Duelyst II - Patch 0.2.30
Looking at player feedback and gameplay data, thing are overall in a reasonable spot, so were just going to make a few adjustments to nudge things around a little bit for now. There are several more changes we have been discussing making to address long standing problems, we just need to figure out the right changes to make and find a good time to make them.
[Old] Minion | 3 | 3 / 1 | Opening Gambit: Destroy a nearby minion with 3 or less Attack. [New] Minion | 3 | 3 / 1 | Opening Gambit: Destroy a nearby minion that costs 3 or less. Aggressive Abyssian decks have been among the best decks of the month so far, but havent been that much above the next best decks. Were taking the opportunity here to make a change to a problematic card that we hope also reigns in the deck a little bit. Nightsorrow Assassin is a card that shapes what cards are playable in the metagame with its binary Opening Gambit, and pushes out expensive, low attack minions which tend to help slower decks stabilize the board. Effects like this also affect the designs of new cards, killing ideas before they can become cards. We want to keep the role of Nightsorrow Assassin as a strong tempo play, so we are just shifting it to handle low cost cards while developing board state, so it picks up the ability to handle other cost efficient threats in exchange for not invalidating some expensive ones.
[Old] Minion | 3 | 3 / 3 | After this moves, give nearby allied minions +1/+1. [New] Minion | 3 | 3 / 3 | After this moves or teleports, give nearby allied minions +1/+1. Wind Runner is a cool card that has been among the worst performing. Were opening it up to also trigger on teleport to give it some additional utility, and help it find a home now and in the future.
[Old] Minion | 7 | 5 / 7 | Opening Gambit: Equip the Eternity Core. Dying Wish: Destroy a random ally artifact to resummon this on the same space. [New] Minion | 6 | 5 / 7 | Opening Gambit: Equip an Eternity Core. Dying Wish: Destroy a random allied artifact to summon this on this space. (some minor cleanup to the wording here) Eternity Sage has struggled to do much as a late game play, in part due to just having a poor cost to stats ratio. We are looking at diversifying late game play patterns, and feel a sticky threat like Eternity Sage can help do that at a better ratio. There was some consideration to also changing the stats, but were just going to start here for now. Wording Changes All of these changes are non-functional changes to clear up what cards do. Fixed some cases where General wasnt properly capitalized:
[Old] Minion | 4 | 4 / 5 | Opening Gambit: Teleport the unit directly in front of this backward 1 space. If another unit occupies that space, deal 2 damage to both instead. [New] Minion | 4 | 4 / 5 | Opening Gambit: Teleport the unit directly in front of this 1 space in that direction. If a unit is on that space, deal 2 damage to both of them instead. Mindlathe [Old] Artifact | 3 | After your General damages a minion, reactivate and take control of it until the end of the turn. [New] Artifact | 3| After your General damages a minion, reactivate and take control of it until the end of your turn. Stunned [Old] Stunned units lose their next action. [New] Stunned units cannot move or attack until the end of their owners next turn. Bug Fixes
[ 2024-07-20 15:25:19 CET ] [ Original post ]
We have been working hard to iron out the process of developing Duelyst II, and now we are trying out a shift to our patch schedule, adding a mid-month patch aimed primarily at adjusting existing cards. Since we just did balancing at the end of last month, and since this is the first one, this one isnt making particularly big changes. Well be looking at how people feel about this change to schedule, and how sustainable it is for us when evaluating continuing this in the future. You can also read the patch notes on our website (it has pictures!).
Balance Changes
Looking at player feedback and gameplay data, thing are overall in a reasonable spot, so were just going to make a few adjustments to nudge things around a little bit for now. There are several more changes we have been discussing making to address long standing problems, we just need to figure out the right changes to make and find a good time to make them.
Nightsorrow Assassin
[Old] Minion | 3 | 3 / 1 | Opening Gambit: Destroy a nearby minion with 3 or less Attack. [New] Minion | 3 | 3 / 1 | Opening Gambit: Destroy a nearby minion that costs 3 or less. Aggressive Abyssian decks have been among the best decks of the month so far, but havent been that much above the next best decks. Were taking the opportunity here to make a change to a problematic card that we hope also reigns in the deck a little bit. Nightsorrow Assassin is a card that shapes what cards are playable in the metagame with its binary Opening Gambit, and pushes out expensive, low attack minions which tend to help slower decks stabilize the board. Effects like this also affect the designs of new cards, killing ideas before they can become cards. We want to keep the role of Nightsorrow Assassin as a strong tempo play, so we are just shifting it to handle low cost cards while developing board state, so it picks up the ability to handle other cost efficient threats in exchange for not invalidating some expensive ones.
