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Good day Commanders, Ramiro here. After the Early Access release we all took a short vacation since the days before leading up to it were so intense to the point where it affected our holiday break. We are already full steam ahead working on the Phobos update which will bring a whole new faction to play as. The playable content will be similar to Anchorage currently, focused on the first parts of their Act I. We are also working on the first iteration of the progression system for both Champions and Commanders and significant improvements to the AI, as well as QoL improvements regarding combat, and exploration. However, we wanted to push this patch with several QoL improvements trying to address problems reported by you, our community! Some of them are a still first step into improvement, which will lead into a bigger fix - but its something. -Fixed Energized card translations for Chinese -Added a fatal error screen that will pop up whenever the game crashes. It has a log that you can copy and share it with us either via Discord, or on the Steam forums. -Added a bunch of Artifact effects that were missing. Some are available right now; others are for a future update -Added complimentary stat modifier colors to the adventure map army screen unit info -Fixed Jackboot recruitment quest getting stuck if the Lifeseed was paid before advancing the quest. This fix should also make the War Profiteers quest and Sigurdr recruitment quest more stable -(Combat) Stunned champions can now be selected for a more intuitive experience. -Cards unusable by a champion are now disabled and lowered in the player hand. -Combat now acknowledges the player has moves to make when out of stamina but champions can move -Disable combat retaliations against ally units -Targeting lines now show when moving player champions in combat to indicate whether they can attack enemies or be attacked by them -Incurred status effect's icon now shows on top of the damage popup when a champion is attacked with one -When a champion and an attack card are selected, hovering over enemy units will now show an estimate of the applicable damage. The true value will still depend on any triggered traps and other side effects -Fixed sprint card can be carried into a new game session -If the last played unit can still take actions, it'll be automatically selected at the start of the next player action We hope these fixes bring some more stability and a little bit more clarity to the combat mechanics. We have more things in the works as I mentioned above, but they will take a bit of time due to their more complex nature. We will have more info coming to all of you soon regarding the next content drop. But here is a sneak peek into some of the beautiful cards coming for Phobos. This is it for this update. We hope you have a wonderful rest of the week!
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