It's Halloween! Well, almost... But it's a time to celebrate! From today, until Sunday 4th Rise of Titans will be invaded by... ZOMBIES!
Be a Zombie Hunter and fight against zombies, or be one of them and become a Zombie Leader!
Daily spooky missions, An Artificial Inteligence full of undead creatures and funny little reference to Halloweenie movies and stories! Can you find them all?
We're also doing a giveaway on our social media! Win a legendary zombie card and 100 gold!
WIN A LEGENDARY ZOMBIE CARD ON THIS HALLOWEEN GIVEAWAY
To celebrate Halloween we're doing a giveaway on our social media!
This is your chance to win a LEGENDARY ZOMBIE CARD and 100 GOLD, just follow us on social media and share the post. Each social media counts!
We've been preparing other cool things for this spooky week... Soon more news!
Egyptian starter deck - introduction to Control strategy
Egyptian starter deck is centered in a control strategy. This deck is built to win during turn 8-10 or more. The longer the game is, the more effective this deck becomes and the chances of winning increases. To make it work, we’ll have to endure the first and middle turns, but if we overcome them, we will win.
The main goal of this deck is combining attacking the hero with cleaning the battlefield. Is important to focus on attacking enemy’s creatures and protecting your own hero until turn 6-7, and from then on, focus on the enemy’s hero.
Spending cards to attack directly to the enemy’s hero seems like a good idea at first, but our hero, Isis, has low life and low resources (most of her cards have high cost), it’s better to endure and wait for the enemy to have run out of cards to directly attack their hero. It will be much more efficient.
Cards
Furious Warhog. It works as a spark, to finish enemy’s creatures or do damage to the hero.
Chillstone. Elemental, works really well with the Egyptian deck and control strategy. Pierce ability allows it to clean efficiently the battlefield if you know how to place it. It is also a good unit to place at the city, since it has Fade and each turn it loses helth, but it would be regained in the city. Very important to have Elementalist with this race.
Spearbreaker. Another elemental. A tank 1/5 with provoke. Perfect to protect our hero. Goblin War Drum and Elementalist can expand its life and power.
Punish. For only 2 of mana, this spell does 2 damage in area and steals a card. The more cards in your hand, the better, since it brings much more possibilities to the battlefield. Its damage can be increased with Isis’ Orb, reaching 5 damage.
Elementalist. The pillar of an elemental deck. It avoids fading and gives +1/+1. Protecting it is important.
Goblin War Drum. Very mobile. It has low attack but with range. For only 3 of mana it can buff near creatures with +1 attack.
Demolish. During a play, players tend to position their heroes on mountains to protect them. This is the moment to use demolish, especially during late game. Isis’ ability increases damage points, this spell can be a good way to finish a weak hero or creature trying to protect themselves. It can be also used as a protection in your battlefield, to avoid that your enemy invokes Volcanic rebirth near your hero.
Horus’ Herald. Has really good stats for its mana cost. A 3/3/3 with flight.
Isis’ Orb. Essential for any spell deck. Has 3 charges, +1 attack power and +1 magic power.
Hungering Serpopard. Can clean creatures at a distance of 1-3 tiles.
Forest protector. Has good stats for its mana cost. Heals 2 life points to nearby allies. Super useful for midgame to restore health to your units and hero.
Volcanic rebirth. Creates a volcano that reduces defense and a magma elemental with pierce. Thanks to the Elementalist, the magma elemental can endure more turns and increase its attack to 8.
Sunfire. A must for every spell deck. 5 damage points for 4 mana in area.
Gust. Its power can be increased with Isis’ Orb, allowing it to clean most of the battlefield.
Behemoth Offspring. Perfect for protecting the hero.
Norse starter deck - agro strategy
The Norse deck with and agro strategy is perfect to introduce the player to the world of Rise of Titans and to strategy in general.
This kind of deck is focused on an early game mana curve. The ideal for an agro strategy is to finish your enemy before turn 6-7. Longer the game, the harder it will be to do a comeback or win.
The main goal for this strategy is to focus your attack and spells to the enemy heroe and finish them as fast as possible.
Our hero’s ability is +1 movement, which speed ups the combat and makes it easier for your units to reach the enemy’s hero.
This deck’s cards are versatile and useful in many different situations, a must for this type of fast-paced strategy.
