Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Please note that Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Stop by the dev stream Saturday, October 15th to learn more about all the new features and what’s next for Early Access.
https://www.twitch.tv/downwardviral @ 3pm PST (Saturday, October 15th)
Three random viewers will win 10 booster packs each!
New Sign-In Screen
The game is no longer tied to your Steam account; now you need to create an account using an email and password of your choosing
This will allow you to log in to your Z. account from any platform or device (such as an iPad when that version is available)
If you’re a Kickstarter backer please use your Kickstarter email if possible!
New Match Completion Screen
Whenever a match ends (by winning or losing) you’ll immediately see a results screen
Background images are randomly chosen
It’s a little abrupt so some improvements will be made to make matches end in a more interesting way
New XP System
1000 XP = 1 level
Gain XP by completing matches (gain more for winning)
Survivors and Fallen have separate XP and levels to gain
Leveling up will give rewards in a future update; right now we’re just testing the system (Note: the only level-locked card is Survivor Hero "Ladee" which unlocks at level 5, for testing purposes only)
XP is awarded in the new Match Completion screen but can also be checked on the main menu (above the custom deck grid)
Bug Fixes
Fixed a bug where Whitney wasn’t properly dealing x3 DMG with the Rocket Launcher
Fixed a bug where the game would soft lock if an AI unit queued to attack died before it could finish its action
Fixed a bug where where Stealth Kill was causing the game to soft lock by killing the acting unit before its action was resolved
Fixed a bug where the Initiative trait could cause the game to soft lock in rare cases
Fixed a bug where the Survivor AI would ignore Barricades and attack the Fallen
Fixed a bug where Stay Alert and Junk would cause issues together
Fixed a rare bug where Dropped the Keys wouldn’t prevent opening an Event
Fixed a bug where Survivors would still search locations with Locked Doors when The Darkness was active
Fixed a bug where the Survivor AI would soft lock the game when a Locked Door was in play
Fixed a bug where damage FX would appear even when a unit dodges (or the weapon backfires)
Survival Mode
Fallen Challenge 1: Strikers will now equip an SMG if they don’t have a weapon equipped on their Reinforcement Phase
Upcoming Features
Too much to list here. Watch the livestream on Saturday! ;)
We've been working away on some big new features for the game and you'll start to see those in Monday's build. We usually try to cut a weekly build each Friday but we may switch over to a Monday deployment schedule so we can further test everything internally before setting it loose.
Then I'll do a dev livestream early Saturday to talk about the new content.
That's the plan anyway, and it's been a short while since we pushed an update to Steam so I just wanted to keep you all in the loop and assure you we didn't die or anything like that. :)
Have a nice weekend!
Update Notes: v0.14.2
Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Anthony hunted down some bugs revolving around the game waiting for units to act even if they had died (from Stealth Kill, Initiative, etc.).
Hopefully this will cut way down on the number of soft locks you guys will run into going forward. Please keep the bug reports rolling! :)
Upcoming Features
We got a LOT of major work done this week and you’ll start to see that roll out onto Steam next week at some point. I’ll talk quite a bit more about it then, but it marks several large milestones for the game so I’m pretty happy about that. I hope you all like it as well, and will do a livestream to cover all the new ground [when it's ready]!
Enemy AI will act instantly rather than waiting a few seconds between actions
Watching people play the game online made me realize how excruciatingly slow the enemy AI takes their individual actions. We’ve drastically sped that up so the AI is much faster now.
We’ve tested this out and refined it a bit already, but keep an eye out for anything weird and please report unexpected AI behavior (like attacking a target that’s already dead, which shouldn’t happen anymore).
Card Changes
Mules no longer stack
Temporarily removed "Slow" from Fallen Trait pool
Stealth Attack costs 3 (instead of 2) and requires the Survivor to have Stealth
Stealth Attack is balanced until you use it in conjunction with an SMG or Assault Rifle, in which case it can lead to easy OTKs. So this card has been and will be continually refined until we find the perfect functionality for it.
