As Phoenix Point Year One Edition nears its Steam release this Thursday, we wanted to go back in time to our first release, Chaos Reborn, that started it all! Enjoy some classic gameplay with our friend, MattyRasker, as we re-visit our favorite wizards and get hyped for Phoenix Point!
https://store.steampowered.com/app/839770/Phoenix_Point_Year_One_Edition/ Welcome to Phoenix Point, the new strategy game from the creator of Chaos Reborn and the original X-COM series. Featuring turn-based tactics and world based strategy, Phoenix Point places you as a leader in the fight against a terrifying, alien menace that mutates in response to your actions. To keep up, you will need to build bases around the globe, research new and powerful technologies, and forge diplomatic bonds with other havens to ensure the survival of the species in a race against time. With Year One Edition, you can play the most complete Phoenix Point experience yet, which includes:
- The Phoenix Point base game
- Living Weapons Pack
- Blood and Titanium DLC #1
- Legacy of the Ancients DLC #2
- Official Phoenix Point Soundtrack
- Digital Art Book
- The Compendium
- Digital Game Manual
- Desktop Wallpapers
Called "absolutely electric" by PC Gamer, Phoenix Point's in-depth strategy gameplay combines tactical decision making with visceral, first-person aiming across a variety of procedural, destructible maps. Designed by the creator of X-COM, Julian Gollop, Phoenix Point: Year One Edition includes all content released so far, all updates, quality-of-life improvements, and community-driven tweaks and fixes. Phoenix Point: Year One Edition releases on Steam on December 10, 2020 for PC and Mac. https://www.youtube.com/watch?v=54vklXbS8kg
This update adds Brazilian Portuguese localization, and some bugfixes. We're continuing to work on new content for the game, but have nothing major to release yet. Changes ======= New: Game is now translated into Brazilian Portuguese. Added Discord web link button to profile screen. Major Fixes: Sometimes, if you spectated, played async games/realms while queuing for a live game, the live game would start without you. Clicking enemy units during the enemy turn now displays damage bars in Law Mode again. Can request allies now during realm-testing; invasions are still blocked. Some of the talisman descriptions got swapped around as a result of localization - this is now fixed. Wizard names were sometimes invisible in chat log in custom lobby - this is now fixed. Minor Fixes: Spectate panel was displaying placeholder "gameID" instead of actual game ID numbers. Added space to event log between "X cast Y" and "and succeeded" (/"but failed" ). Submitting a forged staff with a name that already exists as a bodygear in the equipment database will now unambiguously tell the player to change their staff name (previously, it said "that bodygear name is already taken". Similar fix for bodygear name. Some Simplified Chinese text was not being displayed. Activating a mana bind talisman now correctly displays +X mana above the wizard's head, rather than -0 mana (0 cost). Typo in single player campaign "You also you find a mysterious amulet with with figure of a small dragon carved from sapphire." English game-text typos: "...creature combate is determined by a kill probability with not hit points."
This update adds Brazilian Portuguese localization, and some bugfixes. We're continuing to work on new content for the game, but have nothing major to release yet. Changes ======= New: Game is now translated into Brazilian Portuguese. Added Discord web link button to profile screen. Major Fixes: Sometimes, if you spectated, played async games/realms while queuing for a live game, the live game would start without you. Clicking enemy units during the enemy turn now displays damage bars in Law Mode again. Can request allies now during realm-testing; invasions are still blocked. Some of the talisman descriptions got swapped around as a result of localization - this is now fixed. Wizard names were sometimes invisible in chat log in custom lobby - this is now fixed. Minor Fixes: Spectate panel was displaying placeholder "gameID" instead of actual game ID numbers. Added space to event log between "X cast Y" and "and succeeded" (/"but failed" ). Submitting a forged staff with a name that already exists as a bodygear in the equipment database will now unambiguously tell the player to change their staff name (previously, it said "that bodygear name is already taken". Similar fix for bodygear name. Some Simplified Chinese text was not being displayed. Activating a mana bind talisman now correctly displays +X mana above the wizard's head, rather than -0 mana (0 cost). Typo in single player campaign "You also you find a mysterious amulet with with figure of a small dragon carved from sapphire." English game-text typos: "...creature combate is determined by a kill probability with not hit points."
In the latest update to Chaos Reborn, we have localized all game text into Russian, Simplified Chinese and European Portuguese. We can now reach a wider audience than ever before. We would like to offer a special big thank you to our community translation team for volunteering their time. Some other new features added in this update: Guilds. Players with the demigod rank and above are now able to create guilds for ranked play. The success (or failure) of members of the guild affect the guild ranking. This is available in both duel and league play. All players can join guilds. Custom Games. Demigod level players and above can create custom games with new rules and restrictions, special win-conditions and use optional procedurally generated maps. All players can participate in these matches. In addition, weekly duel rankings have now been added for all players.
Chaos Reborn v1.13 - Guilds, custom rulesets, and localization.
This version sees the introduction of guilds, some new custom games options, and localization into Simplified Chinese, Russian and European Portuguese. New features and major changes:
- Demigods can now create guilds and invite players at any level to join them. Swear your eternal loyalty at http://www.forum.chaos-reborn.com/viewforum.php?f=14 or say hello in-game.
- Duels now have a weekly ranking system, and the top 10 players with a rating of over 10 will get a medal.
- Guilds can compete against each other in the weekly duels league, and in the existing monthly league system. Guilds will need to win enough stars to achieve "archguild" status before they appear in the monthly league table.
- Demigods can now create new live games, which anyone can join, with custom per-player rules and victory conditions (e.g., "No Chaos Spells", "Kill enemy wizard with sword").
- The game is now fully translated into Simplified Chinese, Russian and European Portuguese.
Full Patch Notes
Major Changes: ==============
- All game-text is now localized into Simplified Chinese, Russian and European Portuguese.
- Demigods can form guilds; these are ranked in both duel and league play.
- Demigods can create a new type of live custom game, with new rules and restrictions and optional procedural maps, which anyone can participate in.
- Weekly duel rankings have been added for all players.
- "Bellivent" talisman description clarified (no protection from Paralyse, Air Interception or Magic Bolt).
- Bellivent talisman added to random AI loadout options.
- You can now opt out of having an AI opponent assigned in duels.
- New: Illusion/Real status is not shown in creature tooltip anymore for offline hot-seat games.
- "Talismans" button on equipping screen now also displays the total number of available talismans.
- Procedurally generated maps are available for custom games (1-4 players only).
- New: "Preferences" option to display classic (instead of custom visuals) gear in classic games.
- Duels now show mana-per-turn for AI (because AI gets more mana per turn depending on duel level).
- Only online friends are shown in the realm "invite ally" list.
- Talisman activation cost is now shown in the same way as picking up a mana sprite shows mana gained.
- Players are now forced to choose between law and chaos mode in the tutorial, rather than being able to hit "OK" and default to law mode.
- Players are now forced to choose between law and chaos mode upon entering multiplayer mode for the first time if they have not already chosen in the tutorial. Choice sets defaults for duel mode.
- Cost for realm entry capped at 100.
- New: Forge cost capped at 50 forge crystals.
- Change: Realm construction requirements have been mostly abandoned: realms can be constructed much more freely.
- Flux, Citadel, ruins upper limits removed.
