Updated combat UI (End Turn button is still a work in progress)
Players may now play 2v2 with AIs as an ally or as opponents
AI is less prone to overburn their hand
A deck overview has been added (see ‘View’ button added in deck editor)
The Maat button is now clickable during rewards display
Prospective fix to safe area calculations for iPhone XS Max
Increased hit box for Main menu buttons for some mobile devices
Fixed bug where certain screen resolutions weren’t being properly reported to the resolution picker
Fixed bug where double-click wasn’t showing known cards in deck
Fixed bug where text for cards returned to owner’s hand wasn’t being updated properly
Fixed bug where Seal of Exile’s effect was being applied to the target’s controller instead of owner
Fixed bug where cards with variable strength / health (Leshy Greene, Boneyard Abomination, Avenging Alpha, Back Alley Ronin) weren’t showing expected stats when viewed in the deck
Fixed bug where Dora’s mill ability wasn’t updating known cards in deck
Fixed bug where minions in deck affected by Grandma Meng’s Tea House would be revealed.
Fixed bug where revealing a minion in stealth wouldn’t update the minion’s energy (eg. Spiteful Mimic)
Known Issues
Minmaxer’s Challenge is currently unsolvable.
Cards/Tuning
Alacrity
4[R]R → 3[R]R
Allfather’s Horn
Banish this spell → all your copies of this spell after casting
Ankle Biter
1/2 → 2/2
Breach: Gets +2/+0 → +1/+1
Brainstorm
3B[/strike] → 3[/list]
Calliope Muse
3/2 → 3/3
Cornered Wildcat
3/3 → 4/4
After defending in combat, the attacking minion takes an additional 3 → 4 damage
Decoy
0/2 → 1/2
→ Defender
→ Deadly
When a minion attacks this, draw a card → While in Stealth, when a friendly minion is attacked, swap positions with it before combat
Foresight (power)
Once per turn, look at the top 3 cards of another player's deck or Divination 2 → 3 your own
Garden of Iriy
2[G]G → 2[G]
Gigantomachia
5[R]R → 6[R]R
Godsblud Transfusion
Give a minion +2/+2 → +3/+3 and Regen 2
Grinning Kolobok
1/1 → 0/1
Hacker’s Intuition
2[G] → 1[G]
Honed Edge
Give a minion +2/+1 → +2/+2
House Elf
1/2 → 2/1
Hysterical Strength
Give a minion +2/+2 → +3/+3 until end of turn
Iku-Turso
10/10 → 9/9
Ingrid Stormdottir
7BB[/strike] → 5BB
5/5 → 4/3
Ironbelly Wyvern
3/2 → 3/3
Rush → Swift
Jorthsong
Return an enchantment to its owner's hand and draw a card → OR Return an enchantment from your boneyard to your hand
Jotun Shatterfist
Gets +2/+0 → +3/+0 after each time it takes damage
Lavish Proxy
4/9 → 2/9
Magpyre Enforcer
2/2 → 3/3
Mothmara
1/2 → 2/1
Pack Mentality
2[Y]Y → 2[Y]
Ravine Guardian
1/3 → 1/4
Gets +3/+0 → +2/+0 and [Defender] during your opponent's turn
Reckless Vulcanist
2/1 → 3/2
Demise: Deals 1 damage to all minions and players → 2 damage to you and your opponent
Sablewing Zira
→ Your spells have their mana cost reduced by (1)
The ensorcelled spirit of Bald Mountain claws its way back from the abyss!
