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DUELYST II - Patch 0.2.34
In case you missed it, the Duelyst II physical board game is out now! You can read more about it here.
Unbounded Energy Amulet: Now costs 3 mana. Assassination Protocol: Now costs 0 mana; the activated minion can now attack (but not damage) Generals. There has been a large volume of community feedback voicing disappointment with the state of Songhai after all the nerfs. This partial unnerf should help a little. Being able to attack Generals for 0 damage gives some synergy with attack effects, like Frenzy. It also makes cards effect consistent with Vindicators change. Time Maelstrom: Now costs 4 mana. Effect changed to Destroy minions that were summoned since your last turn. End your turn. Magmars Anachronize is moved to Vetruvian, replacing Time Maelstrom. Maelstrom is (was) the most powerful card in the game, only held down by the surrounding cards. But you could also say that Vetruvian as a faction is held down by the fact that they have access to Maelstrom. Removing the spell allows us to spread that power more evenly across the factions card pool with future updates. Additionally, it gives Vetruvian access to AoE removal something the faction was lacking while removing excessive AoE from Magmar. Shadow Creep: Now deals 2 damage. This is more of an experimental change. 3 damage Creep proved to be a strong archetype and a good reference point. Even though it is not overpowered, it still feels oppressive at times in the early game and against certain other archetypes. Lowering the damage output whilst increasing the speed of the deck changes the dynamic, hopefully making it more entertaining for both players. New Moon Hex: Now costs 1 mana. Sphere of Darkness: Now costs 1 mana. Darkspine Elemental: Now has 3 Health. Nightsplitter: Now costs 4 mana. Attack reduced to 4. Shadow Nova: Now costs 4 mana. Horn of the Forsaken: Now costs 4 mana. Effect changed to When this is equipped and destroyed, summon a Wraithling directly above, below, in front and behind your General. Vindicator: Now has 2 Attack; the minion that gains Rush can no longer damage Generals. This is yet another in a set of changes aimed at limiting out-of-hand face damage and OTKs. We may completely rework the card in the future, but currently decided to stick with a simpler solution. It keeps one half of the card board-oriented one intact, while removing unwanted interactions, both existing and theoretical ones that may come with new cards. Anachronize: Replaced with 3 mana Blood Rage: Give an allied minion +1/+1 for each time damage was dealt this turn. Anachronize is an AoE removal spell in a faction full of removal spells. Additionally, its effect doesnt fit the faction thematically (time manipulation, all the weird effects and clever words go to Vetruvian). Blood Rage is a quick replacement so that Magmar doesnt end up being a card down. Consuming Rebirth: Changed back to 2 mana: Destroy an allied minion. At the end of your turn, summon it on that space and give it +1/+1. While fun as a concept, Consuming Rebirth (and its combo with Synchronic Abomination, in particular) turned out to be very unfun on the receiving end. We believe that this card needs to be removed from competitive play, so we are reverting it to its previous version. Predation: Effect changed back to An allied unit fights a nearby enemy minion. Coldbiter: No longer deals damage to the enemy General. Coldbiter and Predation were the nudge changes (you will be seeing more of those) small tweaks to encourage players to take another look at certain cards and experiment a bit. Admittedly, these two particular changes didnt work well, so we are reverting them.
[ 2024-11-21 07:06:35 CET ] [ Original post ]
It has been a while, but the patch is here! Patch notes below, and you can also read them on the Duelyst II website, it has pictures! The Sisters are still cooking, don't worry...
Duelyst II: The Board Game
In case you missed it, the Duelyst II physical board game is out now! You can read more about it here.
Balance Changes
Unbounded Energy Amulet: Now costs 3 mana. Assassination Protocol: Now costs 0 mana; the activated minion can now attack (but not damage) Generals. There has been a large volume of community feedback voicing disappointment with the state of Songhai after all the nerfs. This partial unnerf should help a little. Being able to attack Generals for 0 damage gives some synergy with attack effects, like Frenzy. It also makes cards effect consistent with Vindicators change. Time Maelstrom: Now costs 4 mana. Effect changed to Destroy minions that were summoned since your last turn. End your turn. Magmars Anachronize is moved to Vetruvian, replacing Time Maelstrom. Maelstrom is (was) the most powerful card in the game, only held down by the surrounding cards. But you could also say that Vetruvian as a faction is held down by the fact that they have access to Maelstrom. Removing the spell allows us to spread that power more evenly across the factions card pool with future updates. Additionally, it gives Vetruvian access to AoE removal something the faction was lacking while removing excessive AoE from Magmar. Shadow Creep: Now deals 2 damage. This is more of an experimental change. 3 damage Creep proved to be a strong archetype and a good reference point. Even though it is not overpowered, it still feels oppressive at times in the early game and against certain other archetypes. Lowering the damage output whilst increasing the speed of the deck changes the dynamic, hopefully making it more entertaining for both players. New Moon Hex: Now costs 1 mana. Sphere of Darkness: Now costs 1 mana. Darkspine Elemental: Now has 3 Health. Nightsplitter: Now costs 4 mana. Attack reduced to 4. Shadow Nova: Now costs 4 mana. Horn of the Forsaken: Now costs 4 mana. Effect changed to When this is equipped and destroyed, summon a Wraithling directly above, below, in front and behind your General. Vindicator: Now has 2 Attack; the minion that gains Rush can no longer damage Generals. This is yet another in a set of changes aimed at limiting out-of-hand face damage and OTKs. We may completely rework the card in the future, but currently decided to stick with a simpler solution. It keeps one half of the card board-oriented one intact, while removing unwanted interactions, both existing and theoretical ones that may come with new cards. Anachronize: Replaced with 3 mana Blood Rage: Give an allied minion +1/+1 for each time damage was dealt this turn. Anachronize is an AoE removal spell in a faction full of removal spells. Additionally, its effect doesnt fit the faction thematically (time manipulation, all the weird effects and clever words go to Vetruvian). Blood Rage is a quick replacement so that Magmar doesnt end up being a card down. Consuming Rebirth: Changed back to 2 mana: Destroy an allied minion. At the end of your turn, summon it on that space and give it +1/+1. While fun as a concept, Consuming Rebirth (and its combo with Synchronic Abomination, in particular) turned out to be very unfun on the receiving end. We believe that this card needs to be removed from competitive play, so we are reverting it to its previous version. Predation: Effect changed back to An allied unit fights a nearby enemy minion. Coldbiter: No longer deals damage to the enemy General. Coldbiter and Predation were the nudge changes (you will be seeing more of those) small tweaks to encourage players to take another look at certain cards and experiment a bit. Admittedly, these two particular changes didnt work well, so we are reverting them.
Bug Fixes
- Fixed an issue where Reva Eventide Dark was missing her run animation
- Fixed an issue where playing Penance on Sun Seer would cause it to heal your General.
- Fixed Storm Arathas hit/death animation.
[ 2024-11-21 07:06:35 CET ] [ Original post ]
Duelyst II
Dream Sloth Games
Developer
Dream Sloth Games
Publisher
Q4 2022
Release
Game News Posts:
54
🎹🖱️Keyboard + Mouse
Mostly Positive
(1696 reviews)
Public Linux Depots:
- [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
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