- "Construction point"-based checks (land requirements and buildings balance) removed. (You are still required to place at least 2 towns, 2 ruins, 6 lords, 6 encounters, and 4 villages.)
- Change: Most realm outcome parameter caps have been effectively removed (gold and XP caps remain in place).
- The following encounter outcome parameters will have the ranges widened to +/- 1000: Banish Spell, Reputation, Law Kudos, Chaos Kudos, Flux Mana.
- Lost time will be 1-1000 days.
- Gold and XP caps will remain in place.
- Increased AsyncGamesSlotsPerPlayer to 101.
- Fix: you can no longer clone dispelled creatures (AI was observed to rarely do this).
- Friendly web no longer remains on the map after the subverted creature is dispelled.
- Creatures created by transmutation talismans are now correctly damaged by "meteor strike".
- Walled creatures are attacked by spiders instead of being webbed.
- Fix: AI now recognises wizards in magic trees as a threat.
- Fix: Sometimes "ghost" webs would visually remain on the battle-map for a turn after they had actually been destroyed.
- Fix: In the mana-collection tutorial mission, the game was not reporting that the objective had failed when the enemy wizard collected too many of the sprites.
- Fix: webs that remain on the battlefield after the controlling wizard dies can now be attacked.
- Fix: Gooey blob spell card and spell-info screen now show blob stats (in the same way the tangle vine card works) rather than just range.
- Fix: Medals screen no longer transposes medals for Equipped and Classic Chaos.
- Fix: Switching between league and friendly match statistics now correctly updates the stats screen.
- (CUI_Button_Radio_Friendly and CUI_Button_Radio_League had broken "OnValueChanged" function calls).
- Fix: Law-mode retreat due to Bellivent was incorrectly reporting that a creature was taking damage.
- Fix: Village totems no longer engage enemies.
- Fix: A controller can now be used to skip intro movie instead of just mouse/keyboard.
- Touch controls improved; twist-rotate implemented.
- Fix: Spectate and Asynch games are available while waiting for a live match.
- Fix: Larger zoom out available in realms editor.
- Fix: Allies who surrender in realms no longer get gold/ karma/ rewards.
In the latest update to Chaos Reborn, we have localized all game text into Russian, Simplified Chinese and European Portuguese. We can now reach a wider audience than ever before. We would like to offer a special big thank you to our community translation team for volunteering their time. Some other new features added in this update: Guilds. Players with the demigod rank and above are now able to create guilds for ranked play. The success (or failure) of members of the guild affect the guild ranking. This is available in both duel and league play. All players can join guilds. Custom Games. Demigod level players and above can create custom games with new rules and restrictions, special win-conditions and use optional procedurally generated maps. All players can participate in these matches. In addition, weekly duel rankings have now been added for all players.
Chaos Reborn v1.13 - Guilds, custom rulesets, and localization.
This version sees the introduction of guilds, some new custom games options, and localization into Simplified Chinese, Russian and European Portuguese. New features and major changes:
- Demigods can now create guilds and invite players at any level to join them. Swear your eternal loyalty at http://www.forum.chaos-reborn.com/viewforum.php?f=14 or say hello in-game.
- Duels now have a weekly ranking system, and the top 10 players with a rating of over 10 will get a medal.
- Guilds can compete against each other in the weekly duels league, and in the existing monthly league system. Guilds will need to win enough stars to achieve "archguild" status before they appear in the monthly league table.
- Demigods can now create new live games, which anyone can join, with custom per-player rules and victory conditions (e.g., "No Chaos Spells", "Kill enemy wizard with sword").
- The game is now fully translated into Simplified Chinese, Russian and European Portuguese.
Full Patch Notes
Major Changes: ==============
- All game-text is now localized into Simplified Chinese, Russian and European Portuguese.
- Demigods can form guilds; these are ranked in both duel and league play.
- Demigods can create a new type of live custom game, with new rules and restrictions and optional procedural maps, which anyone can participate in.
- Weekly duel rankings have been added for all players.
- "Bellivent" talisman description clarified (no protection from Paralyse, Air Interception or Magic Bolt).
- Bellivent talisman added to random AI loadout options.
- You can now opt out of having an AI opponent assigned in duels.
- New: Illusion/Real status is not shown in creature tooltip anymore for offline hot-seat games.
- "Talismans" button on equipping screen now also displays the total number of available talismans.
- Procedurally generated maps are available for custom games (1-4 players only).
- New: "Preferences" option to display classic (instead of custom visuals) gear in classic games.
- Duels now show mana-per-turn for AI (because AI gets more mana per turn depending on duel level).
- Only online friends are shown in the realm "invite ally" list.
- Talisman activation cost is now shown in the same way as picking up a mana sprite shows mana gained.
- Players are now forced to choose between law and chaos mode in the tutorial, rather than being able to hit "OK" and default to law mode.
- Players are now forced to choose between law and chaos mode upon entering multiplayer mode for the first time if they have not already chosen in the tutorial. Choice sets defaults for duel mode.
- Cost for realm entry capped at 100.
- New: Forge cost capped at 50 forge crystals.
- Change: Realm construction requirements have been mostly abandoned: realms can be constructed much more freely.
- Flux, Citadel, ruins upper limits removed.
- "Construction point"-based checks (land requirements and buildings balance) removed. (You are still required to place at least 2 towns, 2 ruins, 6 lords, 6 encounters, and 4 villages.)
- Change: Most realm outcome parameter caps have been effectively removed (gold and XP caps remain in place).
- The following encounter outcome parameters will have the ranges widened to +/- 1000: Banish Spell, Reputation, Law Kudos, Chaos Kudos, Flux Mana.
- Lost time will be 1-1000 days.
- Gold and XP caps will remain in place.
- Increased AsyncGamesSlotsPerPlayer to 101.
- Fix: you can no longer clone dispelled creatures (AI was observed to rarely do this).
- Friendly web no longer remains on the map after the subverted creature is dispelled.
- Creatures created by transmutation talismans are now correctly damaged by "meteor strike".
- Walled creatures are attacked by spiders instead of being webbed.
- Fix: AI now recognises wizards in magic trees as a threat.
- Fix: Sometimes "ghost" webs would visually remain on the battle-map for a turn after they had actually been destroyed.
- Fix: In the mana-collection tutorial mission, the game was not reporting that the objective had failed when the enemy wizard collected too many of the sprites.
- Fix: webs that remain on the battlefield after the controlling wizard dies can now be attacked.
- Fix: Gooey blob spell card and spell-info screen now show blob stats (in the same way the tangle vine card works) rather than just range.
- Fix: Medals screen no longer transposes medals for Equipped and Classic Chaos.
- Fix: Switching between league and friendly match statistics now correctly updates the stats screen.
- (CUI_Button_Radio_Friendly and CUI_Button_Radio_League had broken "OnValueChanged" function calls).
- Fix: Law-mode retreat due to Bellivent was incorrectly reporting that a creature was taking damage.
- Fix: Village totems no longer engage enemies.
- Fix: A controller can now be used to skip intro movie instead of just mouse/keyboard.
- Touch controls improved; twist-rotate implemented.
- Fix: Spectate and Asynch games are available while waiting for a live match.
- Fix: Larger zoom out available in realms editor.