Bug Fixes
Fixed a bug where an attack sound would play while searching
Fixed a bug where a certain Hurt Event was incorrectly damaging Fallen
Fixed a bug where the game would soft lock if a unit with Bloodlust had no available targets
Fixed a bug in Extermination where killing a unit with loot and winning the game at the same time would cause overlapping graphics
Finally hunted down and killed that weird searching/sound bug. That one was driving me crazy!
[ARCHIVE]Update Notes: v0.14.0
New Mode: Extermination
Destroy the enemy Base to prevent them from playing new units, then wipe out all their existing in-play units to win.
Dev Note: Even though losing your Base will also nullify the Base perks, it doesn’t necessarily mean you’re done. I’m hoping to see some epic comebacks with this mode!
New Mode: Domination
Starting from Fallen Turn 3, the player with the MOST UNITS IN PLAY at the end of the turn gets 1 Domination Point (DP)
The first player with 5 DP wins
A tie rewards NO DP
A player can receive DP even if it's not their turn
Dev Note: This mode dramatically shifts player priorities. It’s no longer just about survival, searching, and sacrifice, but also numbers. Can you maintain a larger force than your opponent? It hopefully challenges the entire way you’ll think about playing Z., and, ideally, will make for some intense tug-of-war-style battles.
New Mode: Domination x Raze
Same as Domination but with Bases enabled. Players can win either by dominating or destroying the enemy Base!
Card Changes
”Location Units” have been renamed to “Rescue Units”
Added “Does not stack with other Mules” text to Mule tooltip. Functionality remains the same.
Gunrack Hideout can no longer reduce Ranged Weapons below 1C. Tooltip reflects this change.
Bug Fixes
Fixed a bug where Assault II counted Melee Weapons towards its DMG.
Fixed a bug where “Stunned” status text appeared behind the unit
Fixed a bug where Trap text could be seen floating in air in certain situations
Fixed a bug where cards gained mid-turn weren’t highlighting as playable
Fixed a bug where Stun/Hurt Events would affect the wrong target(s)
Fixed a bug where Frightened Survivor was resolved even when Fallen units were in play
Major Known Issues
Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
Survivors sometimes make an attack noise when they search
The Flashlight Item currently does not work
Upcoming Features
With the new modes out of the way we’ll be tinkering with improving the enemy AI and adding some new content, while polishing/adjusting existing content.
We’ll also be trickling various visual and especially audio improvements/additions into the game over the next few weeks.
Added Status Effect text over units for certain abilities/effects*
Added Options button to Main Menu
Added new SFX for Snipe and .50 Cal Snipe
Exact DMG is shown now (instead of always “1” even if 2+ DMG was dealt)
Added unique Survival Challenge subtext in the Main Menu
Added Survival Mode explanation at the start of each Survival match
Survivor Challenge 3: The Fallen will now play any Revenants from their Hand before the free Revenants are put in play
Increased max Trap limit per Base to 6
Various resolution / full screen improvements
New explosion VFX added to Ladee’s Grenade Launcher
Added Overwatch Trait explanation to Overwatch Hideout tooltip
*The new Status Effect text should go a long way in making it more clear what’s happening, and why. This is just the first pass of this feature though so expect improvements and let us know what you think about it so far!
Card Changes
Dark Secret can no longer target Heroes
Backfire cost increased to 3 (from 2)
Dark Secret was never intended to target Heroes as that’d be way too powerful (Reggie, for example, will immediately kill himself if he gets Corrupted...on principle).
Meanwhile, Backfire is easily the most notorious card in the game, beloved by Fallen players and hated by Survivors, but it’s way too cheap at 2. In fact, it always hovered at 3 for years during physical testing, so it’s time for it to return to its rightful cost. This should balance out the early game a little bit better.
Likewise, a few alternatives to Backfire will be introduced down the road so you’re not always seeing the same Traps over and over again, and remember that a good way to prevent an expensive Survivor from triggering it is to put a Handgun on a Location Unit and have them shoot first instead.
Bug Fixes
Fixed a bug where Hurt Events were also stunning the affected units*
Fixed a bug where Hand cards would get twitchy if you put your cursor between two of them
Fixed a bug where the Barbed Hive was giving the “Barbed” Trait to all Fallen units
Fixed a bug where the furthest card on the right’s tooltip would be cut off during the Opening Hand selection
Fixed a bug where units under the Cancel option during a CS couldn’t be selected
Fixed various other visual layer issues
*Note that Bear Trap IS supposed to stun its victim and will still function as described.
