Patch 2.32 - Crack/Break adjustments, balance, and QoL/Bugfixes
Reva - w1 - dmg 3->2, now "fades" after hitting something and can now be caught Flamberge back to single hit Frost dmg no longer shield-able Not doing anymore balance changes for a while so don't complain, thanks. Added a yellow diamond icon for playing gauntlet for the first time Bugfixes: 2nd part of pyroblast can no longer be countered Starfield hitbox is now properly delayed by 2f Lobby browser no longer shows matches above lvl 10 for players under lvl 10 and vice versa (unless it's a custom lobby)
Bugfixes: Fixed a bug where mortar spells might not get countered (mostly in the tutorial) Fixed a bug where ranked rating might get messed up with joining custom lobbies Fixed counter tutorial Can no longer join ranked lobbies before lvl 15 in browser Can now properly leave replays mid-game Mine travel time properly increased to 56f+4f startup Diag beam and other lerping projectiles no longer disappear when dodged on creation
Neera - w1 - cooldown 40f->44f Neera - w2 - total travel time 20f->22f, recovery 18f->20f active frames 6f->1f (active frames were accidentally too long, it left an empty gap and made the hitbox linger longer than intended especially since blocking summons still cause a hit now) Reva - w1 - dmg 2->3, now destroyed on hit, adjusted visuals, added a visual for cooldown ending (it was confusing when the opponent could walk through after being hit) Crackroots - dmg 2->3, recovery 28f->24f Combust - dmg 7->8 DiagBeam - dmg 3->4, shots 3->2, now travels about 10% slower Flamberge - now half hit instead of single hit Guillotine - dmg bonus changed to +6 when 20hp or less. added crit sound Mine - total travel time 50f->56f (it felt a bit weird allowing shopkeeper to combo into the landing of the mine which should be used for setplay, now there is a bit of a mixup involved or at least more spells required from SK) TurretLux - hp 8->10, laser dmg 11->12 Cataclysm - increased hitbox height to reduce stepping through vertically, shot interval 4f->3f, dmg back to 5->6 Eruption - dmg 10->12 GolfBomb - dmg 1->3, explosion dmg 9->10, travel time 16f->18f, recovery 16f->18f Starfield - travel time 12f->14f, added warning vfx, now counterable while traveling WreckingBall - recovery 18f->22f Most mortar spells - 4f of travel time moved to startup (so they are counterable for the first 3 frames) Mortar spells no longer get countered if the hitbox will spawn Crack/Break Changes: Damaged tiles will now scales with number of damaged tiles while there are more than 4 damaged tiles on a side of the field (20% faster restore per damaged tile over 4) Broken tiles now have up to 25% of their duration reduced based on how long the tile was cracked for before being broken. These changes should help make playing against Break decks feel more interactive. Playing around a few Broken tiles is cool, having your field constantly broken can get annoying. Ideally this results in the Breaker's mana running out + the tiles being restored faster, so there are more times where you have an unbroken field. I don't think Break is too strong at the moment and I wanna keep it's overall power level in roughly the same spot. Frost - dmg and stun is now shieldable (stun amount will be half of FrostStun duration (36f->18f), like how shieldstun is normally half of Stun duration (24f->12f)) QoL: Leave Button for Ranked/Unrated will now "forfeit" the game instead of "disconnecting" (you can still leave with no penalty for the first 5 in-game seconds of the match) Added an option to offer a Draw which will end the game with no results for either player Added shadows to a bunch of mortar spells Adjusted Dreadwyrm w1 vfx to be higher up again, now have slight shadows Added weapon/subweapon prompts to RevaBot weapon sparring tutorial Adjusted shopkeeper w2 vfx Can now look at ranked info while searching for match Changed "Custom" button to "Lobbies" Added warning circle for Zenith Can now hover over rank info button and it will animate size a bit Lowered auto-disconnect match threshold Loser rating inflation now scales from rating 300->2000 (with 25% inflation at 300 and 0% inflation at 2000) Added frame data for startup and mid for step spells, recovery might come later Shield bar now restores + half max shield after shield break stun is over instead of when shieldbreak happens Bugfixes: Mark damage now triggers the deflect animation, smoothed out end of mark vfx timer Fixed a bug where local deck would use player 1 deck Step slashes no longer get stuck in training mode with quick shuffle Fixed locked lobby name after change Y Axis closest tile calculations were off by 0.1f, making sacrifire shoot on the wrong tile sometimes Local matches no longer show jitter Sacrifire will no longer mess up in previews and possibly replays Match found should no longer appear against self or empty players? Maybe. Fixed a bug where dodges would not get canceled if hit with status damage Fixed a queue where ratings would sometimes get mixed up between queues, possibly. If you run into it just dm me on discord and I can reset it for you. Ties no longer show default 24HP in replay history Can no longer join unrated/ranked lobbies with invalid deck Can now navigate to copy deck buttons in replay history
[ 2024-03-27 19:27:38 CET ] [ Original post ]
Patch v2.32
Reva - w1 - dmg 3->2, now "fades" after hitting something and can now be caught Flamberge back to single hit Frost dmg no longer shield-able Not doing anymore balance changes for a while so don't complain, thanks. Added a yellow diamond icon for playing gauntlet for the first time Bugfixes: 2nd part of pyroblast can no longer be countered Starfield hitbox is now properly delayed by 2f Lobby browser no longer shows matches above lvl 10 for players under lvl 10 and vice versa (unless it's a custom lobby)
Patch v2.31 Hotfix
Bugfixes: Fixed a bug where mortar spells might not get countered (mostly in the tutorial) Fixed a bug where ranked rating might get messed up with joining custom lobbies Fixed counter tutorial Can no longer join ranked lobbies before lvl 15 in browser Can now properly leave replays mid-game Mine travel time properly increased to 56f+4f startup Diag beam and other lerping projectiles no longer disappear when dodged on creation