Sand Scout
→ Swift
Has Swift and Does not take retaliatory damage when attacking while occupying a Desert enchantment
Sea Lord’s Trident
(3) → (2): Create a 4/2 Fel Kraken if you don't control one already
Serapis, False Apostle
▽: +1🗲 and deal 1 damage to you and → drain 1 life from your opponent
Shopworn Bull
3[R]R → 4[R]R
Stray Panacea
0/2 → 0/1
Demise: Gain 6 → 4 life and draw a card
To Heaven and Back
When an occupying non-Angel minion dies, return it to its owner's hand. It is now an Angel with +1/+1 Agile and its mana cost reduced by (2) permanently
Triassic Kraken
6/6 → 7/7
Vodnik Informant
1/2 → 1/3
Vulcan Brand
Give a minion Piercing and 'Demise: Deal 3 damage to → you, your opponent, and minions in the opposing three lanes'
Wings of Abaddon
▽ → (1): Sacrifice one of your other minions to get Immortal until end of turn
This reveal video outlines the basics of what Super Mega Baseball 3 is all about. We'll have a more in-depth look at new features and mechanics in our next reveal video, but for now sit back and enjoy!
I've reverted the movement system back to a way we had it previously, in a very early build. Basically, it's added the option to move diagonally now, which is the simplest way to explain it. This original way of moving, players liked, however I made the change to "always forward" under the assumption that making hard choices (this node or that node?) gave more decision points to the player, and a better experience.
Since then, the feedback has been that players would like to explore the map more, which this old movement system does. I've reverted back for now to gather feedback, however initial tests have been positive. It does, however, shift the powercurve a little as players can now "collect more stuff"
The full breakdown on how the process works: You're given choices between which node to move to. When you choose, the others you didn't selected are destroyed. However, the exception to this is if destroying one of those choices will isolate the player, where upon it won't destroy.
Strength and Stances:
The Problem: Strength was a 2 for 1, buffing both Damage and Block The Solution: I've implemented a new mechanic called Stances. You have Aggressive Stance and Defensive Stance. At the start of your turn, you can switch your stance to whatever you like (you just press spacebar and it switches back and forward). Once you play a card, you're locked into that Stance for that turn.
When in Aggressive stance, Strength applies to Damage on cards When in Defensive Stance, Strength applies to Block on cards
Choosing which Stance to play for that turn adds another layer of depth and tactics
Other options: The obvious other option would of been to split it out. Have Strength and Resilience or something along those lines. However again, this is done a lot, and I want to be different. I want to provide a more tactical, decision based feeling to the game. This also means you don't have to manage cards for both Strength and Resilience, which will a fixed deck size could cause issues.
The Fallout: There is going to be some different results for sure with combats. Combats that were hard, might become harder. Combats that were easier might shift as well. Will be monitoring the data closely.
Past Runs Viewer:
After your run is finished, a .json file is saved storing the results and information of your run. You can view your last 8 runs by clicking on your profile in the bottom left of the Main Menu, and then viewing past runs. This layout/system is very much still in development, so please provide any feedback you have.
Enemy Changes
New Encounter: The Jaws of Death Bruce the Ancient Beast can now be found on the first floor, as an Elite.
New Encounter: The Disciples of Straw A new guardian has been added to the the first floor, The Disciples of Straw.
UI
- Added a Map Rewards button to the map. This enables you, at a glance, to view what card rewards are currently in play on the map!
Gameplay Changes
- Removed the ability to Purge cards with space bar, as this is now used for Stance Switching - The map has had some extra nodes added, resulting in around 5-7 new tiles on average per floor. - Card rewards have been increased greatly. This will have two effects: you'll get stronger cards with more Uncommon/Rares dropping, plus the card pool will appear to be greater as there is more cards being circulated. Hopefully this will give a sense of more unique decks each run. - Card Unlocks are now cheaper to purchase with Void Points! - When you beat a Guardian at the end of the floor, you will no longer be automatically given a Booster pack. Instead, you'll be given a choice of what bonus you'd like to recieve
Spell Changes
- Backstab has now had it's cooldown reduced. A change is coming to give this a further buff in the next patch also.
Monster Changes
- The Sisterhood has been tweaked on harder difficulties. - My Pain, You Suffering: Will no longer cast more than once. - Ancient Beast has been changed to just be immune to Vulnerable, Weak and Slow.
