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v2.0.2 Patch Notes. Fixes, Improvements Balance Adjustments.
Welcome to the patch notes for this here big ol patch, v2.0.2. We have some fixes, general improvements and some balance adjustments. Check below for annotations surrounding each and every balance change weve implemented. Check it out, spread the word and have fun. Please hit us up if you have any questions and please let us know how you go!
= Mechanical change, rather than numerical. Trickery Deck The Trickery Deck has some really interesting mechanics and evocative cards, but compared to the Spell and Item decks the cards you draw are generally too situational. We want to push the Trickery deck into a place where cards are more reliably beneficial to the player and therefore on average stronger, whilst bolstering the deck's mechanical identity. The Trickery Deck should feel like a more viable choice when drawing cards, and these tweaks are a nice nudge in the right direction. Hoodwinked Hoodwinked is a powerful card that has some really interesting fringe combinations with things like Rot and Card Stealing. More of these should encourage versatile, clever plays.
The most chosen Amulets are naturally the simple, stat amulets. You start with them unlocked, they provide a verifiable bonus that your enemies OR the sweet devil RNG can't mess with. We're comfortable with this, but we really want the others to feel like a valid choice either for fun, or to attend to something that you might consider un-fun. First thing is first, Harmonise and Decay. Harmonise This Amulet doesn't see a lot of play and hopefully this adjustment nudges it in the right direction.
Some clans have a really good spread of Signet use like Wolves and Bandits for example, but the Bear Clan specifically seems to have a bit of an issue in terms of choice, so we have focused our efforts accordingly, whilst sharing the love a little. We really want players to feel torn when making this choice, and we want players to have fun experimenting with different kits. Enjoy! Aquamarine (Bear) Armello is about keeping your options open, which makes signets that "turn off" feel quite bad.
[ 2019-06-20 03:37:30 CET ] [ Original post ]
Howdy folks!
Welcome to the patch notes for this here big ol patch, v2.0.2. We have some fixes, general improvements and some balance adjustments. Check below for annotations surrounding each and every balance change weve implemented. Check it out, spread the word and have fun. Please hit us up if you have any questions and please let us know how you go!
Features / Quality of Life Changes
- Several localisation improvements, integrated from community feedback since 2.0! (Specifically most of the improvements were directed at Traditional Chinese with 1450 strings updated, Korean second with 540 strings updated)
- Show notification when Bounty is upgraded (previously only appears for new bounties).
- Players in a disconnected state have had their turn timers halved.
- "I am waiting" automatic message has been capped to once per turn.
- Quest selection sequence has been made a little faster.
- New pages have been implemented to the Game Guide for Clan Grounds, Hero Mastery and Reconnection.
- Implemented a notification on launch to players that don't meet Armello's minimum requirements.
Bug Fixes
- AI takeover now works as intended! (If you still experience issues with this, please send bug reports through as we've improved the logging and reporting around this too)
- Fixed an issue where quest outcomes were displaying incorrectly (showing a success when you'd failed and vice versa).
- Fixed an issue where private lobbies may not progress if players were attempting to use DLC heroes they don't own (DLC sharing).
- "Find Parties" toggle once again correctly works as intended.
- The King's victory-specific death animations are once again functioning as intended.
Known Issues
- If a player doesn't select a hero in hero select, the game can sometimes hang in an NMA state.
- Plague Bearers incorrectly grants Prestige rather than spending it.
Balance Pass
= Mechanical change, rather than numerical. Trickery Deck The Trickery Deck has some really interesting mechanics and evocative cards, but compared to the Spell and Item decks the cards you draw are generally too situational. We want to push the Trickery deck into a place where cards are more reliably beneficial to the player and therefore on average stronger, whilst bolstering the deck's mechanical identity. The Trickery Deck should feel like a more viable choice when drawing cards, and these tweaks are a nice nudge in the right direction. Hoodwinked Hoodwinked is a powerful card that has some really interesting fringe combinations with things like Rot and Card Stealing. More of these should encourage versatile, clever plays.
- Quantity up to 2 (from 1)
- Quantity down to 3 (from 4)
- New Target: (Play on) Any Tile (was Settlement, Forest)
- New Effect: Steal 3 Gold and give 1 gold to the poorest Hero (Was: Steal 2 Gold and give it to the poorest hero)
- Quantity up to 2 (from 1)
- Cost changed to 2 Gold (from 1 Prestige)
- New effect: Places Bounty on Target, or Upgrades existing Bounty. (Was: Places a Bounty on Target)
- Quantity down to 3 (from 5)
- Quantity up to 2 (from 1)
- Stone Wards can now target occupied Settlements and resolve as if the inhabitant had entered a Stone Circle.
