Whereas the last patch sought to introduce more subtle ways to grant strength to players through meaningful choices, this patch aims to deliver new, powerful options to players by reworking the powers available in the game. Power selection has a history of being either extremely over-tuned (ie: Sprint) or underwhelming in terms of offering interesting interactions with other players and elements of the board.
To tackle this problem, all powers have been replaced with new powers that offer not only more powerful options but more counter-play for the opponents you use them on. Additionally, the addition of these powers allows for elaborate combos with items, squares, and battle to enable entirely different methods of play! Experiment with these new tools and find exciting ways to manipulate them to your benefit.
To ensure game stability, this patch will be rolled out slowly over the course of its launch week.
POWERS:
The old powers you knew have all been replaced. No worries though, among the new options are more powerful options that enable conditional strength based on how well you position on the board, and how well your opponents play around it.
But first..
I’M SPECIAL – All powers can now be “Specialized” at halftime, granting the power bonus effects based on the specialization chosen.
CHARGING UP – All powers now require energy to use. Upon activating a power, a player may now choose how much energy to invest into activating their power: the more energy spent, the stronger the power’s effect.
And finally, onto the new lineup of powers!
DASH
Allows you to move your pawn up to 2-14 spaces forward, dealing damage to any other players in your path. This does not activate the square’s effect you land on by default.
ENERGY BONUS – Dash range is increased by 1 square per energy spent (Max 14). Damage is increased by 2 for each point of energy spent.
CHOICE 1 — STICKY FINGERS: You also steal 15 AP from anyone you dash through.
CHOICE 2 — GRACEFUL LANDING: If you don’t collide with another player, you activate the effect of the square you land on.
LULLABY
Reduces the energy of nearby enemies by 3. If they become exhausted by this ability, they fall asleep, causing them to miss a turn.
ENERGY BONUS – The range of this ability is increased by 1 square for every 2 points of energy spent.
CHOICE 1 — NIGHTMARES: When your targets wake up, they become haunted for 1 turn.
CHOICE 2 — CRESCENDO: Base range of the ability is increased by 2 squares.
NETHER GRIP
Pull a target enemy to your current location. For each square the target is displaced, they take 2 damage.
ENERGY BONUS – This ability has a constant 6-energy cost.
CHOICE 1 — SIPHONING GRIP: You also heal for 50% of the damage your target takes.
CHOICE 2 — SHAKE-DOWN: Your target pays 1 AP to the pot for each square you move them.
CURSE
Deals damage to an enemy target every turn for the next 3 turns.
ENERGY BONUS – Damage dealt is increased by 3 per turn for each point of energy spent. (Total damage dealt is increased by 9 per point of energy spent).
CHOICE 1 — DEATH-WISH: On Curse’s last tick, the target takes an additional 10% of their max health as bonus damage.
CHOICE 2 — OCCULT AFFINITY: Curse now deals triple damage to a target per turn if the target is haunted.
POLYMORPH
Turns a target player into a harmless sheep for 1 turn. Polymorphed targets are untargetable, but cannot activate their power or battle other players.
ENERGY BONUS – Polymorph duration increased by 1 turn for every 8 energy spent.
CHOICE 1 — SHEPHERD: While a target is polymorphed, 20% of any AP they gain is also transferred to you.
CHOICE 2 — SLEEP SHEEP: Casting polymorph on an exhausted enemy will refund half its energy cost.
ARCANOPULSE
Deals damage to any players within 4 squares of you.
ENERGY BONUS – Damage dealt is increased by 6 per point of energy consumed.
CHOICE 1 — MEGAPULSE: If two or more targets are in range when cast, Arcanopulse does 50% more damage.
CHOICE 2 — DISTOPULSE: Range of Arcanopulse is doubled. (8 square range).
BATTLE:
POWER FOR ENERGY – If a player is exhausted, their power attacks only deal 50% additional bonus damage instead of 100%.
NO DRAIN – Light attacks no longer steal energy from your opponent, and instead only restore 1 energy per blue combo marker.
BOARD:
ZONING ORDINANCE – Board zones will now be at least 5 squares long when generated.
HIGH ROLLER – AP Per roll increased from (10+Game Round+ Game Players) to (20 +Game Round + Game Players).
HEX SQUARE
There are some changes to Hex Squares to make them more punishing to all players who land on them– with rolling becoming more predictable and accessible as a mechanic, the penalty for poor rolls will increase with this update.
NOT REALLY A HEX – Hex Squares no longer have a chance to switch a player’s position with an opponent.
….BUT THIS IS – Hex Square damage increased from 25 damage to 33% of a player’s max health as damage.
…AND THIS – When landed on, Hex Squares now have a chance to apply a debuff to the target player, causing them to lose 50% of their attack and defense for 2 turns.
…HEX MARK – After landing on a Hex Square, a player becomes Hex Marked for 2 turns. If the player lands on a Hex Square again while Hex Marked, they will miss a turn.
EVERYONE HAS TO DIE- The Green Zone healing bonus is now halved when in combat. Additionally, the zone bonus is not doubled after halftime if a battle is going on.
ITEMS
Two new items enter the game, designed to provide options to players who aren’t quite ready for battle in the early game; the new Underdog line of items should help players who are behind stand up to their more powerful counterparts.
NEW – Underdog Shield
Combat Item
Cost: 70 AP
:: Grants +3 defense. When fighting players with a higher defense score than you, this item’s defense bonus is doubled.
NEW – Underdog Mace
Combat Item
Cost: 80 AP
:: Grants +3 attack. When fighting players with a higher attack score than you, this item’s attack bonus is doubled.
CHEAPER – Alien Shield
- Cost reduced to 155 AP. (From 180).
BUFFED – Odnamro’s Greatsword
- Crit chance increased from 25% to 40%.
- Now grants +9 attack (up from 8).
BUFFED – Gladiator’s Stronghelm
- Cooldown reduced to 2 rounds (from 3).
REMOVED – Mr. C’s Headphones
BUG FIXES:
- Fixed an issue where item tooltips would display too long.
- Fixed an issue where restarting the game from the end-of-game screen could cause the next game to crash.
- Fixed an issue which could cause de-syncs if the game client was minimized.