- Fix: Allies who surrender in realms no longer get gold/ karma/ rewards.
This version sees a major interface revamp, epic gear, new social rank systems, email notifications and a new way to invade or ally. New features and major changes:
- Epic staff upgrades: You can upgrade a law, chaos or neutral staff for now (other staff upgrades will be added later). The upgrade is purely visual and you can customise the appearance.
- Upgrades staffs have additional special effects when wielded.
- Epic gear upgrades: There is an epic gear upgrade for any of your body gear. This is a purely visual upgrade. You can customise the appearance.
- Chaos Mode battles added as an option for duels.
- Ruins special objectives - When you fight a wizard lord in ruins you must collect the gold from chests before you slay the enemy. The amount of gold you can get from ruins is boosted.
- You can set up email notification for asynchronous games.
- New currency - Realm Karma. You earn Realm Karma for being an ally or invader, or for defeating invaders, and for players completing realms you have designed. Spend Realm Karma on social rank progression or Forge Crystals
- Forge Crystals can now be purchased with Gold or Realm Karma.
- You get a reward of 100 Gold and 1 Forge Crystal with each level increase
- Social rank progression is now based on wizard level - 25 for Lord, 50 for King, 100 for Demigod and 200 for God. Alternatively Realm Karma can be used to directly purchase the next social rank.
- There is a new system for joining realm battles as an ally or invader. Opportunities for invasion or allying now appear as buttons on the right of the screen when you are outside a realm. The game mode (law/chaos) and the rewards are identified.
- The interface is reorganised with a tab system for the major game modes.
- In Classic Chaos mode wizards are now shown with selected gear and equipment, although the stats are for generic staff and bodygear.
- There is a special effect for when an invader joins a realm battle.
- There is a visual warning when the turn timer is about to expire.
- League progression stars for each league level reduced by one, making it quicker to reach arch mage level.
- Mana for burning first spell reduced from 9 to 8.
- Bolt tower and air elemental defence increased by 10.
- Talsiman buffs - "Mana Corruptus" (.8 mana per balance shift point, regardless of number of players) and "Mana Mortificum" (4 mana per death in a duel, rather than 3)
- You can now dispel your own (or allied) blob around an enemy creature.
- AI creatures and wizards now obey engagement rules correctly.
- You can now see if your ally's creatures are real or illusion via the tooltip, just like you can with your own creatures.
- There is now a confirmation dialog when dismounting a wizard.
- Baculum Obligo talisman now ensures all spells matching staff start in hand (subject to hand-size constraint, and after Cantio Obligo), rather than just 3 spells.
- Cantio Compositus talisman now adds one new random spell to deck before shuffle and redraw; activation cost increased.
- Bellivent talisman (retreat to void ranged attack) now works while mounted, and is always successful.
- Bestiae Secutus talisman no longer gives a range-bonus to Crystal Wall (Range is still boosted by Cantio Secutus).
- Draws in duel mode no longer reset your duel level.
- Fixed multiple empty or dot messages when activating talismans.
This version sees a major interface revamp, epic gear, new social rank systems, email notifications and a new way to invade or ally. New features and major changes:
- Epic staff upgrades: You can upgrade a law, chaos or neutral staff for now (other staff upgrades will be added later). The upgrade is purely visual and you can customise the appearance.
- Upgrades staffs have additional special effects when wielded.
- Epic gear upgrades: There is an epic gear upgrade for any of your body gear. This is a purely visual upgrade. You can customise the appearance.
- Chaos Mode battles added as an option for duels.
- Ruins special objectives - When you fight a wizard lord in ruins you must collect the gold from chests before you slay the enemy. The amount of gold you can get from ruins is boosted.
- You can set up email notification for asynchronous games.
- New currency - Realm Karma. You earn Realm Karma for being an ally or invader, or for defeating invaders, and for players completing realms you have designed. Spend Realm Karma on social rank progression or Forge Crystals
- Forge Crystals can now be purchased with Gold or Realm Karma.
- You get a reward of 100 Gold and 1 Forge Crystal with each level increase
- Social rank progression is now based on wizard level - 25 for Lord, 50 for King, 100 for Demigod and 200 for God. Alternatively Realm Karma can be used to directly purchase the next social rank.
- There is a new system for joining realm battles as an ally or invader. Opportunities for invasion or allying now appear as buttons on the right of the screen when you are outside a realm. The game mode (law/chaos) and the rewards are identified.
- The interface is reorganised with a tab system for the major game modes.
- In Classic Chaos mode wizards are now shown with selected gear and equipment, although the stats are for generic staff and bodygear.
- There is a special effect for when an invader joins a realm battle.
- There is a visual warning when the turn timer is about to expire.
- League progression stars for each league level reduced by one, making it quicker to reach arch mage level.
- Mana for burning first spell reduced from 9 to 8.
- Bolt tower and air elemental defence increased by 10.
- Talsiman buffs - "Mana Corruptus" (.8 mana per balance shift point, regardless of number of players) and "Mana Mortificum" (4 mana per death in a duel, rather than 3)
- You can now dispel your own (or allied) blob around an enemy creature.
- AI creatures and wizards now obey engagement rules correctly.
- You can now see if your ally's creatures are real or illusion via the tooltip, just like you can with your own creatures.
- There is now a confirmation dialog when dismounting a wizard.
- Baculum Obligo talisman now ensures all spells matching staff start in hand (subject to hand-size constraint, and after Cantio Obligo), rather than just 3 spells.
- Cantio Compositus talisman now adds one new random spell to deck before shuffle and redraw; activation cost increased.
- Bellivent talisman (retreat to void ranged attack) now works while mounted, and is always successful.
- Bestiae Secutus talisman no longer gives a range-bonus to Crystal Wall (Range is still boosted by Cantio Secutus).
- Draws in duel mode no longer reset your duel level.
- Fixed multiple empty or dot messages when activating talismans.
This release sees some bug fixes,balancing tweaks and some interface improvements. Data tweaks
- Mega-spell base costs increased slightly. This is to compensate a little for the fact that casting chance/cost of many mega-spells have been improved.
- Law mode starting mana reduced to 20 for first player, 28 for second player.
- Alignment shift values for many spells reduced by around 25-40%. This is designed to benefit neutral spells, and make extreme balance shifts less likely.
- Reduced Duel AI bonus mana awarded for Duel level.
- Increased max wizard level to 9999 (in preparation for new social rank progression).
- Increased re-activation cost increase for megas in law mode from 20% to 25%.
- Fixed a bug causing a player in duel mode to be driven by an AI
- Fixed a bug that caused the law mode tutorial to be unable to progress due to insufficient mana.
- Fixed the potential damage on blobbed/webbed creature healthbars.
- The game will no longer rewind when connect as spectator.
- Handled an error case when selecting a talisman slot and you don't have any more talismans of this type.
- Fixed a bug that caused the first win of the day not to give unique talismans. Improved layout of player info panel
- Fixed a bug causing talisman info screen not to be shown in realms.
- The forge activation confirmation dialog now does not show if you don't have enough force crystals.
- You now get an error message when selecting a talisman slot while not having any talismans of this type
- Added time stamp to global chat messages
- Show 'MAP: ' infront of the map name
- Wizard name change dialog fixed
- Magic weapon spell cast shows the name of the target entity in the battle log
- Sorted online players list
This release sees some bug fixes,balancing tweaks and some interface improvements. Data tweaks
- Mega-spell base costs increased slightly. This is to compensate a little for the fact that casting chance/cost of many mega-spells have been improved.