Wind Runner
[Old] Minion | 3 | 3 / 3 | After this moves, give nearby allied minions +1/+1. [New] Minion | 3 | 3 / 3 | After this moves or teleports, give nearby allied minions +1/+1. Wind Runner is a cool card that has been among the worst performing. Were opening it up to also trigger on teleport to give it some additional utility, and help it find a home now and in the future.
Eternity Sage
[Old] Minion | 7 | 5 / 7 | Opening Gambit: Equip the Eternity Core. Dying Wish: Destroy a random ally artifact to resummon this on the same space. [New] Minion | 6 | 5 / 7 | Opening Gambit: Equip an Eternity Core. Dying Wish: Destroy a random allied artifact to summon this on this space. (some minor cleanup to the wording here) Eternity Sage has struggled to do much as a late game play, in part due to just having a poor cost to stats ratio. We are looking at diversifying late game play patterns, and feel a sticky threat like Eternity Sage can help do that at a better ratio. There was some consideration to also changing the stats, but were just going to start here for now. Wording Changes All of these changes are non-functional changes to clear up what cards do. Fixed some cases where General wasnt properly capitalized:
- Silverguard Squire
- Timecloak Coiler
- Progenitor
- Soulstone Obelysk
- Eternity Sage
- Deja-Vu Engineer
Temporal Sage, Lily
[Old] Minion | 4 | 4 / 5 | Opening Gambit: Teleport the unit directly in front of this backward 1 space. If another unit occupies that space, deal 2 damage to both instead. [New] Minion | 4 | 4 / 5 | Opening Gambit: Teleport the unit directly in front of this 1 space in that direction. If a unit is on that space, deal 2 damage to both of them instead. Mindlathe [Old] Artifact | 3 | After your General damages a minion, reactivate and take control of it until the end of the turn. [New] Artifact | 3| After your General damages a minion, reactivate and take control of it until the end of your turn. Stunned [Old] Stunned units lose their next action. [New] Stunned units cannot move or attack until the end of their owners next turn. Bug Fixes
- Fix Echo Mage to work like other cost setting effects
- Fix Embla, Forever not granting additional mana crystals outside of Sandbox.
Duelyst II
Dream Sloth Games
Dream Sloth Games
Q4 2022
Indie Strategy Singleplayer Multiplayer
Game News Posts 52
🎹🖱️Keyboard + Mouse
Mostly Positive
(1684 reviews)
https://duelyst2.com
https://store.steampowered.com/app/2004320 
[892.96 M]
DUELYST II is a free, fair, competitive tactics game. Build your collection of beautifully animated pixel art cards, and put your skills to the test on the ranked ladder.
- Position your units on the battlefield and destroy the enemy General to claim victory in strategic turn-based combat.
- Construct a deck from hundreds of unique cards - use minions, spells, and artifacts to discover new strategies and devastating combos.
- Choose from six powerful factions: Lyonar Kingdoms, Songhai Empire, Vetruvian Imperium, Abyssian Host, Magmar Aspects, and Vanar Kindred.
The Factions
- Lyonar
The Lyonar Kingdoms are proficient close quarter fighters who use Provoke and Zeal establish a massive presence on the battlefield. Utilize their healing prowess and you can whittle down your opponents in a war of attrition. - Songhai
Subterfuge is no stranger to the Songhai Empire, who steal the initiative with their displacement, ranged and backstab techniques. They're also masters of spell synergy, weaving devastating damage combos. - Vetruvian
The Vetruvian Imperium focuses on ephemeral Dervish summoning and specialized minions. Use a myriad of buffs and debuffs to swing the fight in your favor, and equip powerful artifacts to make your General a lethal force. - Abyssian
Masters of Deathwatch, the Abyssian Host know best how to profit from demise. They create deadly Shadow Creep and outnumber their opponents with an army of Wraithlings - weak alone, strong in numbers. - Magmar
As resilient as nature itself, the Magmar Aspects are a powerful force to reckon with. Their Grow and Rebirth abilities require foes to invest heavily into tearing down their units, lest they get torn themselves. - Vanar
The Vanar Kindred are an elite group of tacticians with the tools to manipulate the battlefield. Utilizing Infiltrate minions and Walls, they'll exercise swift and precise removal. With the cold as their ally, nothing runs away far.
The world of Mythron awaits...
MINIMAL SETUP
- Processor: 1.5Ghz dual-core Intel Core i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Open GL 3.1+ CompliantNetwork: Broadband Internet connection
- Storage: 2 GB available space
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3154 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB