Update #9 brings new Missions and Stamina Mechanic
Here's the complete list of changes.
Update #9
2016-05-01
Gameplay Changes
Characters now have a stamina stat. Each mission costs some stamina. Stamina will be recovered every day. When a character is out of stamina, then he will have to rest in town to recover his strength. This basically means that you cannot run the same team every day but should develop more characters in parallel. Right now, the constitution mechanic is not sufficient to result in enough downtimes, esp. later on. The stamina cost per mission depends on the difficult level. This makes sure players who have chosen easy won't be affected by this mechanic as much.
First storyline mission can show up earlier. As a consequence, you can unlock the fourth party slot way sooner. This should make the early game a bit easier.
Loot mission on day 3 will increase early gold income.
Side quests added. Side quests only show up once per game and are purely optional. However, completing them provides considerable benefits, sometimes there's a downside if you skip them. In any case, they are not part of the main storyline.
Side quest added: the dwarven ambassador.
Side quest added: the black knight.
Black Knight human neutral character added.
Skeleton King undead character added. He's a badass.
Neutral dwarves added: some random events will now feature dwarves. You can even end up fighting them. In detail, a dwarven footman, knight, healer, battle wizard and king have been added.
Level-ups restore lost constitution on characters.
Character level boundaries are adjusted. All levels beyond 2 require a bit more XP to slow down the pace and give players a chance to earn more gold. Please note that this means that your existing characters may be downleveled (don't panic). Any skills they have learned will retain their level.
Many random events will give you a hint about the enemy team composition so you can decide whether you want to engage. Sometimes, when you get surprised, you don't get that info.
Some fights now offer the chance to avoid the fight. If you chose that option, then the game will do an escape roll taking you average speed and the average speed of the enemy into account. If you succeed, then you escaped and can continue on your way. If you fail, then you must fight.
Add new consumables: scroll of experience (grants 100xp) and scroll of recovery (restores 5 constitution and 5 stamina). Both are non-purchasable but can be found during missions or looted after combat. The former can be used to bring heroes that are dragging behind in terms of levels up to speed, the latter can avoid critical downtimes.
When purchasing another recruit slot in the tavern, a new character is added immediately.
Buildings can now be selected in town by clicking on the respective models.
Players can now earn Statues. Statues are errected in town and provide special (economic) benefits (e.g. discounts in armory or training hall, improved sanctuary, etc.). They cannot be purchased but are a special reward.
Save games can now have a custom description.
New building in town: the Steward's Office. Here, idle heroes can sign up for domestic duties so they don't get bored.
Bug Fixes
Fixed a bug that prevented story progression missions from showing up.
Fixed a bug that prevented a character from executing a queued in movement when no longer active.
AI casters will now use offensive spells without having LoS.
Fixed a bug where you could not load a save game during a combat where a member died that previously cast an enchantment on anonther team member.
Fixed a bug that cause the combat to freeze when opening character panels during the AI's turn.
Fixed choppy camera movement when following moving characters around.
Various other bug fixes.
Balance Changes
Some warrior armor pieces are now available later in the game. Since we have higher gold income early, we don't want insanely armored tanks.
Dwarven Priest's "Berronar's Touch" now heals for 75+50 per enchantment (up from 50+50). This makes it less dependent on enchantments.
Dwarven Priest's "Bloom" now removes conditions when applying the enchantment not when it wears off. This makes the priest much more effective at dealing with conditions.
Dwarven Priest's "Conviction" has a base regeneration that applies regardless of any conditions on the target.
Games on Easy difficulty start with an extra 100 gold.
Warrior gets AoE taunt skill to replace his passive taunt. Taunt will last 2 turns regardless of level.
Guard starting armor increased to 40 (up from 35) and he gets a taunt passive ability. This makes him a better backup tank.
Goblin Slinger gets a new skill: "Aim for the Head" causing dazed condition. This makes this little guy who otherwise is mostly harmless at least a bit more annoying.
Assassin dual strikes slightly buffed (back to old level).
Players now start out with 400 gold (up from 250). This is due to the fact that they now are supposed to develop more characters and could be suffering from early gold issues otherwise.
Wyverns are immune to taunt.
Tweaked gold and food rewards you get from encounters.
Dwarven Champion's "Bull's Charge" now avoids attacks of opportunity making it a lot more viable (can zip from one target to the next). Cooldown increased to 4 (up from 3).