- Law mode starting mana reduced to 20 for first player, 28 for second player.
- Alignment shift values for many spells reduced by around 25-40%. This is designed to benefit neutral spells, and make extreme balance shifts less likely.
- Reduced Duel AI bonus mana awarded for Duel level.
- Increased max wizard level to 9999 (in preparation for new social rank progression).
- Increased re-activation cost increase for megas in law mode from 20% to 25%.
- Fixed a bug causing a player in duel mode to be driven by an AI
- Fixed a bug that caused the law mode tutorial to be unable to progress due to insufficient mana.
- Fixed the potential damage on blobbed/webbed creature healthbars.
- The game will no longer rewind when connect as spectator.
- Handled an error case when selecting a talisman slot and you don't have any more talismans of this type.
- Fixed a bug that caused the first win of the day not to give unique talismans. Improved layout of player info panel
- Fixed a bug causing talisman info screen not to be shown in realms.
- The forge activation confirmation dialog now does not show if you don't have enough force crystals.
- You now get an error message when selecting a talisman slot while not having any talismans of this type
- Added time stamp to global chat messages
- Show 'MAP: ' infront of the map name
- Wizard name change dialog fixed
- Magic weapon spell cast shows the name of the target entity in the battle log
- Sorted online players list
Welcome to version 1.10 with duelling and forging! Here’s how it works:
- The new Duel mode pits you against another player, or if none is available an AI controlled wizard.
- Duels are currently fought with Equipped Law mode, but other modes will be added in the near future.
- If you win a duel you get gold and forge crystals, which you can use to unlock the forge to make your own custom gear.
- Each victory increases your reward level, but as soon as you lose a duel the reward level is reset.
- AI controlled wizards get mana bonuses according to your current duel level - so expect them to get tougher!
- There is a special bonus reward for your first Duel victory of the day - a talisman which is guaranteed to be one you don’t yet possess, and some bonus gold and forge crystals
- The cost of unlocking the forge starts at 5 crystals, but this will increase by 5 with each use.
- Reduce Magic Power of Hellhound and zombies by 10
- Increased mega-spell cost of Rattle of Skeletons
- Convocation of Eagles now quantity 4
- Increased casting chance of many mega-spells, and some activation costs
- Bolt tower Defence increased from 50 to 60
- Increased power of single magical attack spells by 10, increase casting chance of triple magic attacks by 10
- Removed the activation cost increase for Chaos mode
- Raise Hell mega-spell added to a number of staffs, including neutral
- Staffs - all hand sizes reduced by 1 (to compensate for removal of dispel spell)
- Air, speed and creatures staffs have improved stats.
- Bodygear - vigilant deck size -1
- A number of talisman activation costs tweaked a little bit
- Paralyse spell range to 4, mega to 6
- Meteor cascade reduced to 2 hits
- Improved law mode AI
- Cantio secutus spell range cost 50 to 40
- Gobelinus cost 25 to 20
- Volaticus Duplus cost 45 to 40
- Garivano cost 22 to 20
- Draugar cost 30 to 25
- Televortis cost 15 to 20
- Exemplum Funus cost 8 to 12
- Megacarmen cost 40 to 45
- Retrigarum cost 40 to 45
- Volaticus Duplus cost 40 to 35
Welcome to version 1.10 with duelling and forging! Heres how it works:
- The new Duel mode pits you against another player, or if none is available an AI controlled wizard.
- Duels are currently fought with Equipped Law mode, but other modes will be added in the near future.
- If you win a duel you get gold and forge crystals, which you can use to unlock the forge to make your own custom gear.
- Each victory increases your reward level, but as soon as you lose a duel the reward level is reset.
- AI controlled wizards get mana bonuses according to your current duel level - so expect them to get tougher!
- There is a special bonus reward for your first Duel victory of the day - a talisman which is guaranteed to be one you dont yet possess, and some bonus gold and forge crystals
- The cost of unlocking the forge starts at 5 crystals, but this will increase by 5 with each use.
- Reduce Magic Power of Hellhound and zombies by 10
- Increased mega-spell cost of Rattle of Skeletons
- Convocation of Eagles now quantity 4
- Increased casting chance of many mega-spells, and some activation costs
- Bolt tower Defence increased from 50 to 60
- Increased power of single magical attack spells by 10, increase casting chance of triple magic attacks by 10
- Removed the activation cost increase for Chaos mode
- Raise Hell mega-spell added to a number of staffs, including neutral
- Staffs - all hand sizes reduced by 1 (to compensate for removal of dispel spell)
- Air, speed and creatures staffs have improved stats.
- Bodygear - vigilant deck size -1
- A number of talisman activation costs tweaked a little bit
- Paralyse spell range to 4, mega to 6
- Meteor cascade reduced to 2 hits
- Improved law mode AI
- Cantio secutus spell range cost 50 to 40
- Gobelinus cost 25 to 20
- Volaticus Duplus cost 45 to 40
- Garivano cost 22 to 20
- Draugar cost 30 to 25
- Televortis cost 15 to 20
- Exemplum Funus cost 8 to 12
- Megacarmen cost 40 to 45
- Retrigarum cost 40 to 45
- Volaticus Duplus cost 40 to 35
Chaos Reborn 1.9 sees a major upgrade to offline battles and general improvements for global chat and Law Mode battles.
- The offline battles now allow up to 6 wizards with team selection and map selection
- The global chat is now separated from the friends list and is accessible from an icon on the lower left of the screen. It is more easily accessed during battles.
- Mana cost of mega-spells increased with each activation - by 20% in law mode, 10% in chaos mode
- In Law mode the amount of mana given per turn depends on the number of wizards left alive in the battle, ranging from 15 mana for 2 wizards to 8 mana for 6 wizards.
- Tutorial and Realms now show options for law or chaos mode before starting.
- Game guide now has information for law mode
- Inventory items limit increased to 500
- Power of paralyse spell increased slightly
- Meteor Shower now attacks target hex and all surrounding hexes (unless they contain a wizard). Power is reduced slightly.
- Crystal Wall casting chance reduced from 80% to 70%.
- Air Elemental attack increased by 10.
- Fountain of life varies in height properly after uses.
- In law mode, magic attack on wizards correctly shows results of losing spells, and spell description is corrected.
- There are also numerous other bug fixes and minor improvements.
Chaos Reborn 1.9 sees a major upgrade to offline battles and general improvements for global chat and Law Mode battles.
- The offline battles now allow up to 6 wizards with team selection and map selection
- The global chat is now separated from the friends list and is accessible from an icon on the lower left of the screen. It is more easily accessed during battles.
- Mana cost of mega-spells increased with each activation - by 20% in law mode, 10% in chaos mode
- In Law mode the amount of mana given per turn depends on the number of wizards left alive in the battle, ranging from 15 mana for 2 wizards to 8 mana for 6 wizards.
- Tutorial and Realms now show options for law or chaos mode before starting.
- Game guide now has information for law mode
- Inventory items limit increased to 500
- Power of paralyse spell increased slightly
- Meteor Shower now attacks target hex and all surrounding hexes (unless they contain a wizard). Power is reduced slightly.
