Forest Heroes combines tower defense with roguelike deck building. Enjoy intense battles and diverse strategies with simple controls!
[img]{STEAM_CLAN_IMAGE}/45096904/1fab3fe02010fd24ee4c230afa2c797f9c45acd0.png[/img][h3]Q. Improvements to Basic Units like Squirrel/Raccoon[/h3]
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[*] In the Day 1 patch, we made slight buffs to the range of Squirrel and the health of Raccoon.
[*] However, Squirrel and Raccoon serve as a buffer that provides reasons to draw other cards and prevents the deck from changing too quickly.
[*] If these units perform well, there will be less reason to add units to the deck, and during internal testing, there were instances where the game proceeded entirely with Squirrel whenever it was buffed even slightly.
[*] Rather than buffing Squirrel and Raccoon uniformly, we aim to enhance their situational utility through dedicated artifacts, ensuring that players can't solely rely on them but can expect some growth potential.
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[*] We plan to enable Squirrel to contribute in various ways to battles through dedicated artifacts.
[*] We will continue to buff Raccoon's dedicated artifacts while monitoring their performance, ensuring Raccoon does not overshadow other melee allies.
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[h3]Q. Unit Balance[/h3]
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[*] We wanted a pool of units that can occupy various positions, including universally good units, units that excel in specific situations, units that need to be centered around a deck to perform well, and units that feel different at low and high curse levels.
[*] As a result, a variety of decks have emerged, but we understand that players feel that some units are too good or too bad. Here are a few examples:
[*] Battle Reindeer provides early tanking at low curse levels and durability through unit artifacts at high curse levels, but does not leave a good impression in other situations.
We plan to improve this through the addition of dedicated artifacts.
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[*] Lemmings guarantees too much growth potential with a single card. It makes it easy to imagine the most complete deck in Forest Heroes before trying out various decks, so we must be cautious in nerfing it, but some nerfing is necessary.
[*] We understand the gap between a unit's potential, its numerical performance, and its feel, and reducing this gap is one of the primary goals of the early access period.
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[*] We believe this is an area that needs significant improvement during the early access period. If any specific unit feels too strong or undesirable, please let us know through Discord or the Steam forums, and we will actively work on improvements.
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[h3]Q. Card Reroll Feature[/h3]
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[*] We are preparing a patch that allows you to reroll for new options using Calm in Vaneka's shop, Yoradi's shop, and Seed when the available options are unsatisfactory.
This patch will be released very soon.
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[h3]Q. Improvements to the Oak Tree Boss[/h3]
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[*] Major changes to the Oak Tree are planned during the early access period.
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[h3]Additional Information[/h3]
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[*] Russian language support is planned for this month.
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