Card / Item Changes
- A couple of new items have now been added, plus items should now add to your Compendium once seen, rather than purchased. - Wishbone has been fixed to stop clashing with handsize. - Coin of Good Fortune now correctly ticks up. - Frequent Fighter will now not half you Essence. - Parry is now Block 5(8). - Scattershot now costs 3 energy. - Enough now correctly heals the player, as the card states. - Backup now correctly states 5 Slashes, and gives that many. - Many additional small tweaks in energy/damage that may have slipped through documentation - Couple new cards added for "The Hidden", many provided by the community.
In total we had 41 submissions, so that's about a 1/4 chance of winning, not bad at all!
Even more importantly, I received about 123 suggestions on what to work on next.
With 7 patches under my belt, the game is getting better and better. Sometimes it's hard to step back and look at the game with a fresh set of eyes and your constructive feedback has been invaluable.
I'm so pumped to build the bonus levels. I want to make them the best levels of the game, longer and more challenging in a fun way. I can't let you guys down!
All the submissions for the Colony Survival contest were added to the hat and my little daughter randomly pulled out 10 winners... congrats to:
To get your winning key, I'll send you a friend request to accept and I can then send you a private message with your key for Colony Survival.
The second part of the contest was naming the drone. Lots of good ideas, some funny, some tributes and some very original. It was a tough choice but I had to choose one... the winning name for the service drone is 'DEXTER', aren't all psychopaths named Dexter? Congrats to SeniLiX! I'll send you a friend request to accept and then I'll send you a key to Colony Survival.
Now I know what to incorporate into the Bonus Levels and that's now my priority. I don't want to reveal any spoilers but all of your ideas have been an influence.
You guys have been really great and I really want to AE to keep evolving to it's full potential!
Enjoy Borderlands 3 with your pals and earn more loot during the Co-op Loot Drop event and more!
If you're looking for a way to connect during these strange times, games are a fantastic way to socialize even when we have to be apart. Right now, you might be deep into Borderlands 3's latest campaign add-on, Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, or tearing up Maliwan's forces during the ongoing Takedown Shakedown event. But if you're looking for even more ways to play together remotely over the coming weeks, we've got just the thing. Starting today, we're kicking off the Co-op Loot Drop event that gives you some sweet incentives to play Borderlands 3 with your co-op buddies.
Co-op Loot Drop will switch on via a hotfix today, and is scheduled to run through the full month of April. During the Co-op Loot Drop, all Badass enemies will drop more loot whenever you're playing co-op. It's that simple!
In addition, we’ll be layering shorter events on top of the Co-op Loot Drop all month long. First up, we'll be trying out a new Door Busters mini-event, where Legendary items will be hiding among the usual fare for sale in vending machines across the galaxy. Door Busters will run from today until next Thursday, April 2 at 8:59 AM PT when it will be replaced with another event or two on top of the ongoing Co-op Loot Drop bonuses. Our goal is to give you something surprising and exciting each week, so be sure to check back.
We're also sending everyone the themed seasonal items from the previous Bloody Harvest and Holiday events (including a level 57 version of the Juliet's Dazzle Legendary Assault Rifle) for anyone who might've missed them the first time around. Look for them in your in-game mailbox when you log in before 8:59 AM PT on April 30. Oh, and one more thing: here's a SHiFT code for a whopping 10 Golden Keys. Make sure to https://borderlands.com/locale-redirect.html?url=%2Fvip-codes%2F, on the Gearbox SHiFT site, or via the in-game Social menu in Borderlands 3 before it deactivates on April 10 at 11:59 PM PT.*
C3KTJ-WF9SK-F9F6H-56TT3-CZ6FR
We hope you're all staying safe and healthy, and that Borderlands 3 provides some mayhem-filled bonding even with everything else that's going on. The Co-op Loot Drop, plus this series of surprise events over the coming weeks, will roll us into the Mayhem Mode 2.0 endgame overhaul and the Revenge of the Cartels seasonal event we showed off during The Borderlands Show Episode 6. Whenever you need a break from the real world, we invite you to come play together on Pandora and the planets beyond.