Oger now has an enrage passive: if hit by a ranged attack, a shout is triggered that increases the movement speed. This makes it harder to kite the Oger.
Update #8 brings Dragon and new Taunt Mechanic
Update #8 was just moved over from beta. Among other changes, it brings a new taunt mechanic that allows tanks to taunt characters taking the heat off the softer targets. Last but not least, it also adds the final battle against the ancient dragon for those of you who have progressed that far. This is a difficult battle, both, for the player and for the designer, so any feedback is highly appreciated.
The next update will focus on bug fixes, balance changes (esp for the early game gold income) and will bring neutral dwarves and a new mission.
Here's the change log for this one.
Update #8
2016-04-11
Gameplay Changes
Final battle against the ancient dragon added. This is still draft and subject to change. Any feedback on this is highly appreciated.
Level cap removed. Heroes will gain a small boost to base damage and health for each additional level.
Dwarven champion gets a passive that grants double morale from kills.
New Taunt condition added. Warrior attacks cause taunts. Taunted characters will prioritize the taunter over other characters. Taunting only works if the taunter is in melee range as the taunted character will not go out of its way to reach the taunter. Taunt is a one-sided mechanic working on AI characters only, the AI currently cannot taunt player characters.
New skill for dwarven champion "Over Here!" taunts nearby foes.
If panic reaches 100%, it's game over.
Bug Fixes
Fixed a bug that allowed another waypoint after you moved maximum distance.
Fixed a bug that prevented characters from turning to new threat after movement.
Balance Changes
Story missions will not generate more foes than party members. This allows unlocking additional party slots without being outnumbered.
Reworked healer protection spells: "Shielding Hands" and "Shield of Absorption" now provide considerably more protection but have a minimum damage that will be applied.
Kill the Ancient Dragon to Win the Game
Taunt Enemies to Tank Damage
Update #7 brings Dwarven Champion
Update #7 goes live and brings a couple of new things to the table. A new hero, the dwarven champion, has been added. There's also a new condition "dazed" which doubles the number of actions needed to use skills.
Some people found it difficult to figure out why some skills on their bar cannot be used at a given time. The skill mouseover now explains the exact reason (cooldown, lack of energy, wrong weapon equipped, ...).
There's also some crucial balance changes for the early game.
I've also been looking into the final fight against the dragon but it is a bigger task and didn't fit into this update.
Update #7
Gameplay Changes
Added new condition "Dazed". While dazed, characters need double action points to use skills.
Daily recruits in Tavern won't have multiple instances of the same class.
Level 2 missions will not appear before day 3.
Special events that won't appear before a particular level will appear one level later on easy difficulty. That will make sure you don't run into anything too difficult early on. Normal difficulty is not affected.
Skill mouseovers now state precisely why they are currently unavailable. When hints are switched on, then they give a more verbose explanation on why a skill is currently disabled.
Increased font size on help bubbles.
Introduced lightning and magic resistance. 20 resistance reduces corresponding damage by 20%. Lightning resistance works against lightning damage, magic resistance works against magic damage (e.g. damage you take from hexes or spells).
Bug Fixes
Fixed "For Great Justice!" which did not give any additional adrenaline.
Balance Changes
Ninja kamas do 15% penetration (down from 20%).
Final Thrust does +100 damage (up from 75).
Goblin Warrior block chance reduced to 15% (down from 20%).
Elven Assassin's lead and off-hand attacks get a small buff. Dual attacks are slightly nerfed.
Lowered cost of some of the Warrior's equipment.
Ninja parry/evasion chances increased (15/15, up from 5/10).
Level boundaries for level 2 increased to 600 (up from 400). This means you will stay in the early game for a bit longer and difficulty will not ramp up too early.
Special events featuring huge monsters on level 2 and below will have one less sidekick.
Golem's "Scrunch" skill pushed to level 3 (from level 2). Increased damage to 17 (up from 15).
Update #6 Goes Live
Update #6
The newest update brings some of the improvements you people requested like the combat log and more options. Many other changes are included, we've been trying to improve balance on the monsters. Caster melee defenses have been nerfed whereas the Beholder has been buffed so it can better support its team. The Ninja got some new skills while tweaking her existing ones.
