
Hey Guild Leaders!
Fantastic news, the big update is here! I made a short preview video:
[previewyoutube=jws4-U_1PIA;full][/previewyoutube]
However, if you prefer reading (or want more details) I got you covered too! (:

New Classes
Each one of these classes currently has 1 background each(!) but more will be added.
To access these classes, you need to reach 7 or more renown with any of the two current main factions - the Nobility or the Commoners.
Nobility Classes
Duelist (Damage, Control)
The duelist is the master of incapacitating his enemies and controlling the battlefield - increasing bleed counters and dealing bonus damage to incapacitated and otherwise weakened targets.
Alchemist (Buffs, Healing, Status)
The alchemist class is a powerful ally to have - strengthening allies, and having many dual-use abilities which can buff allies and harm enemies, as well as an especially powerful one-use healing ability which is only bound by your character's max health.
"Sage Alchemist", the current Alchemist background has two innate abilities:
- Strength Potion - which slows and strengthens the target
- Transmutation - A one time use ability which restores 60% of an allies HP.
Commoner Classes
Hero (Tank, Damage, Buffs)
The Hero is an extremely powerful tank, with plenty of Block abilities and self buffs. The current background "Inspiring Hero" is focused on blocking and building up buffs on allies before dealing massive damage or doubling their buffs.
It has one powerful innate ability:
- Inner Potential - Gain block, strengthen, and focus.
Healer (Healing, Status)
The Healer class is, unsurprisingly, the master of Healing - as well as harmful status effect on enemies.
The "rural healer" background has one innate healing ability:
- Herbal Bandages - Heals 2 health, cures bleed and slows target. (5 uses).
-but it's extremely powerful level up skills more than make up for it.
Leveling up healing units is easier as well with them earning a bonus XP each fight - however, they are still
very capable of dealing damage and are not to be underestimated on the battlefield.
Two New Areas
Mist City Sewers
Full of ancient sewer cleaning automatons, various creepy crawlies and crocodiles (!!!), the forgotten sewers are not an easy area to traverse. Sewage water which slows allied and enemy units makes fights even more challenging, which makes some enemy fights even tougher.
Damp Caves
Full of various fungal folk which debuff your units to oblivion! weakening, disorienting, poisoning and stunning constantly.
The End? Nay! More!
There's a whole lot of other new additions in this update like loot items for existing areas, as well as some existing abilities which got rebalanced (read as: buffed).
I genuinely hope you have a good time exploring all the new additions to the game! and as always, there's a lot more new stuff I have planned for the future (':
That's all for this update!!! If you enjoyed it please leave a kind review, and if you have any feedback I'd love to hear it here on Steam's forums or in the game's Discord.
See you all in future updates to come-
-David
[ 2024-12-19 10:04:42 CET ] [ Original post ]