After our recent gameplay iteration, which saw lots of positive feedback, we think it’s important to get back on track for getting the game ready for release. So today, we’d like to share more information on our future plans with you, to keep everyone up to date on where the game is going. To do this, we’ve prepared a rough roadmap with all the important milestones to come, and some information on why we are working on each.
As a disclaimer: We see these as our most important goals, and plan on working on them in roughly the order listed below, however, as often is the case in game development, these things are still subject to change.
Now for the list, let’s jump right in!
1) Client Performance / Compatibility In terms of performance, we think there is still lots of room for improvement. Our goal is to allow the maximum number of people to enjoy the game, no matter the power of their system. This will not only allow players with low-end systems to play the game, but also make the game smoother for everyone.
2) Server Stability Servers are the backbone of any multiplayer game. We constantly need to keep working on these and improving their performance and stability. While this is not visible from the outside, it does take a lot of work and effort. So please be aware that things may occasionally seem slow, while we are actually hard at work behind the scenes. Another important point: All of our servers are currently located in Germany. This is very good for development purposes, but unfortunately leads to high pings for players in countries further away. So one of our big goals is to set up more servers spread out across the globe, so you can enjoy the game with good ping from anywhere.
3) Improvements to the User Interface The User Interface is an important aspect of the game, especially for any new players. After two months of feedback and playing the game with lots and lots of players, we have a good idea of what needs to be done to make the most out of the UI for everyone. This will include usability overhauls and probably one or two system redesigns (I’m looking at you, ascension popup!).
4) 2v2 2v2 is still our highest mid-term priority. All previous milestones are really just the necessary preparation for getting 2v2 up and running smoothly. Like a lot of you guys, we are super excited about getting it going as soon as possible, but we need to lay the required groundwork first. Once the technical foundation is laid with the previous points, we are going to start testing of 2v2 and want to get it out to players soon after.
5) Cards and Skins System Iteration We put a lot of thought into how cards and also how skins should work before going into Early Access. Nevertheless, we think there’s always room for improvement, especially in areas so central to the game. We will likely iterate on the cards and skins system at least one more time before going into full release.
6) Bugfixes and Balancing Fixing bugs and balancing the game is of course an ongoing process. While we work on these milestones for full release, we will always be fixing bugs and improving the game, as well as keeping an eye on the meta.
And finally...
7) Blue Legion This is it, the big one! Once the scene is set, and everything is prepared, we are going to put all our efforts into getting the Blue Legion ready for showtime. Release of the Blue Legion will most likely coincide with the game leaving Early Access and going full release. When that time comes, we are going to put all our energy into making the biggest splash possible and getting as many players as possible into the game. It’s going to be a blast!
We hope this list helped everyone get a clearer picture of where we are, and where the game is heading. We’re super happy to have such a great community, and we believe that you guys want the best for the game, same as we do. With this roadmap, we’re very confident the game is going to have the best chance of success, and we’re very happy to have you guys on board :)
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Lots of Balancing and Heating up the Action!
Hey everyone,
we skipped last week, so this week’s patch is extra big and extra juicy, with lots of gameplay improvements! The focus was to make games more dynamic and action-packed, and stop certain tactics that could make the game boring, both for the winning and the losing player. We also did some unit and spell re-balancing, with the same goals in mind, which should make games a lot more fun and enjoyable. We also added two new skins plus two more that will be available as rewards soon!
Part of the goal this week was to make fighting between towers less static. By reducing the tower reload speeds, players can now continue an attack on a tower over multiple waves instead of always being faced with a fully reloaded tower each time they approach. Another goal was to shorten drawn out games, so we’ve reduced the Nexus ammo across the board. Your Nexus can still hold off one pretty big push, but it won’t draw out the game forever.
The effects of Summoning Sickness have been greatly reduced. The duration is shorter and units no longer take double damage while being summoned. This allows a lot of interesting tactics, like summoning units directly on the battlefield, that weren’t really possible before. Summoned units are still vulnerable though, as they won’t be able to defend themselves during summoning.
Another goal for this patch was to stop certain semi-exploit strategies that relied on getting double spawns and/or saving up lots of Mana while simply not doing anything. To get this done, we’ve both reduced the Mana caps and increased the income rates. After these changes we saw much more action-packed games, while still not changing the general game feel too much. To address the double spawn strats, we’ve changed the mechanics of the spawners to now only immediately spawn a unit if the spawning field is active, and then not spawn another until the next spawning cycle.
