Before the major first patch, I found time for a few minor tweaks, namely:
Free Play mode is now available from the start. Campaign mode progression is now optional. So, if players find it too difficult, have limited time to unlock all cards and inventory items, or simply want to practice—be sure to try Free Play mode at a difficulty level that suits you.
Fear as a reward for victory in battle is now granted in slightly larger quantities to speed up progression in the Campaign.
Fixed a bug with overly fast card use and turn skipping.
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Now that the demo is available again, it seemed like a good time to dive into the origins of some of the changes that have come to the game between the original demo last March and this new demo. It's a peculiar choice to create a card that heals you to full health, costs nothing to play, and starts in your deck every run. Why is this what ended up in the game?
If you played the original demo, then you may recall how after each fight you received a choice of either a relic or to gain some health (there was no concept of max health). You may also recall how minions dealt their full attack value as damage to enemies (and players), not just 1 damage each. I never liked this battle system because of how volatile it was. If your board wasn’t up to par, you could very easily have gotten one shotted, which discouraged risky or greedy play. There was also the issue of stalling. If you could get your board into a situation where you could guarantee a tie every round, you'd be able to stall infinite turns and buff yourself up infinitely at no risk. The counter to this in the original demo was the much maligned Fatigue battle spell, which dealt damage to you directly every turn after the first of any encounter. This also felt bad because it discouraged slower, more defensive, play styles.
After we released the first demo, our goal was to redesign the battle and health system to better facilitate all styles of play, without any possibility of stalling tactics, and less ability to get one shot from full health. The result was the battle system that exists now, where minions always deal 1 damage and battlers have an attack stat which is used when minions can't kill the opponent on their own. I really like this solution because it prevents stalling (no enemy encounter can last more than one round) and it reduces the chances of getting one shot (with the old system, if one minion with 50 Attack survives, it's game over, whereas now it does the same damage as a minion with 1 Attack.) This means that players can afford to fall behind for a few rounds without a guaranteed death.
This is also where Medi-Crab comes in. We liked how you could afford to play a little riskier in this new battle system, and wanted to lean into that more. Medi-Crab adds a perfect layer of risk reward to the game. If you're at half health, do you play Medi-Crab and heal now even though you're not getting full value out of it? Or do you wait and risk death. Rerolling draft cards plays into this as well, since you can spend your health to see better cards. The current demo isn't quite long enough to really feel the impact of Medi-Crab, but the full game is much longer, and the consequences of making your deck too large, or playing Medi-Crab too many times, become apparent very quickly!
So this new battle and healing system was a huge improvement to the game overall—or at least we think it was! Let us know if you feel the same!
Not every change is perfect though, there was one consequence of this new battle system, which is that one-minion challenges become significantly harder since your one minion can only ever deal 1 damage. To alleviate that, we'll be adding some cards and relics to the full game which will make one minion challenges less impossible. One of those is a card that's in the demo right now, although it's not available to players, it's instead used by an enemy. Solo Practitioner will be a draftable card in the full game! It's very niche, but if you only have one minion on principle, it's the perfect card! The full release will include even more support for one minion strategies, although we'll save that for a future card reveal post.
English ##########Content################ [Dark Alley]Added more decorations. [Dark Alley]Sometimes, you may find some junk piles that you can mine in this area. [Loot]Gangsters in the Dark Alley now may also drop Broken Glass Bottle weapons. [Furniture]The generating code for the "WoodChair1" has now been moved to the FurnitureGen module instead of using raw code everywhere. [Furniture]The generating code for the "SteelChair1" has now been moved to the FurnitureGen module instead of using raw code everywhere. [Furniture]The generating code for the "SteelChair2" has now been moved to the FurnitureGen module instead of using raw code everywhere. [Furniture]The generating code for the "SteelChair3" (Sanders' Steel Chair) has now been moved to the FurnitureGen module instead of using raw code everywhere. [Loot]Gangsters in the Dark Alley now may also drop Steel Chair weapons. ############System############### [Loot]Dynamic loot can now create furniture weapons from FurnitureGen. 简体中文 ##########Content################ 【疁城暗巷】加入了更多装饰物。 【疁城暗巷】有时你可以在这里可以找到一些可以挖的垃圾矿。 【掉落物】疁城暗巷的帮派人员现在可能掉落破玻璃瓶武器。 【家具】木制椅子1的生成代码现在移动到了FurnitureGen模组而非在各处使用裸代码。 【家具】钢制椅子1的生成代码现在移动到了FurnitureGen模组而非在各处使用裸代码。 【家具】钢制椅子2的生成代码现在移动到了FurnitureGen模组而非在各处使用裸代码。 【家具】钢制椅子3(桑德斯的钢铁折凳)的生成代码现在移动到了FurnitureGen模组而非在各处使用裸代码。 【掉落物】疁城暗巷的帮派人员现在可能掉落钢铁折凳武器。 ############System############### 【掉落物】动态生成的掉落物现在可以从FurnitureGen的家具型武器中进行生成。
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Latest release is coming your way, with a playable Leechwood Lake map!
We assume y'all are completely over-leveled for it already, but we hope you will find it enjoyable 😊 ( The target difficulty for it is players who have most of the demo upgrades unlocked)
We also changed a bit about how ramps work, so we hope your jumps will be cooler than ever!
Join us on our Discord for discussions and feedback.
Experience a world of thrill with EA Play. Join to get great player benefits and unlimited access to an unrivaled collection of EA’s fan-favorite franchises and top titles. Members can unlock rewards in the hottest titles each month including XP Boosts in F1® 24. Dive into all the game-winning, world-creating, and galaxy-defining moments in The Play List or discover a new favorite with trials of select recent releases for up to 10 hours with no commitments. If you decide to buy, your progress carries over to the full game, ready for what’s next. Plus, members score 10% off EA digital purchases, saving on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on X (Twitter) and Instagram @eaplay!