience with your majesty!
Meme runs and fun! Feel fre to ask us anything!
An audience with your majesty!
Come and see us fail play through the game's achievements! Meme runs! Ask us anything!
Next Level Update!
The King announces new Patch Notes!
As we enter the Steam Next Event we are bringing in the big guns with new abilities to all level 3 heroes and many more funsies!
Community
We have set up a Discord server to receive feedback and hangout!
The menu has been updated!
Challenges that unlock new items
A compendium with all items
Links to our discord and wishlist page (wishlist us!)
Different Input options
Sound track update
We have made a partnership with Tad On to craft a most special soundtrack! We are still experimenting with what best fits the King's taste but we have a couple tracks for degustation!
Items
We have started a rework on our items system according to feedback, for this patch we are delivering a more focused and streamlined set of items, some position/synergy specific effects and unlockables. We plan on adding more effects as we move on with development.
Interactions
A new node appears! Now you will have to help the party out of trouble in different scenarios as they venture into the country. Your options are defined by the situation or based on what skills your party has. Gain rewards, avoid dangers, and/or find unique items to spice up your run!
Heroes
Oh boy, the heroes are becoming stronger than ever! Now at level 3 each hero unlocks a new power!
Archer
Level 3 - Barrage Calls upon other legendary archers of the Golden Harpy army to rain down arrows on your enemies Creates an area of constant damage on top of your farthest enemy
Bard
Magic Notes
Heal (3/4/5) -> (2/2.5/3)
Damage (3/4/5) -> (2/2.5/3)
Level 3 - Mosh Pitch Enemies that collect a note now change teams attacking the closest unit for 2 seconds! Can't affect the same target for 5 seconds
Berserker
Melee
Range 2 -> 1.5
Enrage
Cooldown 7 -> 10
No longer reduces damage taken by 50% while active
Level 3 - Bloodboil When damaged, deals 5 damage to all nearby enemies 5s cooldown
Captain
Level 3 - Even in death... Summon the ghostly troops of the Forgotten Army -3 Ghost Melee Nanas -2 Ghost Ranged Nanas
Cleric
Heal
Heal (3/4/5) -> (4/5/6)
Level 3 - Resurrect Brings up to one fallen allied hero back to the battle between waves
Level 3 - Holly Whack Whack fools that get too close stunning them
Hoplite
Spear
Damage (5/6/7) -> (4/5/6)
Level 3 - Martial Switch Melee attacks apply Stance Breaker Spear attacks deal extra damage equal to Stance Breaker stacks
Imp
Level 3 - Expurozion Enemies that die with Burn stacks explode dealing half the stacks as damage around them
Knight
Level 3 - Heavy Cleve Deals a greater cleave that damages all enemies and stuns them
Paladin
Level 3 - Divine Smite Deals massive damage on a large area Damage scales with damage and healing power
Ranger
Summon Wolf
Cooldown 5 -> 12
Summon Cap (2/2/3) -> (2/3/4)
Level 3 - Mark Target Arrows Mark targets Wolfs deal 5 extra damage to Marked targets
Level 3 - Barkskin Wolfs gain one stack of Barkskin when born
Rogue
Stab
Crit Multiplier (10/12.5/15)x -> 10x
Level 3 - Hidden Blade Killing an enemy while in Stealth refresh Stealth
Wizard
Fireball
Damage (4/5/6) -> (4/4.5/5)
Level 3 - Elemental Infusion Gain elemental attacks based on party position Fire attacks that burn or Ice attacks that slow
Other changes
HP bars now have markers to better gauge how hurt you are
Tooltips have been rewtritten an are dynamic now
New text fonts all around
Demo Patch Notes 2
The King announces new Patch Notes!
This patch focus on the unkillable healer builds problems, grindness of the boss fight and general quality of life.
The menu has been updated!
Game pauses in the menu
Quit to menu button
Return to game button
Basic game functions acquired.
Hero Changes
All Heroes
Heal efficiency - Out-going and in-going % calculation reworked, self healing will still stack twice, but less efficiently.
Paladin
Heal
Heal 4 in (2/1.5/1) cd -> Heal (3/4/5) in 4 cd.
Now can attack while heal is on cooldown.
Cleric
Heal
Heal 8 in (3/2.25/1.5) cd -> Heal (3/4/5) in 4 cd.
Now can attack while heal is on cooldown. (All cleric build buff confirmed boooois)
Healing made grindy game states too prevalent due to its effectiveness, we dropped the hammer on base healing capabilities of the Heavenly duo but smoothened out their transition from healer to beater.
Ranger
Summon Wolves - Wolves now can't benefit from party synergy. They got too tanky too fast!
Synergies
Tough - Gives (20/50) health -> (15/25) health. They were TOO THICC.
Heavy Cleave - Cooldown increased from 5 to 6 seconds.
Spore Chase
Cooldown increased from 12 to 15 seconds.
Will not wait for Heavy Cleave's cooldown to be cast.
Mushroom clouds now deal 1 damage per second alongside their slowing effect.
Barkskin - Complete rework!
Now will gain 15 stacks at the start of the fight and at 20% health intervals.
Charges now are permanent.
Charges gained at 50% HP during the great doggo invocation remains the same (99 charges for 7s).
We are smoothing out the boss moveset, the fight will be more interactive in the first half and comps will be less dependent on attack speed to create a vulnerability window
Other changes
End combat screen now shows how much each hero healed.
Credits in the main menu are clearer and provide links, go check out Kubbi's music!
The store now has additional action feedbacks.
Projectiles now have particle effects on hit.
"Use WASD and Mouse" added as a makeshift tutorial in the first node.
The Maw asks for heroes to feed from nodes 4 onwards if you have no tokens in your inventory. It is hungry!
The game's icon is now the King's face instead of Unity's logo. So precious!
We are listening to your feedback in the community hub, keep it comming heroes!