A stunned Survivor will NOT trigger their Walkie Talkie if they die (or any of their items/abilities, for that matter), just FYI.
Locations
Changed the Lumber Yard’s default lighting
The Lumber Yard’s orange-ish lighting was never meant to be its default, but it was so visually striking (even from a distance) that we had it on by default for events like PAX and Comic-Con. Now that our event run is over, the default is now what it should be.
However, you can change the environment in-match by doing something special.....
Hello everyone! Since there’s no big update this week I wanted to give you a little info about what we’re working on. Now that the new modes have been added in, we’re taking the opportunity to do some heavy-duty backend work, including prepping booster packs, XP and progression, and the variant system, all of which tie into some of the yet-to-be-revealed modes and features in the game.
So it’s not particularly exciting right now, but it’s laying the groundwork for a lot of cool stuff.
Weekly updates will resume next week and if all goes well we’ll make up for some lost time.
Hello Kickstarter backers and Early Access players! How are you guys liking the new modes?
Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Enemy AI will act instantly rather than waiting a few seconds between actions
Watching people play the game online made me realize how excruciatingly slow the enemy AI takes their individual actions. We’ve drastically sped that up so the AI is much faster now.
We’ve tested this out and refined it a bit already, but keep an eye out for anything weird and please report unexpected AI behavior (like attacking a target that’s already dead, which shouldn’t happen anymore).
Card Changes
Mules no longer stack
Stealth Attack costs 3 (instead of 2) and requires the Survivor to have Stealth
Temporarily removed "Slow" from Fallen Trait pool
Stealth Attack is balanced until you use it in conjunction with an SMG or Assault Rifle, in which case it can lead to easy OTKs. So this card has been and will be continually refined until we find the perfect functionality for it.
Bug Fixes
Fixed a bug where an attack sound would play while searching
Fixed a bug where a certain Hurt Event was incorrectly damaging Fallen
Fixed a bug where the game would soft lock if a unit with Bloodlust had no available targets
Fixed a bug in Extermination where killing a unit with loot and winning the game at the same time would cause overlapping graphics
Finally hunted down and killed that weird searching/sound bug. That one was driving me crazy!
[ARCHIVE]Update Notes: v0.14.0
New Mode: Extermination
Destroy the enemy Base to prevent them from playing new units, then wipe out all their existing in-play units to win.
Dev Note: Even though losing your Base will also nullify the Base perks, it doesn’t necessarily mean you’re done. I’m hoping to see some epic comebacks with this mode!
New Mode: Domination
Starting from Fallen Turn 3, the player with the MOST UNITS IN PLAY at the end of the turn gets 1 Domination Point (DP)
The first player with 5 DP wins
A tie rewards NO DP
A player can receive DP even if it's not their turn
Dev Note: This mode dramatically shifts player priorities. It’s no longer just about survival, searching, and sacrifice, but also numbers. Can you maintain a larger force than your opponent? It hopefully challenges the entire way you’ll think about playing Z., and, ideally, will make for some intense tug-of-war-style battles.
New Mode: Domination x Raze
Same as Domination but with Bases enabled. Players can win either by dominating or destroying the enemy Base!
Card Changes
”Location Units” have been renamed to “Rescue Units”
Added “Does not stack with other Mules” text to Mule tooltip. Functionality remains the same.
Gunrack Hideout can no longer reduce Ranged Weapons below 1C. Tooltip reflects this change.
Bug Fixes
Fixed a bug where Assault II counted Melee Weapons towards its DMG.
Fixed a bug where “Stunned” status text appeared behind the unit
Fixed a bug where Trap text could be seen floating in air in certain situations
Fixed a bug where cards gained mid-turn weren’t highlighting as playable
Fixed a bug where Stun/Hurt Events would affect the wrong target(s)
Fixed a bug where Frightened Survivor was resolved even when Fallen units were in play
Major Known Issues
Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
Survivors sometimes make an attack noise when they search
The Flashlight Item currently does not work
Upcoming Features
With the new modes out of the way we’ll be tinkering with improving the enemy AI and adding some new content, while polishing/adjusting existing content.
