Patch 0.5.2 — Streamlining Update!

As the first official patch of 2019, this patch seeks to touch up on more obscure gameplay mechanics to make them more approachable for new players while delivering on numerous gameplay updates, a pinch of new content, and a few much-needed bug fixes to make the game more consistent.

GENERAL:

Earning experience works a little differently:

  • Players now gain +8 Experience whenever they collect a powerup.
  • Experience requirements have been slightly lowered at every level.
  • The powerup spawning rate has been slightly increased.
  • Players will no longer gain experience from correctly predicting rolls. Instead, correct predictions will award 12-18 AP. (Based on #players in the game).

A NEW JAM – A new end-of-game music track has been added.


AI:

Our overlords-to-be have received some improvements:

  • AI logic has been improved for buying and selling items; they will now prefer to buy items better suited to their play-style, and will be more selective about the items they purchase after halftime.
  • AI difficulty can now be adjusted in the lobby between 4 modes: Easy, Normal, Hard, and Insane.
    • WARNING:  Insane AI’s do not  always play fair.

In addition to the logic improvements, several bugs have been addressed that negatively impacted AI players:

  • Fixed a bug where AI’s could use abilities in combat even if they didn’t have the required energy.
  • Fixed a bug where AI’s couldn’t properly use Infinity Potions.
  • Fixed a bug where AI’s wouldn’t benefit from the Underdog buff.
  • Fixed a bug where AI’s sometimes couldn’t complete their quest.

CHARACTERS:

ROBBIE:

  • Now has a new passive trait:
    • Crime Does(nt?) Pay
      • When Robbie passes another player on the board, he steals 15 AP from them. If Robbie dies, he pays 30 AP into the pot and loses any stolen items.

COMBAT:

LEVEL 3 — Players must now be level 3 to declare a duel after landing on a Battle Square. (Up from level 2).

COMBAT TURN ORDER — In combat, the turn order is now solely decided by the player who has the highest energy amount. (If two players have the same energy amount, combat resolves from left to right).


ITEMS:

NEW – ITEM POOL

This patch introduces the concept of an ‘item pool’. In short, this is just a small set of items which will not appear in the item shop or auctions, but can still be generated and obtained through effects which create items. (Such as Care Packages, Conjuring, and Treasure powerups). Items in this pool are a little too strong to be sold in the general store, but too weak to be set as auction exclusive, so putting them here means they’re rare to obtain but provide great utility, and improve the reliability of item-generation effects.

The following items have been moved into the item pool and are no longer auction-exclusive:

  • Mystic Timepiece
  • Combat Bandage

Additionally, 3 new consumables have been added that will only appear in the item pool:

NEW – Strength Potion:

  • Consume: Gain +2 Attack.

NEW –Defender’s Potion:

  • Consume: Gain +2 Defense.

NEW – Alacrity Potion:

  • Consume: Gain +8% Crit Chance.

 


 

Meanwhile, 3 new store items enter the game:

NEW – Magic Gloves

  • Cost: 130 AP
  • Activate: For this turn only, you automatically collect any powerups on squares you move over.

NEW – Painkillers

  • Cost: 15 AP
  • Consume: For this turn only, any damage you take is reduced by 50%. (Works in combat).

NEW – Training Sword

  • Cost: 45 AP
  • Whenever you roll a 6 or less, you permanently gain +1 Attack.

ITEM RE-BALANCING:

Atlas O’s

  • Cost reduced from 10 AP –> 8 AP.

Deadshot Rifle

  • Effect changed: Your attacks are 75% less likely to miss. (Down from 100%).

Eddy’s Emerald

  • No longer heals for 10% of a player’s max health at the end of their turn.
  • New Effect: Whenever you roll a 6 or less, permanently gain +10 Max Health. (Up from +5).
  • Now grants +15 Max Health (Up from 10).
  • Cost increased from 45 –> 60 AP.

Enmars Time Rod

  • Energy bonus increased from 1 –> 4.
  • Active effect now restores +6 Energy (up from +4).
  • Dodge bonus reduced from 15% –> 10%.

Equinox Ball

  • Cost decreased from 50 –> 40 AP.

Jason’s Shield

  • Out of combat damage reduction increased from 30% –> 35%.

Juker’s Boots

  • Dodge bonus increased from 10% –> 18%.
  • Now grants +1 Max Energy.
  • Cost increased from 90 AP –> 160 AP.

Lifetether

  • Attack bonus reduced from 9 –> 8.
  • Evasion bonus reduced from 12% –> 10%.

Lucky Clover

  • Is now an auction-exclusive item.

Revive Capsule

  • Can no longer be randomly generated from other items, spells, or powerups. (But will still appear in the shop).

Ring of Wealth

  • Renamed to “Bling Ring”
  • Has a new icon.

Sure-Step Boots

  • Dodge bonus lowered from 5% –> 3%.
  • Now grants +2 Max Energy.

Xpired’s Mystery Soup

  • Odds have been adjusted to help prevent streaks of bad luck from the item.
  • Two new possible outcomes added:
    • Has a chance to restore 5 energy.
    • Has a chance to reset all ability cooldowns. (Rare)

REMOVED- The Purging Wand item has been removed.


SQUARES:

Pot squares really dont work out very well with 2 players. Also the high pot cap and fast growth rate means that too often the money in the pot can decide games. These changes address this.

  • If there are 2 players or less in the game, pot squares will no longer appear on the board.
  • The AP in pot cap has been lowered from 400 –> 300 AP.
  • Pot growth reduced from 24 AP per round (+48 after halftime) –> 20 AP per round.


UI:

Miscellaneous improvements:

  • Host latency is now shown in the pause menu; if the host is causing the game to lag, you’ll know about it.
  • Made minor clarity updates to the health bar and added additional flavor text for when players die.
  • World particle effects added for when players are stunned, untargetable, knocked out, and/or haunted.

 

Bug Fixes

Some nasty bugs get squashed.

  • Fixed a bug where starting a game with exactly 2 human players and 1 AI player could freeze the game.
  • Fixed a series of bugs where the game could get stuck if a player timed out.
  • Fixed a bug where the Strongman award was not calculated properly if players were damaged at the end of the game.

 

 

 

 

 

 

 

 

 

 

 

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