Especially at lower levels, there could often be situations of big blobs of high damage/low health units forming, that were impossible to counter, which could be extremely frustrating. To balance this, we’ve given one low-tier spell of each Legion a moderate damage effect, which can be used to break up these “DPS blobs” and should allow players to get back into the game in these situations.
On top of that, we also did a bunch of unit balance changes, which are mainly based on community feedback. So thanks to all of you who contributed feedback and ideas! In that vein, a few of you might also have noticed a certain flying unit getting a new ability... Hats off to all you “Wisp Defenders” out there, you made it happen! :)
Whew, that was a lot of text! So without further ado, here’s the full changelist:
Balancing
Base Buildings
Reduced “Nexus” Ammo to 31 across all tiers
“Nexus” is now spell immune
“Lane Tower” reload speed reduced by 50%
“Lane Tower” and “Nexus”: Main target of projectile now only gets single target damage, not splash damage as well
White
Increased “Heavy Gunner” Lightgrenades Splash-radius from 2.5 to 3.0
Reduced “Archer” damage from 21 to 20
Increased “Archer” health from 23 to 25
Increased “Monk” health from 205 to 225
“Light Pulse” now also deals 15 damage
Increased “Light Pulse” cost from 80 to 130 Mana
Black
Reduced “Shatter Ice” damage from 1000 to 200
Increased “Soul Cauldron” health from 155 to 190
Increased “Vecra” health from 345 to 375
“Frost Shock” now freezes units as well as buildings and fires 12 shards at nearby targets
Increased “Frost Shock” cost from 80 to 130 Mana
Green
Increased “Rootling” health from 190 to 200
Increased “Rooted” effect damage from 1 to 2 each second
Increased “Entangling Roots” cost from 80 to 130 Mana
Reduced “Woodwalker” health from 170 to 115
Reduced “Rootdood” Mana cost for "Dood Root" from 2 to 1
Increased “Rootdood” range of "Dood Root" from 8 to 11
“Wisp” has a new ability: Depleting Bounce (Attacks bounce and hit up to 6 random targets; each hit reduces the damage of the next bounce by the damage dealt)
Blue
Reduced “Gatling Turret” health from 250 to 210
Miscellaneous
Reduced Summoning Sickness from 2.5 to 1 second. Units also don’t receive double damage anymore while being summoned
Mana gain increased to +2 instead of +1 with every income upgrade
Stage times Stone are now: Stage 2 starts at 3 min, Showdown starts at 6 min
Stage times Bronze/Silver are now: Stage 2 starts at 3 min, Stage 3 at 6 min, Showdown at 9 min
Stage times Gold+ are now: Stage 2 starts at 4 min, Stage 3 at 8 min, Showdown at 12 min
Spawn Tiles now glow when they are ready for instant spawning. If a Spawner is placed on a glowing tile, it spawns instantly. If the tile is not glowing, the unit doesn’t spawn until the next spawning cycle
Skins
Added Cultist (Monk Skin)
Added Predictor (Oracle Skin)
Added WIP Priest (Limited Reward)
Added Rainbow Skeleton Archers (Quest Reward)
While this round of balancing was very important for the current state of the game and also for future features (we always have 2v2 in mind), we can understand that many of you would like to know more about our near-term plans. We're planning on releasing more information on the game's roadmap soon, so the community knows how things are shaping up on our way to full release. Keep your eyes peeled on our social media and Discord to hear more about that soon!
You can keep up to date by following us on Twitter and Facebook:
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Leaderboard and Levelup Previews
Hey everyone,
we’ve got a mid-week update focused on some new meta-client features for you today. A lot of players have been asking for some sort of rating system, so while we have much bigger plans for the future, we tried to find a practical solution to get started with. The Leaderboard is just that, a nice and simple listing for you to keep track of your progress playing the game, and to compare yourself to your friends, the people ranked around you, or even the top rated players.
We also added a new level-up preview screen, which can be accessed by clicking the XP bar (with your name on it) at the top right of the meta-client screen. It should help players get a better feeling for when rewards are unlocked, and might also give players mid-term goals to aim for.
Besides those two, we’ve added the usual mix of QoL and UI improvements, as well as fixes to make the game better for everyone. Here’s the full changelist:
Miscellaneous
* Added Leaderboards
* Added Level-Up Preview Screen
* Better graphics options with new presets
* Autodetection of slower systems and auto-adjustment of settings
* Better error detection and messages during login
* Fixed login bug during time-shift
* Fixed bug in daily quests
* Improved meta-client UI
* Fixed Nexus ammo bar
That’s all for today. See you again in a few days! :)
You can keep up to date by following us on Twitter and Facebook:
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Weekend Balance Patch and Fixes
Hey everybody,
we’ve got a smaller update for you this weekend, while we’re busy working on getting 2v2 right and preparing some other sweet new features for you. This update includes a bunch of needed balance fixes, as well as some improvements to game loading times and some compatibility fixes.