Cards
Bloodboil. One of the most used cards and superversatile. Gives +3/+3 to a damaged allied creature.
Draug. Has a regeneration ability, regaining health at the end of the turn. Combined with Bloodboil becomes a powerful unit. A 5/6 with regenerative power with only two mana points. It only moves one tile at a time, but thanks to the nore hero ability, it has a +1 bonus movement. It can work really well as a surprise attack from a forest.
Furious Warhog. Charge, can attack when summoned. Perfect choice to clean the board, kill an enemy creature, substract life from the enemy’s hero or their artifact, or to use it against your own creatures to buff them. With the hero’s bonification it has 4 movement, and it’s able to reach close to the enemy city.
Rancorous Ghost. Has a few resistances but is ready to attack as you summon it. With its ability to fly, rivers and mountains don’t affect its movement.
Take the initiative. Different from Bloodboil, but with similar results. It’s for those strong units with low movement, it allows them to reach the enemy’s battlefield. +1/+1 is during all the game, while +2 movement is just for that turn.
Berserker. Perfect combination with Bloodboil. Everytime this unit is damaged, it gains +2 attack thanks to its Frenzy ability. It can become an 8/5 unit in turn 4.
Undercover Killer. Perfect card to clean or finish a unit. With ambush, you can place it in any forest on the battlefield. If can predict your enemy’s next movement and find a good position, it’s a perfect opportunity to turn tables.
Elf Ranger. The only card that has charge and range. Works really well with Bloodboil.
Goblin War Drum. Fan favorite (And ours too!) and the most used card. It’s really mobile, has low attack but with range. For only 2 of mana you can buff your adjacent units with +1 attack. Essential for your agro strategy.
Albino Tiger. This card is more focused on mid-range strategies, but it works really well on agro too. It can be used as the hero’s protector or, combined with Bloodboil or Take initiative (6 movement) to give the finishing blow and end the game.
Lesser Cosmic Entity. The most remarkable of this card it’s its abilities. Can be invoked in any forest and produces and implosion of rang 3, perfect to clean or kill a hidden enemy unit.
Volcanic Rebirth. The most used spell. It creates a Magma Elemental with pierce, really useful to clean. But probably what is most important about this card is that it transforms a mountain into a volcano. It can be used as defense: to avoid that enemy uses that mountain as a vantage point (destroying it, create a golem, etc). Another good use is as a counter for control strategies, making the two central mountains unavailable forces the enemy hero to move to one side, unprotecting one of their cities. It can also be used to damage your units to buff them with a spell.
Gust. Distance spell that affects 7 tiles. Really useful to clean (specially units with flight) or damage you enemy’s hero with low health.
Ullr’s longbow. A must for every Norse deck. Doble attack and range 2-3. The only downside is that you are exposed to melee attacks, but is a small inconvenient compared with all the advantages.
Behemoth Offspring. An end-game card with really good stats.
Raiding Squad. Perfect to surprise your enemy and make the finishing blow.
Patch notes 2.0
NEW FEATURES
Library utilities.
New tools on library such as mana curve at creating decks, sell all cards at once or library search (Search system works only in english until localization system implemented).
Duel.
Challenge your Steam friends.
Social Notification.
A new notification type added to make a request to our friends! (Currently is only used to Dueling request, but there will be more utilities in the future!)
Spectator mode.
Watch in live your friends playing.
FIXES
Networking. Fixed bug at server networking that was making server slow or hang with some users.
IMPROVEMENTS
Config file. New Json serialized config file.
Error notifications. More message verbose at errors.
UI. User interface code cleaned and optimized
MAINTENANCE MONDAY OCTOBER 1ST
ATENTION 📢 Next monday October 1st #RiseOfTitans is doing maintenance for the new patch update and server won't be available from 9 am to 10 am CEST. Thanks for your patience!
Timezones:
9 AM to 10 AM CEST
12 AM to 1 AM PDT
5 PM to 6 PM EEST
LIVESTREAM SEPTEMBER 25th - the basics and competing with you
Next Tuesday 25th at 18:00h CEST we'll go live again and play Rise Of Titans with you guys! 🎮 It's the perfect opportunity to introduce a friend to the game, since we will share tips and strategies to play from basics to expert!