We’ll also be trickling various visual and especially audio improvements/additions into the game over the next few weeks.
Added Status Effect text over units for certain abilities/effects*
Added Options button to Main Menu
Added new SFX for Snipe and .50 Cal Snipe
Exact DMG is shown now (instead of always “1” even if 2+ DMG was dealt)
Added unique Survival Challenge subtext in the Main Menu
Added Survival Mode explanation at the start of each Survival match
Survivor Challenge 3: The Fallen will now play any Revenants from their Hand before the free Revenants are put in play
Increased max Trap limit per Base to 6
Various resolution / full screen improvements
New explosion VFX added to Ladee’s Grenade Launcher
Added Overwatch Trait explanation to Overwatch Hideout tooltip
*The new Status Effect text should go a long way in making it more clear what’s happening, and why. This is just the first pass of this feature though so expect improvements and let us know what you think about it so far!
Card Changes
Dark Secret can no longer target Heroes
Backfire cost increased to 3 (from 2)
Dark Secret was never intended to target Heroes as that’d be way too powerful (Reggie, for example, will immediately kill himself if he gets Corrupted...on principle).
Meanwhile, Backfire is easily the most notorious card in the game, beloved by Fallen players and hated by Survivors, but it’s way too cheap at 2. In fact, it always hovered at 3 for years during physical testing, so it’s time for it to return to its rightful cost. This should balance out the early game a little bit better.
Likewise, a few alternatives to Backfire will be introduced down the road so you’re not always seeing the same Traps over and over again, and remember that a good way to prevent an expensive Survivor from triggering it is to put a Handgun on a Location Unit and have them shoot first instead.
Bug Fixes
Fixed a bug where Hurt Events were also stunning the affected units*
Fixed a bug where Hand cards would get twitchy if you put your cursor between two of them
Fixed a bug where the Barbed Hive was giving the “Barbed” Trait to all Fallen units
Fixed a bug where the furthest card on the right’s tooltip would be cut off during the Opening Hand selection
Fixed a bug where units under the Cancel option during a CS couldn’t be selected
Fixed various other visual layer issues
*Note that Bear Trap IS supposed to stun its victim and will still function as described.
A stunned Survivor will NOT trigger their Walkie Talkie if they die (or any of their items/abilities, for that matter), just FYI.
Locations
Changed the Lumber Yard’s default lighting
The Lumber Yard’s orange-ish lighting was never meant to be its default, but it was so visually striking (even from a distance) that we had it on by default for events like PAX and Comic-Con. Now that our event run is over, the default is now what it should be.
However, you can change the environment in-match by doing something special.....
Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Destroy the enemy Base to prevent them from playing new units, then wipe out all their existing in-play units to win.
Dev Note: Even though losing your Base will also nullify the Base perks, it doesn’t necessarily mean you’re done. I’m hoping to see some epic comebacks with this mode!
New Mode: Domination
Starting from Fallen Turn 3, the player with the MOST UNITS IN PLAY at the end of the turn gets 1 Domination Point (DP)
The first player with 5 DP wins
A tie rewards NO DP
A player can receive DP even if it's not their turn
Dev Note: This mode dramatically shifts player priorities. It’s no longer just about survival, searching, and sacrifice, but also numbers. Can you maintain a larger force than your opponent? It hopefully challenges the entire way you’ll think about playing Z., and, ideally, will make for some intense tug-of-war-style battles.
New Mode: Domination x Raze
Same as Domination but with Bases enabled. Players can win either by dominating or destroying the enemy Base!
Card Changes
”Location Units” have been renamed to “Rescue Units”
Added “Does not stack with other Mules” text to Mule tooltip. However, they currently still stack. This will be addressed in a future update.
Gunrack Hideout can no longer reduce Ranged Weapons below 1C. Tooltip reflects this change.
Bug Fixes
Fixed a bug where Assault II counted Melee Weapons towards its DMG.