- Crystal Wall casting chance reduced from 80% to 70%.
- Air Elemental attack increased by 10.
- Fountain of life varies in height properly after uses.
- In law mode, magic attack on wizards correctly shows results of losing spells, and spell description is corrected.
- There are also numerous other bug fixes and minor improvements.
Version 1.8 of Chaos Reborn has been released today, and it includes a whole new way to play the game known as 'Law Mode' - with significantly reduced RNG elements. In this mode spells are cast by spending mana and creatures have hit points. Damage is inflicted based on the ratio of attack to defence. Spell decks are still built randomly, although under the influence of staffs and talismans in equipped mode, as usual. Global Chat is now implemented, accessible from the friends menu. Two new league competitions are added, for law mode equipped and law mode classic. Realm battles can be played in either law mode or the original mode (now known as chaos mode).
Version 1.8 of Chaos Reborn has been released today, and it includes a whole new way to play the game known as 'Law Mode' - with significantly reduced RNG elements. In this mode spells are cast by spending mana and creatures have hit points. Damage is inflicted based on the ratio of attack to defence. Spell decks are still built randomly, although under the influence of staffs and talismans in equipped mode, as usual. Global Chat is now implemented, accessible from the friends menu. Two new league competitions are added, for law mode equipped and law mode classic. Realm battles can be played in either law mode or the original mode (now known as chaos mode).
There are some fantastic new additions to Chaos Reborn in 1.7 - focussed on multiplayer and co-op. Here is the full list of new features:
- Friends list - you can add friends to your friends list by wizard name.
- Your friends list will automatically be populated by your Steam friends if they have Chaos Reborn.
- Realm co-op - invite a friend to help you with a battle while playing realms (ally credits are removed).
- New custom game set-up with lobby system.
- Create public or private games.
- View a list of public games that you can join.
- Game lobby works with asynchronous games as well as live games.
- Up to six players in a custom game.
- Configuration of players and teams - including AI players.
- You can now play co-op vs AI, or have 3 teams of 2 players, or any combination you want.
- Pre-designed maps can now be selected by name.
- Controller support - turn this on in the options screen.
There are some fantastic new additions to Chaos Reborn in 1.7 - focussed on multiplayer and co-op. Here is the full list of new features:
- Friends list - you can add friends to your friends list by wizard name.
- Your friends list will automatically be populated by your Steam friends if they have Chaos Reborn.
- Realm co-op - invite a friend to help you with a battle while playing realms (ally credits are removed).
- New custom game set-up with lobby system.
- Create public or private games.
- View a list of public games that you can join.
- Game lobby works with asynchronous games as well as live games.
- Up to six players in a custom game.
- Configuration of players and teams - including AI players.
- You can now play co-op vs AI, or have 3 teams of 2 players, or any combination you want.
- Pre-designed maps can now be selected by name.
- Controller support - turn this on in the options screen.
The new update for Chaos Reborn includes 3 awesome new spells: Air Elemental: A flying, neutral creature which has a unique push attack. When you attack with the Air Elemental it can push any surrounding enemy away. If it falls off the edge of the terrain it will plummet to its doom. Meteor Shower: Rains down a series of meteors at any location. The meteors do not arrive on the turn cast, but in your following turn. Other players know you have cast the spell, but not where it will land. This spell adds an exciting element of bluff and prediction. Crystal Wall: A lawful growth spell that can be used offensively and defensively in various ways. A crystal growth is summoned extending four hexes directly away from the casting wizard. Creatures and wizards can be trapped in the wall, but they also get a defensive benefit from it. We have also replaced the Dispel spell with a button on the creature information display which allows you to dispel any of your summoned entities for a cost of 5 mana points.
Welcome to the new update for Chaos Reborn. We have some exciting new spells to spice up your battles and refine your strategies, and the introduction of social rank progression. Here is a brief summary of the social rank system:
- Aprentice: All new players start at this level. In order to qualify as a wizard lord you need to reach a certain wizard level and have a significant success either in multiplayer league rankings or an online realm ranking.
- Wizard Lord: As a wizard lord you may submit your wizard to act as an NPC enemy in realms created by wizard kings. If your wizard fights lots of battles and does well in them, then you could get promoted to wizard king.
- Wizard King: You may create realms for other players to adventure in. If you do well at this, you may be promoted to demigod.
- Demigod: The demigod role will be implemented with our next social rank progression update. Demigods will be able to organised guilds and take part in guild competition.
- The first stage of the social rank progression system is in place. You can now ascend the ranks to become a demigod. There is a ‘social ranks’ button on your wizard screen which explains your role and how to qualify for the next rank.
- New Spell - Icarus Tower: A slow moving structure spell that attacks flying creatures only.
- New Spell - Zombie: Summon a pair of undead mutants. If they kill a living creature it will be turned into undead.
- New Spell - Bolt Tower: A static structure that fires a weaker version of the wizards magic bolt.
- New Spell - Paralyse: Paralyse up to 3 targets with this spell.
- Paralyse effect now makes undead vulnerable to attack.
- Initial card burn mana reduced from 9 to 8.
- Spell fail mana bonus increased by +2.
- Starting mana reduced for 2nd, 3rd and 4th players - max starting mana is now 6
- A cursor graphic is added at the terrain/entity under the mouse pointer to make it clear what may be selected. Also useful for counting hex distances. It can be turned off in the options display.
- A height display for the contents of a hex can be turned on in the options display.
- Improvements to the wizard icon display in battle (top left of screen). It now shows social rank, bodygear type and team label for team matches.
- Megaspell lists tweaks - more megaspells allowable for a number of staffs, including the addition of new megaspells.
- Staff base stat tweaks.
- Televortis - base cost: 13 to 15, cumulative additional cost: 3 to 5
- Argento - base cost: 25 to 30
- Romero - base cost: 60 to 68
- Retrigarum - base cost: 33 to 40
- Celeris - base cost: 30 to 35
- Megacarmen - base cost: 35 to 40
- Bellivent - base cost: 10 to 5
- Cantio Compositus - base cost: 5 to 3
- Shadoron - base cost: 15 to 10
- Gobelinus - base cost: 30 to 25
- Invigoratum - base cost: 12 to 10, cumulative additional cost: 3 to 2
- Garivano - base cost: 25 to 22
- Pontacto - base cost: 40 to 35
- Mana Fantisium - mana value: 13 to 15 (divided by number of players)
This update is focused only on fixing bugs and minor graphical or interface improvements - there are no new features added (but we are working on them). Changes include:
- Your wizard will now resurrect only on wizard towers that have been visited.
- Fixed a bug that caused movement in realms to lock up if a marauder spawns in the same day the king reinforces his lords.
- Fixed a data corruption problem with offline realms.
- Fixed a bug that caused crashes when getting items from realms.
- Enabled designer notes for 'Development' realms in the realm editor.
- Fixed a bug that caused the trading of talismans in offline mode to fail.
- Fixed a bug that caused the game to crash if you enter a realm when it expires (you are the 2000th adventurer).
- Fixed the previous/current season and equipped/classic league selection in the rankings screen.
- Fixed a bug where dead companion is not processed properly by encounter on the same tile as an enemy wizard lord.