Save the date! twitch.tv/giantfox_oficial
Timezones:
18:00h CEST
19:00h EEST
9:00h PDT
Devlog #2 Livestream on Thursday 20
Devlog is back!
Next Thusrday 20 we wil be live on Twitch, updating you guys on what we've been working on and what will be added in the next patch! (Spoiler alert: they are cool features).
As per usual, after the devlog, we will answer your questions and play matches with you guys! We'll also share some tips on strategy.
You can join our Oficial Discord (now verified!) to ask questions and add sugestions.
TIMEZONE:
18:00h - 20:00h CEST
19:00h - 21:00h EEST
9:00h - 11:00h PDT
See you there!
Ranked mode, how does it work?
With this new patch, we’ve introduced a new core feature: Ranked Seasons. Each month, an in-game tournament will begin. Each Player with start with the same value of Elo and it will change depending on your win/lose ratio. Elo is the points System we are using for the ranking.
Each player will be assigned a rank, that changess every 500 points. There are currently 5 different ranks: Apprentice, Master, Hero, Demigod and God.
At the end of each season, players will receive a reward depending on their position on the ranking. At the beginning of each season, score will be rebooted, and everyone will start from scratch.
For you, curious people, here’s a little bit of info about “Elo”. The Elo System was originated in the 60s to rank chess players, in points and in a rank class. Nowadays it is used in various sports and games and there are different variations.
How it works on Rise of Titans? Every player starts with 1000 points. Whenever you lose, you transfer 5% of your points to the winner. Or what’s the same: when you win, you gain 5% of your opponent’s points.
But hey! I’ve been winning my past plays and my score isn’t increasing! This is rigged! *angry face*
Don’t worry, this has an explanation. One of the variables of the scoring formula is the number of matches you’ve played. Your current score is multiplied by [number of matches] x 10%. That’s why, even though you start with theoretically with 1000 points, your Elo is 0:
[Points] x ([Matches played] x 10%) = Elo
Points = 1000
Matches played = 0
1000 x (0 x 10%) = 0 Elo
If you play 1 match, you multiply your score by 10%, so you have 100 points, and so on until you play 10 matches. Then, Elo shows 100% of your rank score:
1000 x (10 x 10%) = 1000 Elo
Why we do this? Because is a good system to showcase improvement and growth on players, and to have a more variety of ranks in the game instead of having a bunch of players with middle ranks. We want to reward your consistency on the game.
We hope this will help you understand a bit more how all the system works. It’s a simple system but it can be confusing to figure it out. If you have any questions about the ranking system, please feel free to ask any question and we will happily answer!
Patch notes #1 21/08/2018
RANKED GAMES & LEADERBOARDS
That's right, you heard it! We've added one of the main features of our road map. Your skills will be ranked using with "elo" points and showcased on the leaderboard. There will be seasons games too.
New Starting Quest
A new quest for completing the tutorial has been added.
Notification System
Always be aware of what’s going on on the game: Quest progress, server maintenance, store sales, etc. A new system that allows us to push notifications from server side.
New scene loading system
Loading is now centralized, solving issues with multiple loadings at the same time and unifying loading screens.
New server reconnection flow
Bad internet connection? Have micro cuts? Now the game will reconnect to the servers in case of problems, instead of having to quit the game and restart it.
New Input System
The input system from the game has been rewritten from scratch. Allowing us more flexibility in the future for support for controllers and new platforms.
Matchmaking and Queue times. Improved queue times, allowing users to wait less to start a match. If the system doesn’t find a match, it asks the player if they want to play against the AI or keep waiting.
AI. Improved and optimized AI. Now it¡’s able to kill and destroy you!
DataBase Stats. Improved the database structure and stat recollection. Useful for debugging and analyze problematic matches.
Server stability and security.
Object instantiation and performance. Improved the code performance in several places. There¡s still a long way to go, but we are establishing a system that allows us to do it easely in the future.
Pathfinding. Solved some errors with pathfinding System that could lead to unplayable situations.
Tutorial and Practice Matches. Solved an issue that could lead accidentaly to a practice match against AI that didn’t allow specific moves from the human Player.
Quests. Solved an issue that allowed users to complete quests without fulfilling the requirements.
Multiple match starts. Solved an issue that allowed users to start multiple matches, caused by bad input handling.