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Genre: Strategy

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v1.1.1

Patch Notes for v1.1.1

Changes:
- Block and Block All Lv 2 block amount increased from 4 to 5
- Block and Block All Lv 3 block amount increased from 5 to 7
- Block lv3 now has return
- Protect and Protect All ap cost increased from 1 to 2
- Protect and Protect All Lv 1 block amount increased from 5 to 10
- Protect and Protect All Lv 2 block amount increased from 7 to 14
- Protect All Lv 3 block amount increased from 9 to 18
- Protect lv 3 now has return and amount increased from 9 to 14
- Reinforce all levels increased amount gained of block per [ap] by 1
- Stone Skin Lv 1,2,3 block increased from 6 to 8
- Stone Skin Lv 1 removed the ‘remove shock’ condition
- Stone Skin Lv 2 added the ‘remove shock’ condition
- Stone Skin Lv 3 added the ‘remove shock & remove burn’ condition
- Fortify and Fortify All lv 1,2,3 now removes Fragile
- Fortify and Fortify All Lv 2 block amount increased from 15 to 16
- Fortify and Fortify All Lv 3 block amount increased from 20 to 22
- Fortify Lv 3 removes poison
- Fortify All Lv 3 removes bleed
- Reinforce lv3 removes burn
- Thornmail lv3 no longer has forget
- Howl Lv 2 block amount increased from 4 to 5
- Howl Lv 3 block amount increased from 5 to 7
- Frenzy lv 1,2,3 fragile gained increased to 2
- Frenzy lv 3 now removes block and feeble

v1.1.0 Now Easier

Patch Notes for v1.1.0

Summary: The goal of this patch is to address the issues some users are having with difficulty being too high. A 20% damage nerf to all generic enemy attacks has been applied. Their attacks that target all units are not nerfed. On top of that, some specific enemy’s attacks have been replaced with weaker scaling attacks, and/or nerfed their stats resulting in even lower damage.
**Note: Sometimes enemy’s use player attack abilities, those abilities have not been nerfed.

For the other end of users that find the game too easy, this unfortunately makes it even easier. However, I am working on several ascension modes that unlocked once beating the game, making difficulty increasingly more difficult. Please be patient :blush:

Changes To Generic Enemy Attacks:
- Generic enemy attacks that target single units with a multiplier of 0.25*stat damage decreased to 0.2*stat damage
- Generic enemy attacks that target single units with a multiplier of 0.5*stat damage decreased to 0.4*stat damage
- Generic enemy attacks that target single units with a multiplier of 0.75*stat damage decreased to 0.6*stat damage
- Generic enemy attacks that target single units with a multiplier of 1*stat damage decreased to 0.8*stat damage
- Generic enemy attacks that target single units with a multiplier of 1.5*stat damage decreased to 1.2*stat damage
- Generic enemy attacks that target single units with a multiplier of 2*stat damage decreased to 1.4*stat damage


Enemy Changes: ***Note: these multipliers are reflecting the numbers used with the changes above
Zombie: Replaced a 1.2x multiplier attack with a 0.8x multiplier attack
Golem: Replaced a 1.2x multiplier attack with a 0.4x(2) multiplier attacks
Blood Golem: Replaced a 1.2x multiplier attack with a 0.8x multiplier attack
Spike: Replaced a rage with 2x blocks.
Replaced a 0.8x multiplier attack with a 0.6x multiplier attack
Undead Eagle: Removed 1 of the 0.2 multiplier attacks from it’s 3x 0.2x combo attack (hits twice instead of 3 times)
Goliath: Replaced a 1.2x multiplier attack with a 0.4x(2) multiplier attacks
Abomination: Replaced a 1.2x multiplier attack with a 0.8x multiplier attack
Red Drake: Replaced a 0.8x multiplier attack with a 0.6x multiplier attack

Other Changes:
Enchantments:
- Stun/Blind/Stun enchantments can no longer be applied on cards that hit all targets (You can still apply them to chain cards)
- Return enchantment can no longer be enchanted on dissipate cards.

Player Abilities:
- Trinity no longer triggers debuffs on attack. This was OP while at the same time ruining the chance to combo from those debuffs being required on another card. The number of stacks added each level is lowered by 1.

v1.0.16 Full Support For 21:9 and 32:9 aspect ratios

Patch Notes for v1.0.16

Changes:
- Fully supports 32:9 aspect ratio
- Fully supported 21:9 aspect ratio

Fixed:
- Fixed an issue introduced from a previous patch that stopped saving your screen mode and audio volume settings.

v1.0.15

Patch Notes for v1.0.15

Changes:
- As per request by the Korean Community, changed Korean font
- Fixed some typos in Korean

v1.0.14

Patch Notes for v1.0.14

Fixes:
- Updated French translations

v1.0.13

Patch Notes for v1.0.13

Fixes:
- Fixed some typos in French translation
- Fixed an issue that prevented ‘Redraw’ card from working as intended

v1.0.12

Patch Notes for v1.0.12

Fixes:
- Fixed some typos in French translation
- Fixed some typos in Spanish translation

v1.0.11

Fixes:
- Fixed some typos in Korean

v1.0.10

Patch Notes for v1.0.10

Fixes:
- Fixed Journal and Game Over screens scaling for 21:9 aspect ratios

Upcoming Features: Ascension Mode!

You guys asked for it! I'm currently designing ascension modes that unlock each time you beat the game from the previous ascension mode before it. This will increase difficulty, and add even more depth and replay value! Of course, I'll have to add even more bad ass achievements for bragging rights!

Just some ideas I'm working with:
- Cant enchant stun/charm/blind on cards that target all
- Enchantments can no longer pool [x,y,x] enchantments
- All your heals reduced by x%
- Elites and Bosses have added abilities
- Enemies no longer lose block between rounds
- Enemies have x% increased hp
- Enemies gain a free [x] buff every [x] round

I'll come up with a bunch of stuff, but I will avoid a flat 'Enemies deal [x]% more damage."

I have no ETA when this will be complete, but am working on it now.

I'm also working on the following translations:
- Hindi
- Russian

I'm in talks of getting German translation started, and I'm seeking someone for Japanese translation.

Even more stuff down the road:
- I want to add more abilities, specially to the Beast Master's deck.
- I'm looking at adding 12 new elites, with each their own unique mechanics making them memorable enemies. This of course is limited on the art assets I can get, and will be lower priority.

Cheers!