Welcome to this small update. To begin, we recommend that all players uninstall the previous version and reinstall the game when updating to this new version.
New Systems
Units
Units now have new attack and effect mechanics. These mechanics create more realistic simulations and better user experiences.
Mechanics
- Ranged attacks are launched and take time to reach the enemy. Once they hit the target, the actions of the attack are triggered, such as dealing damage or applying effects or innate abilities.
- The system now depends on these projectile delays. Launching attacks or abilities consecutively and quickly means they will be applied at their proper time. If an ability is activated before an effect is added, it will not be applied retroactively. For example, if an attack that applies burn is launched and during the projectile's travel time Ignition is activated, then Ignition will execute with the current burn stacks. The burn from the projectile will apply only on impact, which may be after Ignition.
- Effects now activate at specific times, and have a delay between activations. This allows players to clearly see which effect activates when, improving the user experience.
- Fully reflected attacks apply all innate properties to the new target. For example, if an attack that applies burn is reflected, the burn will be applied to the one it is reflected to, in addition to all other damage and effects.
- Attack or ability effects have a delay upon launch, which matches the moment when the animation should throw the projectile or melee strike.
- There are ranged and melee attacks. Ranged attacks originate from the unit launching them, while melee attacks are launched instantly on the target. The same applies to units.
Views
In addition to new mechanics, there are also new unit views, such as their description, effects, damage or healing received, among others mentioned below.
- Units now display damage with red-colored numbers appearing above them.
- Units show all healing with green-colored numbers preceded by a +, also displaying a green explosion effect indicating the unit has healed.
- Just like healing, mana recovery is shown with a similar effect but in blue. This is visible on heroes.
- As with mana, gold gain is reflected with gold-colored numbers and a coin explosion appearing above the hero.
- Hovering the cursor over a unit will show its element, name, abilities, and attacks. Each element has a different text color associated with it.
- Hovering over an effect shows its name and what it does.
- When effects activate, a small emphasis may occur to help players visually identify which effect triggered at a given time.
- Enemy actions now only show Attack with a crossed swords icon, and Ability with an open book icon. Some enemies have specific icons for particular attacks or abilities.
Deck System
- Cards appear during the enemys turn but cannot be played until your turn begins. A red sign saying enemy turn will appear when you cannot play cards. When your turn starts, it will be clear through the interface.
- Items are now launched from the left side of the screen. Usable items appear in two vertical barsone for crafted items and another for basic ones.
- When a target card is selected, hovering over it shows an icon to deselect it. Pressing the cancel button returns the card to your hand.
- Target indicators now show an outline around the units: red for enemies, green for allies.
- The trail that comes from the mages hand is now linked to the cards elementfire-colored for fire cards, dark for darkness cards, water-colored for water cards, and so on.
- The card hover system is now fluid. When moving the cursor over your hand, the card does not need to be visible to come to the front. If you're browsing through the hand, cards are smartly and comfortably highlighted to improve user experience.
Item Crafting System
- A new system has been implemented for creating items from materials or previously crafted items.
- Materials are obtained by defeating elite enemies, tower bosses, or final bosses.
- Materials and crafted items are stored in your inventory from one game to another.
- If you use a crafted item in a game, it is lost forever. If unused, it remains as a material or usable in other games.
- Obtained materials and created items can be used on any character.
- The crafting system appears every time you start a new game.
Tutorial System
A basic tutorial system was implemented showing floating text boxes to explain specific game details to new players.
Events
- Events now open instantly upon entering a floor. It is not optional to open the event.
- Events no longer show the user the probability of what might happen for each option.
- Events requiring items will now show these in a panel on the right side of the screen, displaying each event-specific item.
Collection
- A collection tab was added showing all cards obtained by each characterthe total and unlocked ones.
- Along with this, a card unlock system was implemented. On specific floors, youll unlock cards for the character youre using. Unlocked cards persist from one game to the next.
UI
Some visual changes were made to the static UI screen.
- New button animations are shown after winning a battle.
- Card containers now have new animations when appearing.
Inventory
The inventory is now read-only. You can view all items, relics, and materials equipped by the character, but nothing is activated from this screen.
Cinematic
An opening cinematic was added to the game.
[ 2025-04-11 20:17:36 CET ] [ Original post ]