Patch 0.3.0 — Combat Enhancement!

The first patch of this holiday season after a long hiatus. Don’t expect it to be the last though!

An earlier post foretold some of the changes coming in this patch and now they’ve arrived in all their glory. If you’ve read that post then you can skip the rest of this context.

The goal of these changes is to make energy a more valuable resource and allow players more options for managing it. The first combat update (0.2.6) was a large step in the right direction, but this patch seeks to deliver on more of those promises while cleaning up some UI elements and adding more polish.

 

BATTLE:

Following the combat update, the following adjustments have been made.

COMBO BREAKER- A combo system has been added to combat.

In combat, players can now perform three different kinds of attacks. Light, Standard, and Power.

Light – Light attacks deal 60% of normal damage, cannot crit, and cost no energy. Light attacks also generate a blue combo marker.

Standard – Standard attacks deal 100% of normal damage, can crit, and cost 1 energy. Standard attacks also generate a yellow combo marker.

Power – Power attacks deal double damage, can crit, and cost 3 energy. Power attacks also ignore 20% of your opponent’s defense. Power attacks generate a red combo marker.

COMBO ATTACK – After 3 combo markers are generated, the next attack performed becomes a combo attack. Combo attacks deal normal weapon damage and gain bonus effects based on the kinds of combo markers consumed.

  • For each blue combo marker consumed, the attack steals 1 energy from your opponent and restores 3 health.
  • For each yellow combo marker consumed, the attack deals 3% of your opponent’s max health as bonus damage.
  • For each red combo marker consumed, the attack has a 10% increased chance to crit, and deals 10% more damage if it crits. (Up to 30% more damage)

DEFENSIVE OPTIONS – Two new combat abilities have also been added.

Counter-Attack – Your next attack deals 75% weapon damage plus 60% of the damage of your opponent’s last attack. This attack cannot crit. This move costs 2 energy and can only be used once per battle.

Evade – Your defense becomes 40% more effective for your opponent’s next attack, and you restore 20% of your current health. Costs 2 energy, and can be used a maximum of 3 times per battle.

 

RETREAT & PURSUIT ADJUSTMENTS:

The “Pursuit” option in combat has been removed.

When a player begins to retreat in battle, their opponent may choose to accept victory or continue with another attack as a way of pursuing their opponent.

Attacks on retreating opponents deal 50% damage (Up from 40%), and do not generate combo markers or count as a combo attack.

Attacks on retreating opponents now cost 2 additional energy (Down from 4), but cost nothing if the opponent is exhausted.

Fleeing from an exhausted opponent will always succeed.

 

EXHAUSTED PENALTY:

When exhausted in combat, the following happens:

  • Damage dealt decreased by 50%. (Unchanged)
  • Defense effectiveness reduced by 30% (Down from 35%)

OTHER ADJUSTMENTS:

All players now start with 16 energy (Up from 8)

Using items in combat no longer costs energy.

When spectating two players in battle, other players can no longer see the items each player has but they can view the stats of each player.

 

 

BOARD:

The board generation formula has been adjusted to place more omni & battle squares.

MEDIC PLEASE – Hospital squares have been adjusted:

Landing on a hospital square now grants the player +5 max HP, heals the player to max health, and restores 100% of max energy.

Choosing to visit the hospital (After landing on an omni square) will now only heal the player, not grant max HP or restore energy.

MAS AP – Blue squares generate 12% more AP at all stages.

 


ITEMS:

CHUG AWAY – Beer no longer deals 3 damage to the user when consumed.

This patch may be bittersweet for some of these items. With the combat changes, some items have skewed the balance of combat and had to be adjusted or removed. Meanwhile other items had obtuse effects which weren’t being utilized as intended, creating other problems. 

The following items are bowing out this patch:

Enchanted Slugger

Frozen Fist

Jace’s Revolver

Old Jack’s Blackjack

Rusty Axe

St. Joan’s Grace

Tommy Gun

 

 

GENERAL:

NEW – RANKS

Moving around the board grants movement points (MP). The amount of MP awarded is equal to the amount of spaces moved.

After obtaining enough movement points, a player gains a rank. Ranks unlock new abilities in combat, and all players start at rank 1.

RANK 2 – Unlocked with 25 MP.

Once unlocked, permanently grants +2 max energy.

RANK 3- Unlocked with 40 MP.

Once unlocked, permanently grants +10 maximum health and +1 defense.

RANK 4- Unlocked with 55 MP.

Once unlocked, permanently grants +10% crit chance, and +2 attack.

RANK 5 – Unlocked with 70 MP.

Once unlocked, your combo strikes will deal 5 bonus damage, be 10% more likely to crit, and always refund 1 energy.

RANK RACE – Being the first player in a game to reach a rank will also award 15 bonus AP.

ROLL PREDICTION – When a player is rolling the die, all other players may choose a number as their prediction for the roll value. If correct, the player gains +5 MP and +5 AP.

 

Miscellaneous:

HELLO MY NAME IS – Players now have nameplates that displays their name above their head.

ENGINE UPDATE — The game has been updated to use Unity 5!

 

Bug Fixes:

THIS WAY IDIOT – Fixed an issue where pawns would face the wrong way on the starting square.

 

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