Hi everyone, in this patch we have added a new feature, did some changes/improvements/fixes and make some cards/heroes balance
New:
Added option to share private match code via chat
Now you can interact with opponent hand even if it's hidden (you still not able to see card of curse, only expand the card)
Changes:
Updated preview decks
Set the maximum card's cost limit value at 99
Set the maximum creature's attack/health limit value at 999
Improvements:
Improved battle start/end layout/animations
Improved loader layout
Improved auto graphics settings detection when you play the game for first time
Improved settings loading at startup
Balance:
Regis, Imperial Duke: Ability: Reduce by 1/2/2/3/3 the cost of all Generals in your hand. Increase by 4/4/3/3/2 the cost of all Soldiers in your hand Conditions: 1 or more Generals in your hand, 1 or more Soldiers in your hand
Toxin: When this card is drawn reduce your hero's maximum health by 2. When you play this card from your hand, add 2 Toxin to your deck, then shuffle it. At the end of your turn, if this card is in your hand reduce your hero's maximum health by 5. At the end of your turn, if this card is in your graveyard, all allied creatures on the battlefield take X Poison tokens, where X is equal to the number of Toxins in your graveyard
Fixed issues with several texts in English and Russian localization that appeared incorrectly or contained mistakes;
Fixed a bug with vault gates sometimes visually appearing closed when they are actually open;
LEVEL 4 SPOILER WARNING: Fixed a bug where "fuse" tiles would disappear from the map. Unfortunately, maps with the "fuses" missing cannot be updated, but everything should be fine with new ones. If you don't have any fuses on your current map, consider this a small simplification of that level :)
LEVEL 8 SPOILER WARNING: Horizontal mining while gravity is inverted and the antigravity engine activated now works correctly;
Fixed an issue where holding the button to use item multiple times would stop working. Hopefully, there won't be any issues with using items repeatedly (but I know that hope is faint :)
1. Improvement: When merging characters, there is a 50% chance that the bad talent of the first character will be replaced by the good talent of the second character. 2. Improvement: Increase the revenue of hot air balloon exploration once again. 3. Bug: Tourists are prohibited from teaming up for exploration and appearing in the character merge list. 4. Adjust other details.
The weekend is here! We cast a good mood buff on you and give you something nice!
1) Copy this promo code into a special window in the "Gifts" section of the play store 2) Take something good in the magic chest 3) Done! You are gorgeous!
20 or so Spells tested and fixed / improved. About 40 more to do...
Animated the action queue.
Made some AI improvements.
I'll be taking a break from adding in spells for a while as I decided to move the mosters to take up 4 tiles in combat. It's quite a big change as it will involve changes to AI as well as the display. It will be worth it though as they look dumb squeezed on to one tile... :)
- Selectable player classes: Slim, Normal, Heavy, each with their own voice lines - Added unique voice lines for Detective, Doctor and Don (in Annihilation) - Shield damage protection HUD icon will now fade with damage protection color correction - Don's body will no longer be removed on round end (for revival purposes) - Zombie Don syringe will now spawn on round end if it hasn't been spawned yet - Fixed DNA Scan not working sometimes - Updated Detective scan event texts - Fixed scoreboard event log showing incorrect events - Fixed Doctor and Detective respawning as Zombie Don - Updated HUD damage indicator - Changed tracer speed - Changed muzzle flash radius - Added intro camera to maps - Changed automatic radar default delay time to 15 seconds (t_automatic_radar_prevalence) - Changed muzzle light color - Updated Mafia Doctor head texture - Updated HUD progress bar texture - Added a crosshair cross texture when aiming at a friendly role - Fixed broken third person walking animations - Better bat idle animation loop - Added a sound when you try to use an ability on cooldown - Player name will no longer show through smoke grenade - Round end panel will shorten long names for player of the match, player of the round, first blood and final kill - Updated burning sounds - Changed default Revive time to 2 seconds t_revive_time - Changed default Resuscitate time to 1 second t_resuscitate_time - Replaced Heal ability screen fade with color correction - Added Zombie color correction - Added Zombie Traitor damage deal multiplier (t_zombie_traitor_damage_multiplier, default: 70%) - Updated skybox textures - Zombies can no longer be resuscitated by Doctors - Changed unknown role color - Changed default base round time to 130 seconds (mp_roundtime) - Divided C.P.U. power supply toggle time into on and off time (t_cpu_powersupply_on_time, default: 5 seconds and t_cpu_powersupply_off_time, default: 1.5 seconds) - Changed default clue glow time to 5 seconds (t_dev_clue_glow_time) - Changed default clue glow start time to 10 seconds (t_dev_clue_glow_start_delay) - Changed default clue glow loop time to 20 seconds (t_dev_clue_glow_loop_time) - Fixed clue glow carrying over to the next round - Made Steam name darker when aiming at player - Fixed players who are being revived as Zombie Traitor or resuscitated counting towards being Zombie Don - Updated Play/Spectate panel design - Updated C.P.U. radar icon - Abilities that are hold-to-use will be labeled as "Hold" on the HUD - Reduced Zombie Don revive time to 1 second (t_zombie_don_revive_time) - Increased Doctor heal radius to 192 units (t_heal_doctor_radius) - Defusing a bomb will automatically call a detective to Scan it - Made C.P.U. power supply toggleable in Info Room - Fixed a small stutter when Flag Pole gets spawned for the first time - Added a Detective max speed multiplier (t_detective_speed_multiplier, default: 1.0) - Added a Doctor max speed multiplier (t_doctor_speed_multiplier, default: 1.1) - Changed default Pseudobomb range to 1320 units (t_pseudobomb_range) - Fixed power supply icon being drawn for Doctor radar - Added a Doctor radar use sound, different on whether or not there is anything to show in the radar - Updated all maps - Renamed Voorgoud to Gym - Added Library map
There are many more things that I want to fix, but I don't want to postpone sharing the bug fixes that I already have
Problem with clicks not always registering should be fixed
Fixing minor interface issues
Teleport dodge now is properly connected when picked up
Fixed a glitch where if 2 enemies with reactive armor would bump into each other it would cause a fountain of never ending stream of gems to come out of them
Run log now has information about user input, abilities acquired and used by all entities and the tiles matched on the grid
Replays should be a bit more stable
Timer pauses on game over
Entering/exiting caves should be less prone to problems
Ability tooltip in Enemy cards now properly display the color of the ability
Improved points FX
Fixed a problem with hints in caves with non-square shape
The copy button in the log window shows when the log was copied
Entities inside caves can no longer consume gems that are not in the same cave
Added enemy ability "Hurtful" that increases their damage
Added common ability "Reactive camouflage" - change surrounding tiles when you receive damage
Moved the last tutorial message so that it does not interfere with the enemy information card
There are some known problems regarding the tutorial, which I will address in future updates. Looking forward to adding more content.