About the balance changes: We wanted to give the Green Legion base units a bit more bang for your buck, so Rootlings are now a bit more tanky and Thistles now have a slightly higher attack range. Frenzy and Pulse of the Forest seemed to be a bit too strong in the current meta, so we dialed both of those back a bit. And we topped it all off with a buff to the Monk’s potion, which we think will make him a bit more viable again, while not falling back into the Monk/Priest heydays.
Here’s the full changelist:
Balancing
White
* Reworked “Monk” purifying potion. It now gives targets immunity to status effects
Green
* Increased “Thistle” attack range from 7 to 8
* Increased “Rootling” health from 170 to 190
* Decreased “Rootling” attack range from 6 to 5
* Decreased “Pulse of the Forest” charges from 10 to 6
Black
* Decreased “Frenzy” heal per attack from 60 to 50
Miscellaneous
* Improved Loading Times
* Fixed some crashes on certain systems
* New players now receive starter decks via tutorial quests
* Added “New Deck” -flags for starter decks
* Added “New” banner on the Deckselection screen when you have new cards
* Minor adjustments to the ingame home-screen
To give you an idea of what is to come: We’re mostly focused on getting 2v2 right at the moment, as that is what most players want and what we think will bring a lot more people into the game. Besides that, lots of people have been asking for some stats, like win/loss and perhaps a ranking system, so we’ve been working on getting that out pretty soon. We’re also working on some mid- and long-term reward systems, so players will always have something to aim for. We hope to get you all these things pretty soon, you can keep up to date by following us on Twitter and Facebook:
https://www.facebook.com/RiseOfLegions
https://twitter.com/Rise_Of_Legions
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - The Tower and Nexus Update!
Hey everyone,
what do you know, it’s Friday already and it’s time for our weekly Weekend patch! One of our main focuses during Early Access is to constantly improve the gameplay. We want matches to feel action-packed and balanced, and we want mechanics that allow players to improve their strategy and show their skills.
To do that we’ve focused on improving the Lane Tower and Nexus mechanics. Towers can now no longer reload while there are enemy troops nearby. This allows players to effectively lay siege to towers by having a long-term plan of attack and allows for a lot more interesting strategies. The Nexus has double ammo and is now much stronger at holding off an initial push, but it lost its reload ability and so cannot save you from a losing position forever.
Besides these main gameplay changes we’ve also added some visual indicators to Towers and Nexus and improved the readability of energy and ammo bars with some visual effects. Check out the full changelist here:
Balancing
Base Buildings
* “Nexus” does not reload ammo anymore
* “Nexus” ammo increased by 200% across the board
* “Nexus” stage 3 multi-shot ability removed
* “Lane Tower” does not reload ammo while under siege anymore
* “Lane Tower” and “Nexus” no longer interact with unit energy system
* "Lane Tower" recapture cooldown time reduced by 30%
Base Buildings (Stone)
* Stage 1 & 2 “Nexus” splash damage increased from 8 to 30
* Stage 1 & 2 “Nexus” single target damage increased from 60 to 110
* Stage 1 “Nexus” splash radius increased from 1.0 to 1.25
* Stage 2 “Nexus” splash radius increased from 1.25 to 1.5
* Stage 1 “Lane Tower” single target damage increased from 70 to 100
* Stage 2 “Lane Tower” single target damage increased from 80 to 100
* Stage 1 “Lane Tower” splash damage increased from 5 to 25
* Stage 2 “Lane Tower” splash damage increased from 5 to 25
* Stage 1 “Lane Tower” splash radius increased from 1.0 to 1.25
* Stage 2 “Lane Tower” splash radius increased from 1.25 to 1.5
* Stage 1 & 2 “Lane Tower” maximum ammo reduced from 9 to 6
Miscellaneous
* Changed the unit’s energy bar color to yellow
* Added visual feedback for gaining and losing energy in the energy bar
* Reduced likelihood of matching against bots in Stone and Bronze tiers
* Added an icon that indicates Lane Tower or Nexus is out of ammo
* Added an Icon that indicates that Towers don’t reload ammo while under siege
* Fixed a bug that prevented “Skeleton Archers” echoing shot
Also, because many players are wondering: We’re constantly working on other major features (like 2v2) behind the scenes and we are super excited about adding these as well. We don’t have a fixed date yet but we will definitely have more information on that next week!