We're hoping balance is getting close to where we want it to be.
General Changes
Ninja shows range of her shurikens/blow darts when selecting a target cell so you can find out if you can hit an opponent from there.
Added combat log. The log is split into turns, one turn for each player's actions.
Can now disable bars above character models in options.
Narrator has its own volume in options.
For skills with an AoE, highlight affected characters. This required some changes in cell coloring. Also, you must now confirm several AoE skills like shouts.
Dwarven Priest's "Berronar's Touch" now also removes a condition.
Dwarven Priest's "Cleansing Storm" renamed to "Inspiration" and now also causes energy gain for attack skills. Gain is now +2 (regardless of level) and up to 7 turns (down from 9).
Events with a single large monster only will get company on higher levels. This is because single targets can be shut down quite effectively with CC skills.
Warrior now has a new passive "Toughness" that reduces constitution damage to 50%. Since he'll spend most of the time tanking, he inevitably will take damage and this helps keeping constitution in check.
Balance Changes
Burning is limited to 100 damage per turn (before fire resistance). Burning was absurdly powerful in the late game. Now it is still strong but doesn't own high health monsters as hard as it used to.
AI hex removal spells have their cooldown reduced to 3 (down from 4).
Beholder has a new spell: "Transfer Condition" that transfers a condition from an ally to a nearby foe.
Mummy evasion chance reduced to 20 (down from 33).
Goblin Shaman's evasion chance reduced to 15 (down from 20).
Beholder gets an innate "Distortion" passive: attackers have a 20% chance to miss.
Manticore claw base damage increased 35-40 (up from 25-35). This buffs its basic attack, lead attack, off-hand skill w/o affecting its sting finisher.
Demon is restricted to boss mission.
Ninja kama skills "Scissors Bow" and "Windmill Bow" cooldown increased to 2 (up from 1). They were too spammable.
Ninja's "Armory of Sanctity" passive moved to Healer. Healer's equipment grants less armor.
Ninja's "Focus" passive now scales with character level.
Ninja gets new skills: "Triple Hit" (adv. kama skill) and "Onslaught" (elite katana skill).
"Lightning Strike" starts with a cooldown so you cannot use it on turn 1.
Bug Fixes
Casters now show fireball cursor when selecting the standard ranged attack.
Dragonoid skill names were not set.
Fixed a bug that prevented casters in melee from casting some spells.
Goblin shaman now uses "Blood of the Ancestors" to heal himself.
Note: if you have saved during combat and then upgrade, then passives will not be fully updated for the current battle. That means the Healer won't have "Armor of Sanctity" and the Warrior won't have "Toughness" for the current battle. The next time you enter battle, the changes will be there.
First Month on Early Access (Recap)
Time goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements. I'm quite happy with the progress, even though there's still a long list of todos and for every item resolved, a new one pops up.
We have introduced new mechanics you guys suggested with the new zone of control and made the game more accessible to new players. A new hero, the Dwarven Priest, was added and probably will see a few minor changes. Balance-wise, I was hoping that after the first month, we'd be good and the game is definitely heading in the right direction, but I feel that a few balance tweaks will still be necessary over the next weeks.
We will also have to talk about the end game at some point, particularly the dragon. Boss fights are always difficult to get right, and it will be important to walk the narrow line between a push-over and a frustrating experience. Also, the fight against the dragon must not reward a particular playstyle too much over another, or make the fight a breeze if you run skill X on character Y.
Last but not least, big thanks to you guys in the community that have helped tremendously in shaping the game in the last month. Your feedback is much appreciated and helps a lot making this game as great as we all want it to be.
Thanks for your dedication!
Mark, Bitmen Studios.
Update #5 goes Live
The most recent update brings a couple of balance changes, a better caster AI and other gameplay changes.
Here's the full change log:
Update #5
Gameplay Changes
Knocked-down characters are automatically flanked.
Dwarf Priest/Goblin Shaman no longer play draw/sheath weapon animations when casting spells.
Harpy's "Assault" description updated to make it clear that cripple will disable it.
New missions are generated after tax collection so missions appearing on payday don't impact your taxes.
Destroying the trebushet wins the siege mission right there.
Explain zone of control and waypoints via in-game hints and the movement confirmation panel.
Middle mouse button can be used for tilting camera (like page up/down).
"Load Game" added to in-game menu.