- Quantity down to 3 (from 4)
- Cost down to 1 Prestige (from 2)
- New Effect: -2 Gold, if target is Scouted they retreat. (Was: -2 Gold. If target can't pay, -1 Health and -1 Action Point)
- Cost changed to 1 Prestige (from 1 Rot)
- New Effect: Steal 2 Gold, if target is Scouted, Steal 1 Equipped Item. (Was: Steal 2 Gold. If target can't pay, Steal 1 Equipped Item.)
- New Effect: -2 Prestige. If target is the Prestige Leader, Steal the Prestige instead. (Was: -1 Prestige per Claimed Settlement (Clan Grounds included).)
Amulets
The most chosen Amulets are naturally the simple, stat amulets. You start with them unlocked, they provide a verifiable bonus that your enemies OR the sweet devil RNG can't mess with. We're comfortable with this, but we really want the others to feel like a valid choice either for fun, or to attend to something that you might consider un-fun. First thing is first, Harmonise and Decay. Harmonise This Amulet doesn't see a lot of play and hopefully this adjustment nudges it in the right direction.
- Effect Change: While not Corrupt, in Battle all Rot Symbols in your hand change to Wyld symbols. (Was: While not Corrupt, in Battle, all Rot Cards in your hand change to Sun symbol.)
- Effect Change: Heal 2 Health for each Rot gained, limit Corruption Stone Circle damage to 3. (Was Heal 2 Health for each Rot gained, and lose 1 Health for each Rot lost.)
Signets
Some clans have a really good spread of Signet use like Wolves and Bandits for example, but the Bear Clan specifically seems to have a bit of an issue in terms of choice, so we have focused our efforts accordingly, whilst sharing the love a little. We really want players to feel torn when making this choice, and we want players to have fun experimenting with different kits. Enjoy! Aquamarine (Bear) Armello is about keeping your options open, which makes signets that "turn off" feel quite bad.
- New Effect: In Battle and Perils at night, +1 Moon. (Was:+1 Moon and +1 Explode Pool while you have 3 Rot or less.)
- New Effect: +1 Shield and +1 Spirit in Forests (Was: +1 Shield and +2 Explode Pool in Forests)
- New Effect: Burning Sun and Moon Cards in Battle is always a Hit, first one Explodes. (Was: Burning Sun and Moon Cards in Battle is always considered a Hit.)
- New Effect: In Battle and Perils at day, +1 Sun. (Was: In Battle and Perils, +1 Sun result while you have 3 Gold or more.)
- New Effect: Gain Scout on all your claimed Settlements and any Creature that claims one from you until the end of your next turn. (Was: Gain Scout on all your claimed Settlements.)
- New Effect: Grants scout on, and +1 Sword in combat against heroes with 3 Health or less (Was: Grants scout on heroes with 3 Health or less)
[ 2019-06-20 03:37:30 CET ] [ Original post ]
Armello
League of Geeks
Developer
League of Geeks
Publisher
2015-09-01
Release
Game News Posts:
295
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(10747 reviews)
The Game includes VR Support
Public Linux Depots:
- Armello Linux Universal [2.02 G]
- Armello Linux64 [2.26 G]
Available DLCs:
- Armello - Usurpers Hero Pack
- Armello - Seasons Board Skins Pack
- Armello - The Bandit Clan
- Armello - Rivals Hero Pack
- Armello - The Dragon Clan
Armello is a grand swashbuckling adventure that combines three styles of play; The deep tactics of card games with the rich strategy of table top board games, combined with a character role-playing system.
As a hero from one of the clans of Armello, you'll quest, scheme, hire agents, explore, vanquish monsters, cast spells and face off against other players, with one ultimate end goal in mind — storming the palace and becoming King or Queen of Armello. The Kingdom of Armello is as dangerous as it is beautiful, perils, banes and bandits hide around every corner and a spreading corruption known as the rot is leaving no creature untouched.
Armello is League of Geeks’ attempt to revolutionise digital board and card games, whilst providing players a rich world within which they can craft their own stories of epic adventure. The aim was to create a rich game full of backstabbing, close shaves, shattered alliances, ruses and empty promises - a perfect game to play with your friends.
MINIMAL SETUP
- OS: Ubuntu 12.04 LTS (64-Bit)
- Processor: Dual-core 2.0 GHz (SSE2)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL SM3.0 capable GPU with 1GB VRAM. Graphics card that has vendor-made drivers installed.
- Storage: 4 GB available space
- OS: Ubuntu 12.04 LTS (64-Bit) or later
- Processor: Quad-core 2.5GHz (SSE2)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL SM3.0 capable GPU with 2GB VRAM. Graphics card that has vendor-made drivers installed.
- Storage: 4 GB available space
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