We think this week’s gameplay changes will lead to much more exciting and fun games and we’re really curious to hear how you guys like it, so please give it a whirl and let us know what you think!
http://riseoflegions.com/discord
Rise of Legions - Mana, Essence and Better Tutorial
Hey guys,
we’ve got a really nice update ready for you for the weekend. While the main focus was to improve the experience for new players, there’s some stuff for existing players of the game as well. We’ve changed the ingame ressources to “Mana” and “Essence”, which we think makes a lot more sense than “Coins” and “Soul Coins”. We’ve also added some nice glow effects around cards that are ready to be played, which should improve the experience for everyone.
As we’ve said, the main focus of this update was to improve the experience for new players. The main reason for this decision was that we noticed lots of new players dropping out of the game very quickly, mostly because they didn’t understand all of the game’s mechanics, like unlocking and collecting cards, levelling them up, and creating your own decks. We tried to focus mainly on helping all new players get a nice introduction to these game elements, and hopefully this will help the player base grow and make the game better for all players!
As always, here’s the full changelist:
Balancing
Base Buildings (Stone)
* Stage 1 “Nexus” splash damage reduced from 10 to 8
* Stage 1 “Nexus” single target damage reduced from 110 to 60
* Stage 2 “Nexus” splash damage reduced from 10 to 8
* Stage 2 “Nexus” single target damage reduced from 110 to 60
* Stage 1 “Lane Tower” single target damage reduced from 100 to 70
* Stage 2 “Lane Tower” single target damage reduced from 100 to 80
General
* Increased starting Essence to 1600 in all matches, you can now play two Tier 1 / one Tier 2 spawner right at the start of a match
Miscellaneous
* Exchanged Coins / Soul Coins with Mana / Essence
* During matches, cards now glow when they are ready to be used
* Removed card shop. Cards can now be purchased in the Card Vendor (previously Legion Trees)
* Completely reworked Tutorial
* Added extended Tutorial that explains the “Deckbuilder” and “Card Vendor”
* Reworked tutorial questline
* Updated lots of tooltips
* Reworked loading screen tutorial images
* Recently received cards are now marked “New” and appear first in the Deckbuilder
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Post-Weekend Mini-Update
Hey guys,
the weekend is over and we’ve already got another update for you. This one takes care of a few imbalances we wanted to address quickly, and also adds a few more small fixes. Here’s the changelist:
Balancing
White Legion
* Reduced "Promise of Life" charge count from 10 to 5 and reduced invincibility duration from 4 to 2 seconds
Green Legion
* Increased "Brratu" health from 1300 to 1450
Black Legion
* Increased "Skeleton Archer" energy needed for "Echoing Shot" from 1 to 2
* Reduced "Tyrus" maximum energy from 50 to 20
* Reduced "Vecra" health from 375 to 345
Miscellaneous
* Fixed "Ascend 5 cards to Bronze" Tutorial Quest
* Fixed Weekly Quest refresh
* Improved Quest Button visibility
* Improved look and increased size of jump-to-base button
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Blue Legion Teaser and Weekly Quests
Hey everyone!
The weekend is almost here, so it's about time for another patch!
As always, we've been listening to community feedback and have found a couple of things that needed rebalancing. We also decided to make Base Buildings not regain all their energy on Stage changes, so it's now a lot more sensible to keep attacking even though the Stage is about to change. There are now also new weekly and daily quests, and we've added a cool looking background for the blue Legion tech tree, so you can get a feel for what is coming :)
Besides that there are a couple of bug fixes and smaller changes, as usual. Here's the full changelist for you to check out:
Balancing
Base Buildings
* Base Buildings don’t refresh energy anymore when entering the next Stage
White
* Increased "Priest" heal from 50 to 75
Green
* "Spore Field" of Spore doesn’t stack anymore
Miscellaneous
* Added a weekly quest
* Increased daily quests refresh from 1 to 3
* Added a Blue Legion teaser background
* Added a detection for low-end PC setups to prevent the game from crashing on launch
* Fixed a bug where cards could rarely be played before their correct stage by bots in stone and bronze queues
* Fixed a bug which caused a reconnection to fail. Players far away from our servers should have a more stable connection now.
* Added Turkish language support
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
We are doing an AMA (ask me anything) on Reddit right now!