Fixed a bug where “Stunned” status text appeared behind the unit
Fixed a bug where Trap text could be seen floating in air in certain situations
Fixed a bug where cards gained mid-turn weren’t highlighting as playable
Fixed a bug where Stun/Hurt Events would affect the wrong target(s)
Fixed a bug where Frightened Survivor was resolved even when Fallen units were in play
Major Known Issues
Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
Survivors sometimes make an attack noise when they search
The Flashlight Item currently does not work
Upcoming Features
With the new modes out of the way we’ll be tinkering with improving the enemy AI and adding some new content, while polishing/adjusting existing content.
We’ll also be trickling various visual and especially audio improvements/additions into the game over the next few weeks.
Added Status Effect text over units for certain abilities/effects*
Added Options button to Main Menu
Added new SFX for Snipe and .50 Cal Snipe
Exact DMG is shown now (instead of always “1” even if 2+ DMG was dealt)
Added unique Survival Challenge subtext in the Main Menu
Added Survival Mode explanation at the start of each Survival match
Survivor Challenge 3: The Fallen will now play any Revenants from their Hand before the free Revenants are put in play
Increased max Trap limit per Base to 6
Various resolution / full screen improvements
New explosion VFX added to Ladee’s Grenade Launcher
Added Overwatch Trait explanation to Overwatch Hideout tooltip
*The new Status Effect text should go a long way in making it more clear what’s happening, and why. This is just the first pass of this feature though so expect improvements and let us know what you think about it so far!
Card Changes
Dark Secret can no longer target Heroes
Backfire cost increased to 3 (from 2)
Dark Secret was never intended to target Heroes as that’d be way too powerful (Reggie, for example, will immediately kill himself if he gets Corrupted...on principle).
Meanwhile, Backfire is easily the most notorious card in the game, beloved by Fallen players and hated by Survivors, but it’s way too cheap at 2. In fact, it always hovered at 3 for years during physical testing, so it’s time for it to return to its rightful cost. This should balance out the early game a little bit better.
Likewise, a few alternatives to Backfire will be introduced down the road so you’re not always seeing the same Traps over and over again, and remember that a good way to prevent an expensive Survivor from triggering it is to put a Handgun on a Location Unit and have them shoot first instead.
Bug Fixes
Fixed a bug where Hurt Events were also stunning the affected units*
Fixed a bug where Hand cards would get twitchy if you put your cursor between two of them
Fixed a bug where the Barbed Hive was giving the “Barbed” Trait to all Fallen units
Fixed a bug where the furthest card on the right’s tooltip would be cut off during the Opening Hand selection
Fixed a bug where units under the Cancel option during a CS couldn’t be selected
Fixed various other visual layer issues
*Note that Bear Trap IS supposed to stun its victim and will still function as described.
A stunned Survivor will NOT trigger their Walkie Talkie if they die (or any of their items/abilities, for that matter), just FYI.
Locations
Changed the Lumber Yard’s default lighting
The Lumber Yard’s orange-ish lighting was never meant to be its default, but it was so visually striking (even from a distance) that we had it on by default for events like PAX and Comic-Con. Now that our event run is over, the default is now what it should be.
However, you can change the environment in-match by doing something special.....
Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
(Sorry for the delay on these notes -- the WiFi is a nightmare here at PAX.)
Note that we’ve had two smaller game updates over the past several days leading up to this morning’s big update, so I’ve incorporated them all into one post.
Also, congrats to our three winners from last weekend’s dev stream on Twitch. They’ll each be getting an extra 10 booster packs when the in-game store goes live.
Make sure to tune in to future streams for your chance to win free booster packs and exclusive in-game rewards!
Added Status Effect text over units for certain abilities/effects*
Added Options button to Main Menu
Added new SFX for Snipe and .50 Cal Snipe
Exact DMG is shown now (instead of always “1” even if 2+ DMG was dealt)
Added unique Survival Challenge subtext in the Main Menu
Added Survival Mode explanation at the start of each Survival match
Survivor Challenge 3: The Fallen will now play any Revenants from their Hand before the free Revenants are put in play
Increased max Trap limit per Base to 6
Various resolution / full screen improvements
New explosion VFX added to Ladee’s Grenade Launcher
Added Overwatch Trait explanation to Overwatch Hideout tooltip
*The new Status Effect text should go a long way in making it more clear what’s happening, and why. This is just the first pass of this feature though so expect improvements and let us know what you think about it so far!