- Fixed the position of the animated card back.
- Fixed the camera jitter on battle start.
- Hide creature buff indicators when the creature is not in idle state.
- Fixed the spell stats in the battle info screen and creature info screen.
- Properly scale the staff in the creature/wizard info screen in battles.
- Fixed the sinking of the camera when tracking wizard death.
- Don’t show the select-next-unit button when the AI moves and don't snap the battle log to the bottom when the playback interface is active.
- Fixed multiple issues with Steam achievements.
This update sees the release of our offline single player campaign. Play through a series of five realms and try to achieve gold rank with each one. These realms use a host of new realm design features, including named companions, branching story lines, and more. Other changes and fixes include:
- When you are waiting for a multiplayer match you no longer have to stare at a boring screen. Instead, a little queue widget is displayed and you can happily equip your wizard or play online realms while waiting for opponents. If you are playing a battle against AI you can be pulled out of it to play a multiplayer game, and then resume your realm battle after the multiplayer battle is finished. (note: if you enter a battle with an ally or as an invader your multiplayer request is cancelled).
- You can access a 'quick match' request from the options screen. This means that you could be playing a realm and request a multiplayer match without having to exit the realm.
- There are numerous changes to the realm creation system. Encounters are more sophisticated and check various conditions to trigger outcome choices. There are some new encounter effects, such as connecting or disconnecting towns and releasing marauders. Creature allies hired through encounters can be named. Taboos can now be directly edited. All of these features are used in the new offline realm campaign.
- When you select a creature in battle that has one or more buffs affecting it, there is a visual display showing circling coloured balls corresponding to the buff type. Red = attack buff, blue = defence buff, green = agility buff, purple = magic power buff.
- A wizard with activated talismans has a circling talisman object to show that a talisman is activated.
- In realm quests, when starting a battle involving only settlers there is a warning message displayed to remind you that your wizard is not present.
- Realm quests - you no longer need to be at a captured citadel to cast the palace breach spell. You can cast it from anywhere.
- Realm difficulty - the maximum creature allies the enemy wizards can have is now affected by the realm level. Level 1 realms are limited to 3 allies, level 2 realms, 4 allies, and so on, up to a maximum of 8.
- Realm and battle graphics have a christmas theme.
- AI now makes proper use of Transmutation talismans (e.g., the Romero "undead" talisman, the "Clementine" neutralizing talisman), they are no longer pre-activated at the start of the battle.
- AI improvements - AI Wizard makes better use of mounts and is more likely to attack when mounted. AI responds more pro-actively to undead threats. AI now uses mana bind talismans.
- Lowered transformation rate of Aconite talisman (vine to spiders) and fixed a bug with async games where the transformation limit was not respected.
- Realm shops now show the new 3D display for equipment with spell affinity information for staffs.
- For those of you that backed the game at wizard lord level or above, you will be able to enter a name to appear in the game credits with the next update.
- Staff type has a slightly greater impact on deck composition - spells with staff affinity are more likely to be included.
- Exemplum Funus talisman now only gives spell cards for real creatures killed, as per talisman description. Also clarified "Volaticus Duplus" talisman description.
There is now a Chaos Reborn demo! Tell your friends about it and try and get them involved in some multiplayer games. It gives players free access to the multiplayer modes and tutorials, but not realms, offline battles or social rank progression. The inventory limit is also restricted to 7 items. This update also sees the introduction of the Realm Moderator system. Wizard kings designing realms will have to submit their realm designs to a moderator before being released to the players. Some of the existing realms will be put back into development and will have to be fixed and resubmitted if desired. Here are the changes and fixes in detail:
- The maximum number of concurrent asynchronous games has been raised from 20 to 40.
- In the equipping screens the staffs and bodygear have a new display which shows the 3D model and compares stats with the currently equipped item. For staffs you can press a button to see all the spells that match the staff type.
- The new realm moderation system has been implemented. New realms have to be approved by a realm moderator before being released to the public.
- A realm design guide has been added to the realm editor, and the game guide is also accessible from the realm editor.
- Aelfscyne talisman mana cost increased from 35 to 50.
- Battle event log scrolling now works properly (and has a scroll bar).
- Paralysed gooey blobs will no longer attack trapped victims.
- Fixed a bug where a player wasn't able to change equipment configuration that was used in classic private async game request.
- Players in private matches will now be disconnected for inactivity.
- Fixed a bug that caused the client to break if the server disconnects it during the login animation.
- Fix: talisman target selection, battle log, mega spell activation, select rider button, and select player buttons are now selectable on touch devices.
- Fixed the bug where allied victory against 2 wizards in realms is counted as 2v2 win achievement stat.
- Camera zoom key bindings fixed - no longer mixes up zoom in/ zoom out
- Fixed a bug that didn't allow you to open equipment pack even if you have enough space in inventory.
- Added check for max inventory items when buying equipment packs.
- Fixed a bug where an encounter result offering allies, if interrupted by battle or exiting to menu, would not show the correct title and display an erroneous OK button. Also improved the message where you have to dismiss multiple mercenaries in order to hire multiple allies from an encounter.
- Gold awards are now given for wizard lords defeated in towns or wizard towers.
This update is primarily a bug fix update with some tidying up of sound effects, graphics and game texts. Here is the full list:
- Wizards which gain the leech ability now have a leech effect when they attack
- The number of wizards in a realm battle is restricted to the number of deployment positions on the map (can be 3 or 4). If there are too many enemy wizards in the same place more than one battle will be fought there in succession.
- When the wizard king reinforces his lords movement of your wizard is halted to allow you to respond
- The banishing spell bar is more prominent
- Realm editor - added confirmation on release-to-players to warn about configuration settings and explaining how to change the name.
- Fixed the jitter of the dynamic camera on battle start
- Fixed the guardian spell portrait
- Added game guide button to tutorials screen.
- Fixed a couple of images and some texts in the game guide.
- Multiplayer games - set number of re-matches to 4 instead of 3.
- Changed the death effects for creatures so they fade, then sink and shrink.
- Added raising/sinking of gravestones.
- Fixed a bug that caused the webbed creatures to lose their attack animation.
- Fixed a bug where in classic mode wizards only got 21 spells, not 22.
- Reduced the volume of the spell fail sound and the illusion death sound. Change the creature selection/destination click sounds.
- Fix a few spelling errors in tutorials.
- Modified the map for tutorial 4B so the enemy wizard can’t hide in inaccessible places on a manticore.
- Configurable key bindings work in the realms and realm editor
- Fixed the death-defier achievement
- Fixed the realm-explorer achievements
- Fixed the message in the matchmaker screen to be more meaningful.
- Added realm multiplayer "cooldown" interval - you can't be an ally or an invader for 2 minutes after your last realm multiplayer battle.
- Added victory/draw/lose music to battle over screen.
- Added victory/lose music to realm game over (win uses the old chaos reborn main theme).
- Adjusted the position of the 'CONTINUE' button in realms so it doesn't overlap the event message.
- Movie is with reduced resolution and should play more smoothly
- Added better sorting of realms in the Realms List - highest rated at top, then the new realms below.
- Vsync on by default and with a faster refresh rate
- Town interface is not shown when the wizard is killed
- Fixed the bloodlust totem portrait
- Realm editor - encounter descriptions and outcomes allow new line input. More space for outcome text.