Patch v2.30
Neera - w1 - cooldown 40f->44f Neera - w2 - total travel time 20f->22f, recovery 18f->20f active frames 6f->1f (active frames were accidentally too long, it left an empty gap and made the hitbox linger longer than intended especially since blocking summons still cause a hit now) Reva - w1 - dmg 2->3, now destroyed on hit, adjusted visuals, added a visual for cooldown ending (it was confusing when the opponent could walk through after being hit) Crackroots - dmg 2->3, recovery 28f->24f Combust - dmg 7->8 DiagBeam - dmg 3->4, shots 3->2, now travels about 10% slower Flamberge - now half hit instead of single hit Guillotine - dmg bonus changed to +6 when 20hp or less. added crit sound Mine - total travel time 50f->56f (it felt a bit weird allowing shopkeeper to combo into the landing of the mine which should be used for setplay, now there is a bit of a mixup involved or at least more spells required from SK) TurretLux - hp 8->10, laser dmg 11->12 Cataclysm - increased hitbox height to reduce stepping through vertically, shot interval 4f->3f, dmg back to 5->6 Eruption - dmg 10->12 GolfBomb - dmg 1->3, explosion dmg 9->10, travel time 16f->18f, recovery 16f->18f Starfield - travel time 12f->14f, added warning vfx, now counterable while traveling WreckingBall - recovery 18f->22f Most mortar spells - 4f of travel time moved to startup (so they are counterable for the first 3 frames) Mortar spells no longer get countered if the hitbox will spawn Crack/Break Changes: Damaged tiles will now scales with number of damaged tiles while there are more than 4 damaged tiles on a side of the field (20% faster restore per damaged tile over 4) Broken tiles now have up to 25% of their duration reduced based on how long the tile was cracked for before being broken. These changes should help make playing against Break decks feel more interactive. Playing around a few Broken tiles is cool, having your field constantly broken can get annoying. Ideally this results in the Breaker's mana running out + the tiles being restored faster, so there are more times where you have an unbroken field. I don't think Break is too strong at the moment and I wanna keep it's overall power level in roughly the same spot. Frost - dmg and stun is now shieldable (stun amount will be half of FrostStun duration (36f->18f), like how shieldstun is normally half of Stun duration (24f->12f)) QoL: Leave Button for Ranked/Unrated will now "forfeit" the game instead of "disconnecting" (you can still leave with no penalty for the first 5 in-game seconds of the match) Added an option to offer a Draw which will end the game with no results for either player Added shadows to a bunch of mortar spells Adjusted Dreadwyrm w1 vfx to be higher up again, now have slight shadows Added weapon/subweapon prompts to RevaBot weapon sparring tutorial Adjusted shopkeeper w2 vfx Can now look at ranked info while searching for match Changed "Custom" button to "Lobbies" Added warning circle for Zenith Can now hover over rank info button and it will animate size a bit Lowered auto-disconnect match threshold Loser rating inflation now scales from rating 300->2000 (with 25% inflation at 300 and 0% inflation at 2000) Added frame data for startup and mid for step spells, recovery might come later Shield bar now restores + half max shield after shield break stun is over instead of when shieldbreak happens Bugfixes: Mark damage now triggers the deflect animation, smoothed out end of mark vfx timer Fixed a bug where local deck would use player 1 deck Step slashes no longer get stuck in training mode with quick shuffle Fixed locked lobby name after change Y Axis closest tile calculations were off by 0.1f, making sacrifire shoot on the wrong tile sometimes Local matches no longer show jitter Sacrifire will no longer mess up in previews and possibly replays Match found should no longer appear against self or empty players? Maybe. Fixed a bug where dodges would not get canceled if hit with status damage Fixed a queue where ratings would sometimes get mixed up between queues, possibly. If you run into it just dm me on discord and I can reset it for you. Ties no longer show default 24HP in replay history Can no longer join unrated/ranked lobbies with invalid deck Can now navigate to copy deck buttons in replay history
Duelists of Eden
Thomas Moon Kang
Thomas Moon Kang
Coming soon
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 12
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(778 reviews)
https://store.steampowered.com/app/1664200 
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Duelists of Eden is a card-grid-fighting game set after the events of One Step From Eden. Build your custom deck and battle online in real-time action! There are over 14 unique characters with strengths and weaknesses to encourage creative spell combinations and synergies. Will you combo slashes, fire, or even use bombs to eliminate your competition?
Deckbuilding
Fight in a mix of strategy and real-time action! Create your own unique combination of spells to take down the competition.Save and edit an unlimited amount of decks in the editor!
Dynamic cardtridge and combo system
Create combos on the fly, adapting the scenario and what spells you and your opponent have.Tutorial and training mode
Learn the ropes in the tutorial mode and deep dive into the mechanics via training mode.Training mode includes hitboxes, character states, quick deck edits, speed modifiers, and more!
Custom rollback netcode
The game was completely rebuilt to support custom rollback netcode, for the smoothest experience possible.Replay mode
Review your matches in replay mode!Local multiplayer may require a controller.
MINIMAL SETUP
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAMStorage: 1 GB available space
- Memory: 2 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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