Constitution no longer affects a hero's energy pool, just health.
Improved caster AI when it comes to dealing with hexes.
Poison now causes all skills to cost +2 energy. Poison didn't have much impact on the battlefield.
Weakness damage reduction now depends on character size: 33% for small, 50% for large, 66% for huge.
Balance Changes
Trebushet has a fire resistance of 25 (it's big and takes a bit to burn down).
Witch's "Clumsiness" doesn't grant energy to the caster.
Targets affected by the Witch's "Clumsiness"/"Ineptitude" still gain adrenaline from hitting themselves.
Witch's "Ineptitude" cooldown increased to 5 (up from 3). Ineptitude could be used to permanently shut down an enemy on level 5.
Witch's "Soothing Images" duration decreased to 5 (down from 7).
Hunter's "Deranging Shot" adrenaline damage reduced to 4 (down from 7). Damage per adrenaline increased to 20 (up from 10). Cooldown increased to 4 (up from 3).
Hunter's "Burning Arrow" duration decreased to 3 (down from 5).
]*] Goblin Shaman's "Drain Hex", Beholder's "Hex Eater" and Mummy's "Shatter Hex" cooldown reduced to 4 (down from 5). This means that they can remove hexes sooner.
The Hunter's "Throw Dirt" range increased from 3 to 3.2.
Bug Fixes
Fixed a bug that caused Dwarven Priest's "Lightning Strike" to hit the target twice.
Fixed a bug that prevented characters to disengage from a trebushet.
Trebuchets no longer have a zone of control.
Fixed a bug with reloading in-combat characters.
Latest Update Brings Several Bug Fixes and Improvements
This update focused on bug fixes, balance changes, and usability improvements you guys suggested.
Changes <*> Standard melee and ranged attacks now show up as icons on the skill bar. Some people didn't realize that characters can do standard attacks ontop of skills. In particular, ranged attacks of casters were not obvious.
<*> "Abort Mission/Return to Town" button while showing the mission map is now a button in the top-right corner of the UI so it is easier to find.
<*> Camera can be tilted with page up/down.
<*> Dwarf Priest's "Shock" now has range 6 (up from melee range).
<*> Damage stats show damage vs armor level 0. Actual damage will always be lower depending on the target's armor.
<*> Bigger cursors.
<*> New "boot" cursor indicates that the targeted cell will result in movement.
<*> Magic users show a fireball for ranged attacks (instead of an arrow).
<*> Dwarf Priest's "Lightning Strike" now does AoE damage (3 radius) but no longer inflicts Cracked Armor.
Bug Fixes <*> Fixed a bug that made the Goblin Bandit lose its zero-in focus when saving/loading during combat.
<*> Fixed the Dwarf Priest's "Bloom" skill.
<*> Fixed pathfinding problem that prevented large AI characters from reaching their target.
<*> Fixed Dwarf Priest's "Divine Intervention": it now heals properly.
<*> Fixed Dwarf Priest's "Shared Pain": it now distributes health properly.
<*> Fixed damage on "Lightning Strike" and "Chain Lightning".
<*> Fixed bug with Mummy needlessly walking around.
<*> Fixed a bug with AI characters acting before having finished walking.
Balance Changes <*> Kobold's Crushing Blow does not do additional damage.
<*> Goblin Warrior's "Triple Hit" skill moved to tier 3.
<*> Vampire's "Triple Hit" skill moved to tier 3.
<*> Ent's "Renew" no longer removes conditions.
<*> Ninja cannot block due to lack of shield (she can still parry fine).
<*> Fully equipped Ninja has less armor (75, down from 80). Minor tweaks to a few other stats.
<*> Witch's "Ineptitude" energy cost increased (10, up from 7).
New Hero in Town
Update #3 brings a new hero: the Dwarven Priest. With his divine powers, he can either patch up his allies or use his devastating lightning spells on his foes.
Here's the list of all other changes the new update contains:
<*> Skills now state clearly in their descriptions when they cannot be blocked, parried, evaded or dodged.
<*> Fixed a minor bug with zoning larger creatures.
<*> Info texts above character models showing damage, conditions, spells, etc. modified to improve performance.
<*> Font sizes increased for random events and other areas.
<*> New Warriors will now roll at least one energy and one adrenaline-based skill.
