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Tournament Ark screenshot
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Genre: Strategy

Tournament Ark

UPDATE V0.9: The final Archetype Reworked

General Changes



  • Reworked and added art to all the cards in the Edgelord Archetype. With this, all the archetypes are up to date!
  • Added a new card for the Edgelord archetype: "Uncontrollable Power"
  • Replaced all the art for wounds.
  • Added 3 new Wound cards: Aftershock, Back pain and Mortal Blow.
  • Added art for 15 passives.
  • Added feedback on how much hypothetical power a card will have during the clash of the cards with Power altering effects.


Balance Changes



  • All the wound cards now have a base power higher than 0.
  • "Not just a scratch" now hurts the user by 5, in addition to the previous effect.
  • The "I've worst" passive now applies the wound effects on the rival instead of on the user.
  • Changed the starter deck for Edgelord.
  • Wounds are no longer Fusion candidates.
  • The "Cruel" passive was added to the Edgelord's passive pool.
  • Change the rarity of several Edgelord's cards.


Bugfix



  • Fixed bugs related to fusions losing some of their effects under special circumstances.

Update V0.8.17: The Codex

General Changes



  • Added a Codex with all the characters! You unlock the entries by defeating them multiple times (Takes at least one new victory over a rival to show in the menu).
  • Added the corresponding achievements for defeating each rival 20 times.
  • Added a new state "During Clash" that executes right before the clash happens, but after most effects (Except the post-clash ones). They refer almost always to damage modifying effects, allowing different tactics and to have a better feedback on how the card was affected.
  • When there is a "power-shift" during a clash now there is a feedback telling you exactly how much of a difference.
  • "Defensive" cards no longer can get a "Lifesteal", "Decisive" or "Ignore Armor" tag.



Balance



  • "Hacking" lose the "Defensive" tag and some of its base Power. The effect is now post-clash.
  • Adjusted several rarities on the Technomancer Cards.
  • Changed the starting cards for the Technomancer deck.


Bugfix



  • Fixed a significant bug where the card "Relentless" would spawn unusable versions of itself.
  • Music will no longer wait until the character is done talking to play.

Update v0.8.17: The Robot Army

General Changes



  • Reworked the Technomancer archetype, replacing all the placeholder art and rebalancing the cards
  • Created the "Last Resort" tag and add it to some of the cards.
  • Changed the starting deck of Techomancer and some of the rarities
  • Adjusted the general speed of the game
  • Introduced a "Fast Mode" for people who feel the game goes too slow with the new animations. You can activate it in the Options menu!
  • Dodging now literally dodges, the projectile no longer collides if you're doing it
  • Guard animation activates if you hit armor without damaging the character
  • Added a border to the HP UI


Balance



  • One Punch power was slightly reduced, it no longer gives "3 Doom", instead it has the tag "Last Effort"
  • Nuclear Energy gives 1 Poison charge instead of 3 at the start of the fight


Bugfixes



  • Fixed a bug that caused lifesteal to fail introduced during the last update

0.8.16: A whole new system

This one was a long time coming, but I finally manage to redo how the clashing cards works.
Ideally this will make much clearer the inner workings of the game with all the extra feedback!

General Changes:



  • Reworked the clash System: Now the cards throw literal projectiles representing the attacks
  • Introduced feedback on when the cards execute their abilities
  • Changed the background and how lights work on it
  • Added new art for the projectile
  • Changed how the cards are displayed in the hand
  • Delayed until the end of dialogues the start of the game so you don't miss the first effects/passives
  • Fixed some typos



Balance Changes:



  • Multi-attacks are intercepted by single attacks, changing their whole dynamic.
  • Fire-Whip effect changed, now instead of applying 2 fire when dealing damage it applies 5 if you have a Critical Attack.
  • Wand of fire Power was slightly reduced


Optimization



  • Introduced a "Potato Mode" for those having performance problems, you can find it on the Options Menu at the start
  • Several changes implemented to cut the number of drawcalls



Bugfixing:



  • High negative numbers won't break the text anymore
  • Flurry passive no longer will display that a card can attack multiple times if the attack power is 0