Card Changes
Dark Secret can no longer target Heroes
Backfire cost increased to 3 (from 2)
Dark Secret was never intended to target Heroes as that’d be way too powerful (Reggie, for example, will immediately kill himself if he gets Corrupted...on principle).
Meanwhile, Backfire is easily the most notorious card in the game, beloved by Fallen players and hated by Survivors, but it’s way too cheap at 2. In fact, it always hovered at 3 for years during physical testing, so it’s time for it to return to its rightful cost. This should balance out the early game a little bit better.
Likewise, a few alternatives to Backfire will be introduced down the road so you’re not always seeing the same Traps over and over again, and remember that a good way to prevent an expensive Survivor from triggering it is to put a Handgun on a Location Unit and have them shoot first instead.
Bug Fixes
Fixed a bug where Hurt Events were also stunning the affected units*
Fixed a bug where Hand cards would get twitchy if you put your cursor between two of them
Fixed a bug where the Barbed Hive was giving the “Barbed” Trait to all Fallen units
Fixed a bug where the furthest card on the right’s tooltip would be cut off during the Opening Hand selection
Fixed a bug where units under the Cancel option during a CS couldn’t be selected
Fixed various other visual layer issues
*Note that Bear Trap IS supposed to stun its victim and will still function as described.
A stunned Survivor will NOT trigger their Walkie Talkie if they die (or any of their items/abilities, for that matter), just FYI.
Locations
Changed the Lumber Yard’s default lighting
The Lumber Yard’s orange-ish lighting was never meant to be its default, but it was so visually striking (even from a distance) that we had it on by default for events like PAX and Comic-Con. Now that our event run is over, the default is now what it should be.
However, you can change the environment in-match by doing something special.....
Major Known Issues
Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
Survivors sometimes make an attack noise when they search
The Flashlight Item currently does not work
Upcoming Features
Right now we’re focusing on new modes, then a combination of vastly improving the enemy AI and also adding the complete/unique decks for both current Locations.
We’ll also be trickling various visual and especially audio improvements/additions into the game over the next few weeks.
Early Access Dev Stream - Saturday, August 27 @ 10am PST!
Hello everyone!
I'll be livestreaming the Early Access version of Z. Year One to walk you through the latest updates and take any questions you may have.
Follow the Downward Viral Twitch channel to get an update whenever I go live:
https://www.twitch.tv/downwardviral
Three live viewers will also be randomly selected to win 10 booster packs each!
These will be automatically added to your account when booster packs are added into the game (date TBD).
Hope to see you there!
Cheers,
--Sebastian
Update Notes - v0.13.3
Hello! Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Fixed a bug where Survivor AI could spawn with a Fallen Base perk
Fixed a bug where Strikers could resolve Dark Coridoor by attacking, causing all manner of insanity
Fixed a bug where Barricades were receiving Traits
Changed text for the Danger Ahead Instinct on-screen prompt
Fixed various layer issues where visuals would mix between each other improperly
Fixed an issue with the size of the “Cancel” button during certain card effects
Fixed a bug where the game would pop out of fullscreen between matches
Locations
Removed the Visitor’s Center location temporarily
The VC location was a little confusing, visually, and seeing it on streams and what not really made me realize it shouldn’t be in the game just yet. It’s not on par with the other two locations, so we’re going to revise it a bit and then put it back in.
From a gameplay standpoint, the VC and Campsite have the same exact decks so you’re not missing out on anything. And the Campsite deck is 85% the same as the Lumber Yard deck, so locations in general are a top priority right now.
Major Known Issues
Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
Certain Stun and Hurt Events are affecting the wrong units
Upcoming Features
We’re testing a new system for alerting you whenever a status effect or key ability (such as the Medic’s First Aid) triggers. This should be live before the weekend and will help drastically with understanding what’s going on at any given moment.