- Battles - allied wizard owner markers are now properly green instead some insipid brownish colour.
- Game guide is accessible from equipping screen
- Fixed a bug that broke the game over screen in spectator mode
- Fixed a bug that broke the battle interface in spectator mode.
- The time will no longer stop in realms if marauder appears or reinforcement happens while your wizard is disabled or his movement is forced (by ship travel or retreating).
- In the battle info display wizards are now scaled down to fit the box properly.
- The Wind Walker spell now matches the Air type staff.
- Wizard lords and kings deployed in realms will now get XP for their battles.
- Level 1 realms have invaders blocked by default (otherwise default is to allow invaders).
- Removed the old death sounds from the growths.
- The hit/miss effects are now added to the models at the proper point (was at the origin of the model).
- Added sounds for the second shadow tree
- Trade button moved away from the equip button in the equipment list screens
- Fix for bug where AI can take control of allied human player's mounts without mounting them first.
- When fighting marauders or villagers you no longer get gold based on the terrain feature, but a separate value for marauders/villagers.
- Fixed a bug where the gold reward for mana fluxes was actually giving the gold reward for plains (Mana Fluxes now give more gold).
- The arrow keys on the keyboard are always used for camera movement and cannot be reassigned (the WASD keys can be reassigned as usual).
- Fixed the Royal and Noble skins to use the creature shader materials because of the alpha clip.
- Reduced the intensity of wizard lord and king auras.
- Toned down the dwarf, unicorn and dragon brightness.
- Fatter owner markers in battles to make them more visible
- Fixed a number of issues and crashes on the server.
- Mouse cursor bounds not incorrectly limited but there is a problem with dual monitors - this is under investigation.
Chaos Reborn is finally released from early access today, October 26th 2015. Thank you to all our kickstarter backers and early access adopters for helping us to make this fantastic game. This is by no means the end of development - we have some exciting updates planned over the next few months. For those of you who have been playing you will find that your wizard, game records and inventory have been reset. Everybody starts from level 1 today. The new league season will also start from today and finish on November 30th. Those of you who have purchased Forgemaster rank or above can start anew with customisation of equipment. If you missed out on some of our backer upgrades we have kept 3 of them purchasable from in game - Forgemaster, Wizard Lord and Wizard King. Good luck with your games - and welcome to Limbo! New features for the version 1.0 release include:
- An extensive set of tutorials and special challenges.
- Realm Quests with an innovative Ally and Invasion mechanic. You can request allies to fight strong enemies, or volunteer as an ally to help other players. You can also volunteer to be an 'Invader' where you take control of an enemy wizard in another players realm. You get bonus realm score for defeating invaders. In order to request an ally you need to spend an 'ally credit'. You earn an ally credit each time you are victorious in battle as an ally or an invader.
- Fantastic new music tracks from George Strezov.
- Wizard Kings can create and edit realms. They can include Wizard Lord players in their realms. Realms can be rated by players.
- Wizard Lords can volunteer for wizard lord duty in realms created by Wizard Kings. You earn lord points for battles.
- Updated Game Guide with 6 new sections for Realm Quests.
- Messaging system where you can receive messages relating to events and updates in the game.
We are please to announce that Chaos Reborn version 1.0 will be officially released on October 26th. New features for this release are:
- Tutorial and challenges
- Improved AI
- Realm gold and realm inventory - you can take your current configuration into a realm and no gold - you must earn gold and buy equipment in the realm to use it in the realm. You can take gold and equipment out only if you beat the king/queen.
- Realm invaders - bonus score for defeating invaders, and the ability to opt out of invasions.
- Realms can be rated
- Wizard lords can volunteer for realm duty and earn lord points
- Wizard kings can create realms
- Realm guide added to the game guide
- Many more stats. You can view separate tables for games played/won/drawn/lost/win% for league or friendly, equipped or classic, two, three, four players or 2 vs 2. Also 3 tables for realm battles as quester, as invader, as ally.
- Generally upgraded interface
- Balancing tweaks
- Numerous small bug fixes and minor improvements
The main focus of this update is the new forgemaster system and major developments in the Realm Quest game play.
- The Forgemaster system will be included for those who have backed or upgraded at Forgemaster level and above. You will be able to customise the stats and appearance of bodygear and staff. The system allows you to create a set of equipment at any time, and then one more set of equipment when you reach wizard level 70. Equipment will be reset on official release of the game.
- 10 different realm settlements which can be recruited or attacked. Law kudos points and chaos kudos points are used to recruit villages, and they are earned by defeating wizards and settlements (and in the future, from encounters).
- The fighters from a recruited settlement can be directed to move to a location to attack or defend. They can fight with or without your wizard being present. If fighting without your wizard they are equipped with a 'spell totem' that has 3 spells plus disbelieve. It can be upgraded with 3 additional spells.
- Realm spells - Palace breach, lift fog, upgrade settlement population, upgrade village spells.
- Take control of mana fluxes to use the realm mana for realm spells.
- Marauder wizards which are spawned from the palace or citadels and will roam the map trying to destroy recruited villages, or recapture citadels and mana fluxes.
- You no longer have to eliminate every wizard lord to attack the king - you need to cast a 'palace breach' spell from a citadel, which becomes cheaper the more wizard lords are eliminated.
- Wizard lords can be deployed on towns and wizard towers.
- A quick battle resolution system for realms - you don't have to fight every encounter.
- You can volunteer as an ally while you are questing in a realm (but not in battle).
- There is a new 'invade' option - you can take control of an enemy wizard in someone else’s realm in a single battle (there will be a way to prevent invasions).
- The wizard king has a wizard ally - it will be a tougher fight. In theory is possible to have 4 wizards in a palace battle which are all human controlled.
- A new set of realms to explore
- A new spell - magic wings - effectively a transformation of the 'mercurius' talisman into a spell.
- The mercurius talisman is changed to 'aconite' - transforms tangle vine into spiders (max 5 per activation).
- AI wizards will have a more intelligent selection of talismans that complement their bodygear and staff
- Talisman activation will no longer consume spell casting.
- Significant tweaking of the talisman data - activation costs, buff bonuses, etc.
- Some tweaks to the procedural map generation, especially for the palace
- New Talisman/mega-spell activation interface. The talismans and meg-spell are displayed next to the staff icon on the bottom right of the screen.
- New Shadow Wood, with two separate models for the trees.
Finally, it’s here. You can now play single player realm quests, and there is also a co-op battle option where you can invite a human ally to help you with any realm battle. There are also four fantastic new environment types. Here are the new features, changes and bug fixes
- Realm quest mode featuring multiple realm quests of varying difficulties.
- Co-op mode for specific battles
- Realm high score tables
- New battle environments implemented for Mana Fluxes, Mountains, Forests, Plains and Palaces. Some of the multiplayer maps are converted to new environment types.
- Procedural battle map generation for realm battles (this may be introduced to multiplayer games at some point).
- Realm high score tables for realms you have completed. See how you did compared to other players.
- Multiplayer league tables are accessible for current and previous season, equipped and classic.
- The matchmaker now allows you to set multiple preferences for game mode and competition type.
- The equipment no longer has a levelling system - all equipment starts at maximum level. Equipment can be traded in for gold, not XP (there is some work needed to tidy up the equipment interfaces still).