Drop by and ask us anything you can come up with! We’ll be there for at least 3 hours and try to answer everything!
there’s a new patch incoming today. We’ve listened to your feedback and been testing ourselves over the last days, so this is what’s coming:
Balancing
Base Buildings (Stone) * Stage 1 “Nexus” splash radius reduced from 1.5 to 1
* Stage 1 “Nexus” splash damage reduced from 30 to 10
* Stage 1 “Nexus” single target damage increased from 100 to 110
* Stage 2 “Nexus” health reduced from 3300 to 2750
* Stage 2 “Nexus” splash radius reduced from 1.5 to 1.25
* Stage 2 “Nexus” splash damage reduced from 30 to 10
* Stage 2 “Nexus” single target damage increased from 100 to 110
* Stage 1 “Lane Tower” splash radius reduced from 1.5 to 1
* Stage 1 “Lane Tower” splash damage reduced from 25 to 5
* Stage 1 “Lane Tower” single target damage increased from 80 to 100
* Stage 2 “Lane Tower” health reduced from 1200 to 1000
* Stage 2 “Lane Tower” splash radius reduced from 1.5 to 1.25
* Stage 2 “Lane Tower” splash damage reduced from 25 to 5
* Stage 2 “Lane Tower” single target damage increased from 80 to 100
Base Buildings (Bronze) * Stage 1 “Nexus” splash radius reduced from 1.5 to 1.25
* Stage 1 “Nexus” splash damage reduced from 35 to 30
* Stage 2 “Nexus” health reduced from 4000 to 3600
* Stage 2 “Nexus” splash radius reduced from 2 to 1.5
* Stage 2 “Nexus” splash damage reduced from 35 to 30
* Stage 3 “Nexus” health reduced from 4100 to 3850
* Stage 3 “Nexus” splash radius reduced from 2.25 to 1.75
* Stage 3 “Nexus” splash damage reduced from 50 to 30
* Stage 1 “Lane Tower” health reduced from 1200 to 1000
* Stage 1 “Lane Tower” splash radius reduced from 1.5 to 1.25
* Stage 1 “Lane Tower” splash damage reduced from 30 to 25
* Stage 2 “Lane Tower” health reduced from 1400 to 1200
* Stage 2 “Lane Tower” splash radius reduced from 2.0 to 1.5
* Stage 2 “Lane Tower” splash damage reduced from 30 to 25
* Stage 3 “Lane Tower” health reduced from 1600 to 1400
* Stage 3 “Lane Tower” splash radius reduced from 1.5 to 1.25
* Stage 3 “Lane Tower” splash damage reduced from 30 to 25
Base Buildings (Silver+) * Unchanged
White * Reduced "Monk" health from 225 to 205 and replaced "Healing Potion" by "Purifying Potion", which now only removes status effects of targets
* Reduced "Priest" heal from 150 to 50
* Increased "Surge of Light" damage per counter from 40 to 60 and reduced heal from 220 to 180
* Reduced "Ballista" maximum healing flares from 10 to 4
* Reduced "Light Pulse" radius from 4 to 3
* Increased "Shields Up!" radius from 5 to 5.5
* Reduced all blind durations from 15 to 12 seconds
Green * Increased "Sapling Bush" energy cost from 5 to 6
* Fixed "Spore" heal to only heal 36 per tick
* Reduced "Woodwalker" damage from 150 to 110 per attack
* Increased "Mulch Digger" health from 365 to 430
Black * Increased "Void Bane" health from 215 to 240
* Increased "Skeleton Archer" range 7 to 8
* Increased "Vecra" health from 285 to 375
* Increased "Frost Shock" shard count if target is frozen from 10 to 12
* Increased "Freeze" radius from 3.0 to 4.0 and maximum target count from 10 to 12
Miscellaneous * Improved Matchmaking, to be more fair and match players of more similar skill (this might increase queue times in Stone and Bronze Tiers)
* Added Bots to Stone and Bronze Tier Quick Matches. These will let new players find matches faster, and allow experimentation with new strategies. We will be adding an option to deactivate bots in the queues in one of the next patches
* The difficulty of Versus A.I. Storm Duo has been increased
* In Versus A.I. the Granite Worldbreaker now waits 4 minutes longer before hurling stones at your Nexus
* Fixed a bug with confining the cursor in a multi-monitor environment
* Fixed a bug, which prevented you from placing any units, because of tabbing out
* Fixed a bug, which stopped the chosen deck from updating its league after an ascension
* Fixed a bug, which enabled Frost Shock to be cast at a capture point
* Added French language support
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!