In this update, new features have been added, including turn skipping, the Doomsday counter, the safety system, and soul return when demolishing buildings. Additionally, the early game difficulty has been adjusted. A new feature also allows players to restart at a higher difficulty level while retaining existing assets after completing the quest mode. 1. New Features in Quest Mode * Turn Skipping and Safety System A feature has been added to skip turns without selecting a quest. Skipping turns will recover some health for all mercenaries, but the town's safety will decrease. If the safety is high, positive events such as gold or soul bonuses will occur, while low safety can lead to negative events like monster invasions that destroy buildings. * Doomsday Counter Added After a certain number of turns, evil spirits will invade. If the evil spirit invasion is not repelled, buildings will be destroyed. Success in exploration or boss quests will raise the counter and delay the invasion. The Doomsday counter can be enabled or disabled in the settings. * Soul Return When Demolishing Buildings Demolishing unused buildings will return souls. Demolished buildings cannot be rebuilt in the same turn, but this is designed to prevent resource waste when players are unfamiliar with building functions in the early game. 2. Completing and Restarting Quest Mode After completing quest mode, players can restart at a higher difficulty level while retaining their existing buildings and mercenaries. This allows for continuous challenges. 3. Combat and Healing System Changes * Adjustments to Healing Magic and Unit Recovery The number of times healing magic can be used in quest mode has been reduced compared to dungeon mode. Units that haven't completed quests will recover some health without needing a church. If a church is built, recovery will increase, and additional healing can be purchased using gold. * Combat-Related Changes The amount of healing after combat is lower in quest mode compared to dungeon mode. Experience Orbs and Soulstones will spawn during combat, just like in dungeon mode. Boss difficulty has been segmented, and the difficulty of early exploration quest bosses has been lowered. * Card System Added In quest mode, cards can be obtained as rewards or purchased through buildings, just like in dungeon mode. Cards disappear after being used once. 4. Special Events Introduced Special events, like in dungeon mode, will also occur in quest mode. Building an observatory will activate special quest events with a certain probability. 5. Special Mercenary Hiring Once the tavern is built, special mercenaries with unique traits will appear with a certain probability, just like in dungeon mode. 6. Other Changes * Novice Tavern Added Once one or more regional bosses are defeated, the reward will be the ability to build a Novice Tavern. High-level mercenaries who haven't had their skill points distributed can be hired using Soulstones, allowing for greater unit customization. * Hall of Experience: One free experience boost per turn. * Potion Shop: One free healing potion provided per turn.
[ 2024-11-19 15:44:47 CET ] [ Original post ]
🎮 Full Controller Support
- [137.63 M]
Features
- Turn-based tactical battles, pitting the team you built against groups of vicious enemies
- Explore a different dungeon every time; some rooms are filled with peril, and others with helpful NPCs.
- Powerful magic, and skills for all characters; many skills will surprise you.
- Traps and hazards can be exploited by both you and your adversaries; take cover behind barrels or zap pools of water.
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0 Ghz DualCore CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD4000 or better. OpenGL 3.3
- Storage: 300 MB available space
- OS: Ubuntu 16.04 LTS. 64-bit
- Processor: 2.0 Ghz DualCore CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD4000 or better. OpenGL 3.3
- Storage: 1 GB available space
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