- The Fountain of Life no longer resurrects wizards.
- Wizard is no longer engaged when hiding in a magic tree.
- Shadow trees can now be subverted.
- Buffs are now applied to web and bulldoze attack values.
- Wizard level no longer affects the mana value of wizards in battle.
- Manticore movement range is reduced from 4 to 3
- Improved AI
- Improve co-op system
- More special locations for realms to find and interact with, such as goblin camps, elven villages, manticore nests, mana fluctuations, shrines, and more
- Additional strategic game play for the realms with control of territory, diplomacy, and marauders
The major new additions for this release are:
- Classic Chaos Mode - Each player has a wizard with the same standard staff and bodygear with a random selection of spells. There is a separate league competition just for Classic Chaos, so for those of you who prefer this mode you will be able to win fame and glory.
- Two new environments - Ruins and Citadel - along with many new maps.
- A maximum of three rematches are allowed
- Major buff and Mana Binding talismans no longer use up your spell casting
- The XP cost for levelling equipment has been dramatically reduced.
- Goblin’s defence increased from 20 to 30
- Hellhound’s casting chance increased from 45% to 50% and paralyse staying power increased from 6 to 50 (this was an error originally, resulting in creatures being paralysed for one turn almost always).
- Elf’s casting chance reduced from 65 to 60
- Pegasuses casting chance reduced from 50 to 40
- Constellation of Pegasi mega-spell cost adjustment increased from 80% to 85% and now summons 2 pegasi instead of 3
- Vampire’s casting chance increased from 35 to 40
- Giant Spider’s attack increased from 20 to 30, defence increased from 40 to 50, magic power increased from 40 to 50 and web attack increased from 70 to 90
- Cluster of Spider’s mega-spell cost adjustment increased from 80% to 90%
- Giant’s magic power increased from 50 to 70
- Hydra’s damage increased from 60 to 70
- Elephant’s attack increased from 30 to 40, defence from 80 to 90 and magic power increased from 30 to 40.
- Eagle’s defence increased from 20 to 30
- Unicorn’s magic power reduced from 80 to 70
- Paladin’s defence reduced from 80 to 70 and magic power from 110 to 100.
- Pride of Lions mega-spell cost adjustment increased from 75% to 80%
- Divine sword/shield/bow mega-spell cost adjustment increased from 75% to 80%
- Fountain of Life has a resurrection probability of 50% instead of 100% (regardless of the number of fountains you have).
- Shadow tree defence increased from 60 to 70
- Raise Dead spell range increased from 1 to 2, and Raise Hell ranged increased from 2 to 3
- Mana value of gooey blob reduced from 3 to 2
- Mana value of Shadow Tree reduced from 4 to 3
- Major Buff and Mana Bind talismans no longer use up spell casting
- Metafortis (multi-attack ability) mana cost increased from 25 to 40
- Draugar (leach ability) mana cost increased from 25 to 35
- Romero (undead) mana cost increased from 45 to 55
- Gobelinus (trees become goblins) mana cost increased from 25 to 30
- Pantacto (improved ranged combat) mana cost increased from 25 to 30
- Penetronus (shooters major buff) now gives 30% attack bonus to ranged and close combat, 30% agility and 20% magic power.
- Exemplum Funus (spell of next killed creature goes in deck) cost reduced from 20 to 5
- Abashivor (shatter ability) cost reduced from 15 to 10
- Aeronus (flying creatures major buff) defence bonus increased from 25% to 30%, magic power buff increased from 15% to 20%
- Cantio Secutus (+1 spell range) cost reduced from 60 to 30 Megacarmen (50% magic power boost) cost reduced from 45 to 30
- Clementine (set balance to neutral) cost reduced from 20 to 10
- Mana points for initial card burn reduced from 10 to 8
- Equipment XP levelling cost now starts at 10, not 50, and increases by 1 per level, not 5.
- Initial mana reduced - 2 player games: 2nd player gets 8 mana, 3 player games: 4/8 mana, 4 players games: 3/6/9 mana.
- Fixed a bug that allowed the paladin to attack more than once in a turn.
- The Game Guide is updated with a better section on spells and the Law/Chaos balance
- Giant Spider will now try to kill blobs and shadow trees instead of webbing them
- Added missing card images for Gooey Mass and magical attack mega spells
- Gobelinus talisman now works in the same way as the Aelfscyne Talisman (after activation, at the end of each turn, one or more trees may turn into Goblins, rather than all trees turning into goblins on the turn the talisman is activated).
- Aelfscyne talisman no longer causes creatures on the opposing team to become incorrectly engaged after creating an elf.
- Staff/Talisman display of wizards is now available when spectating a game
- Fixed a bug where Hellhound was paralysing a web on a friendly creature when adjacent but 2 levels different
- Fixed a bug that caused wizard models to be invisible in spectator mode.
- The paladin now doesn't lose his attack move when retaliating.
- Wizard levels below 12 were excluding some spells - this restriction has been removed
- Wizards now get +50% XP and VPs for a range 1 kill, not just +50% mana
- Undead talisman buffs are now correctly affect creatures raised from the dead, instead of just creatures that are naturally undead.
We have fixed a few problems, and made some gameplay changes. Here is the summary:
- A number of fixes have been made to the server code may help improve the lag problems that some players have been experiencing at certain times.
- Mana for killing an adjacent creature or wizard is now increased by 50%, not doubled (mana surge).
- Flight path of flying creatures improved, especially the pegasus
- You can now either activate a talisman or cast a spell in a turn, but not both. You can only activate a talisman once per turn.
- There are adjustments to the mana costs for a large number of talismans.
- Wizard can no longer use Magic Bow to Retaliate or Multi-Attack non-adjacent enemies.
- fixed the bug where playback mode is interrupted on talisman activation event.
We have fixed a few more issues and made some improvements:
- The terrain rendering now works properly on Mac and Linux.
- Invigoratum talisman now only allows a creature to attack a second time in its turn, not to move and attack.
- Volaticus Duplus talisman now creates a summoning spell of an adjacent creature instead of allowing you to cast a spell a second time in your turn.
- Aelfscyne talisman now gives each of your Magic Trees a 10% chance of turning into an elf at the end of each of your turns instead of having instant effect.
- Fixed the creature info screen when showing mount with a rider
- Fixed the end game stats ranking info
- Removed the minimum game time for replay and rewards
We have fixed a few issues with version 0.26
- Fixed a bug that caused talismans to be unavailable in ranked async games.
- Private games no longer give rewards - no gold, no XP
- Added minimum game duration for getting rewards and allowing rematch.
- Fixed a bug where the spell cards were shown with the end game screen in async games
- In the equipping screen, selecting a currently equipped talisman, staff or bodygear allows you to replace it.
Chaos Reborn
Snapshot Games Inc.
Snapshot Games Inc.
2015-10-26
Strategy RPG Singleplayer Multiplayer Coop
GameBillet
8.39 /
€
Game News Posts 32
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(797 reviews)
http://www.chaos-reborn.com
https://store.steampowered.com/app/319050 
The Game includes VR Support
Chaos Reborn Linux [1.88 G]
- Memory: 2 GB RAM
- Graphics: Shader model 3Network: Broadband Internet connection
- Storage: 2 GB available space
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