*Borderlands 3 and SHiFT account required to redeem. Each code may be redeemed once (1) per SHiFT account.
Version 1.1 of Smile brings with it a couple of changes to the game. Some more visible than others.
Visible Changes -A computer terminal is now located in the starting room that contains tips for each enemy. In order to access the information, simply find the disk drive during each hour and return it to the computer tower. These tips include information on how to survive and some good techniques. -The bloody hand prints that signify Olly's potential spawn locations now have a bright glow. This allows players to locate them easier and prepare a suitable route for survival. -The fog in the Duke's Darkroom has been removed in order to optimize performance in the level as a whole.
Bug Fixes -Fixed a bug where sometimes Chloe did not spawn after 11:00 p.m. -Fixed a bug with the computer in Dr. Blazier's Office. -Various Smaller Bugs.
Performance Optimizations -Switched Anti-Aliasing methods to one that is more acceptable for mid powered computers. -Deleted/Changed certain Dynamic lights to Stationary/Static lights. -Removal of certain particle effects. -Increased usage of LODs in all maps.
I want to personally thank everyone who has tried "Smile" and hope that you have enjoyed yourself! I appreciate all the feedback, whether it is positive or negative, and look forward to all opinions regarding this small update.
Take care and always remember to "Keep on Smiling!"
We've been working hard the past two weeks, in quarantine nevertheless, to bring you an awesome new update - Chat and Hats!
Hats! That's right! We saw that your pirate outfits were looking a bit... lackluster, so this update brings 30 new unlockable hats! Each achievement will unlock a new hat for you to customise your pirate with in the lobby.
We've also listened to your feedback and added an audience mode feature so that people who watch you play can have some agency in the game. Don't worry, if you don't want people to spectate on your game, you can disable spectators completely - but where’s the fun in that?
The full list of awesome new content includes:
Missed out on a game? Don’t panic! Now you can join as a spectator! Jump into a game in progress, using the Room Code, and you’ll be able to observe that game - plus you’ll be able to play along, using our new spectator mode features!
And we would have got away with it too, if it wasn’t for those meddling spectators! Between rounds, the spectators can vote on a choice of events. The more popular the event, the more likely it is to happen. It could be bad news for the Captain if things don’t go their way...
Spooky sensations! If the audience has a feeling for who might be a ghost, they can get in on the voting action! Make a vote, and the players will find out who the audience suspects after their voting has completed...
How many people are in your audience? Check the top right of the screen - we’ve added an audience tracker, to show how many people are spectating your current game!
Ability to turn off the in-game chat features, for when you’re playing with less sea-worthy crew members!
Earning an achievement is its own reward, but we thought we could do one better. Each achievement now unlocks an extra-special, never-before-seen, cosmetic hat to add more variety to pirate customisation!
As if that wasn’t exciting enough, some of the most extra-special hats come with an added bonus: animations. That’s right, these hats really move! Time to get working on completing that achievement list!
And better yet, hats that follow the motion of the ocean! We’ve got some physics going on to make some of the new hats extra special!
Unlocked all of the new hats? But where do I put them on? Hats are just where you’d expect them - on a pirate’s head! When customising your pirate in the lobby, keep tapping the ‘head’ button on your device until you get a hat you love!
But how do I know when I’ve unlocked a new hat? Don’t worry, keep an eye out for any Steam achievements, because they’ll also come with the new “Hat Unlock” popup!
Did we mention hats? We’re very excited about the hats!
We also added Paper Pirates as a recognised game on Twitch, so if you’re livestreaming you’ll now be able to select it as your current game!
We’ll be moving this week's livestream over to the Iteration Games YouTube channel, so make sure to go check that out for some fun playing with us!