<*> Assassin's Vampiric Strike skill replaced by "Blades of Steel" which does more damage the more skills you have on cooldown.
<*> Updated hero portraits.
Balance <*> Protective Spirit limits damage to 20% of maximum hp (down from 25)
<*> Hunter's "Apply Poison" does not take an action.
<*> Beholder's "Enfeeble" reduced in duration and increased cool down.
<*> Mummy's "Blind" reduced in duration and moved to tier 5.
<*> Cleansing Potion does 15 damage per effect removed, down from 20.
<*> Skeleton's "Spontaneous Dash" ability chance lowered (25%, down from 50%).
Bug Fixes <*> Can now modify hero names outside of tavern/mission board.
<*> Fixed a bug that caused the game to hang during combat.
<*> Potions on skill bar now open correctly when clicked for the first time.
New Update Brings Zone of Control and Many Other Improvements
It's time for another major update. This patch contains a number of balance changes based on player feedback, new features (many of them proposed in the community forums) and a series of bug fixes.
Most noteworthy is the new zone of control feature. Hostile creatures entering a unit's zone of control will be forced into melee. This helps to protect the backline with your frontline, but it works both ways.
For a full list of changes, see the change log below.
Big thanks to the community for the constructive feedback and your dedication!
Cheers,
Bitmen Studios.
Balance Changes <*> Arena random event moved to level 2.
<*> Kobold's "Crushing Blow" skill moved to tier 2. Adrenaline cost for Double Blow lowered (3, down from 4). Adrenaline cost for Rage Blow increased (4, up from 3).
<*> Griffon's "Peck" skill moved to tier 3.
<*> Werewolf's "Triple Hit" skill moved to tier 3.
<*> Ghoul's "Dash!" shout moved to tier 2.
<*> Hobgoblin's equipment grants lower health boni (15, down from 75).
<*> Hobgoblin's "Pain means nothing!" shout grants 150 health for up to 7 turns (down from 300/10).
<*> Troll has a new level 3 skill "Crush" that causes knockdown. "Rage!" adrenaline requirement removed.
<*> Goblin assassin has more starting energy (15, up from 10).
New Features <*> Mouse pointers on combat map indicate possible actions. This helps explaining what will happen when you click at the current position.
<*> Attack confirmations make perfectly clear who is attacking whom with what ability so you don't accidentally hit the wrong guy.
<*> Movement paths are now automatically calculated when moving the mouse cursor. When there's a movement path visible, you are about to plot a move.
<*> Zone of control implemented. Characters trying to run through a tile controlled by a foe will be forced into melee. This makes it easier to body block foes from reaching the backline.
<*> Characters can now use waypoints during movement. This was necessary so you can avoid zones of control with fast characters.
<*> Cooldown timers on skill bar now darker to improve their visibility.
<*> Potions button on skill bar now has a brighter background, hotkey changed from 0 to 9.
<*> Bigger font on mouseovers.
<*> Hovering over an enemy character shows its movement & attack range.
Bug Fixes <*> Crippled did not work during its last turn.
<*> Remember if a character did hit when reloading to correctly calculate adrenaline losses.
<*> Corret wrong hit percentage shown when character is knocked down.
<*> Fixed LoS issue on certain maps.
<*> Several other minor bugs squashed.
Balance Update
Many people had issues with the difficulty of the game. I worked with a couple of closed-beta testers on balance for the past weeks but it seems that the game is still a bit too hard.
Here's the first update trying to address this with the following changes:
<*> Added Easy difficulty level: on easy, monsters have -25% health, heroes have +25% health. Monster weapons and skills get a -25% penalty. Players will loot +25% gold after encounters or from random events.
<*> Vampire armor and damage reduced.
<*> The following random events will no longer show up early on: Shadows in the Sky (Griffon), Floating Eye (Beholder), Goblin Academy (Shaman), Totems (Shaman). You can still run into Golems early on.
<*> Skeleton sorcerer flame storm and firewall skills start out with a cool down so they cannot be used on the first turn.
Note: games you've already started before the update will still be in Normal difficulty. You can select Easy when starting a new game.
Please give me some feedback on the new easy mode: it may still be too hard but then, it may now be too easy. I did a test run without spending any of the gold I hard earned (>1k) and leveled everybody up to level 3 without any losses.
Hope this update helps out those who have been dying too much.