Patch Notes for v0.7.2

Patch v0.7.2 adds a new rarity system which greatly impacts how Dungeon loot works, adding more power to more rare items, as well as addresses some small UI fixes and bugs! [b]User Interface[/b] [*]Removed the Energy Bar from the officer panel in game modes which do not use Energy. [*]Added icons to the Dungeon Panel display to make swapping to the Dungeon info (Loot History, Loot Table, Logs, etc.,) more readily displayed and easier. [*]Dungeon loot tables will now show items that have been looted or not with a lit up/grayed out icon. Sorry, this change will only show in new realms! [*]Changed the dropdown in the Storefront into icons for easier swapping between views. [b]Functionality[/b] [*]Fishing and Gathering are now all day tasks in game modes with no Energy, and when assigned to heroes manually, they will do so until you tell them to stop or if their inventory fills up. [*]Drastically reworked how item rarity works, and now more rare items will be more powerful. [*]Adjusted the power of Magic Find to work much better with the new rarity system. [i][b]Developer Note:[/b] We started noticing that dungeon loot was feeling rather stale with very even drop chances mostly across the board. This was resulting in simply farming a single dungeon and seeing what you get before you move on to the next dungeon as opposed to having special and stronger gear that you were actually aiming to achieve, and we didn’t like that much at all. These changes adjust the rarity of items which means some gear in dungeons will be substantially more rare, while some others will be a lot more common. With that change in mind, we also adjusted Magic Find and how it works to go hand in hand with this rarity change. Get that Magic Find gear ready if you want to get those chase items![/i] [*]The Leisure game mode has now become the Standard game mode, and Hardcore is now a special challenge mode for the players who really want to test their game knowledge and skill. [i][b]Developer Note:[/b] We will still be adding a Custom Game mode as planned which will allow players to tweak most settings within the game (Hero movement speed, gold costs, drop rates, etc.,) but we first want to nail down these two core game modes properly.[/i] [b]Balance Changes[/b] [*]Reduced the value of XP tokens for Standard (previously leisure) games by 80%. Values remain the same in Hardcore mode games. [i][b]Developer Note:[/b] This will seem like a massive nerf to those who have used the system before, and we understand, but these tokens were always meant to be used as a small boost (a level or two) for heroes to catch up to others, or to be used as a major catch-up mechanic for new officers, especially in Hardcore game mode if one of your Officers died. As a result, in Standard game mode without permanent hero death, it was serving to be too easy of a way to overlevel heroes. This change should bring the feature in line properly for each respective game mode for their intended purpose.[/i] [*]Greatly increased the cost to upgrade gathering nodes. [*]Increased the chances of Dungeon Loot favors to appear. [*]Added rarity to items across the entirety of the game, which will result in rare gear being more powerful but more difficult to obtain, and certain materials will now be more common (such as basic cloth) and others will be more rare. [b]Bugs[/b] [*]Fixed an issue with hero summoning causing them not to summon all party members, but only the last hero or two. [*]Fixed an issue with hero inventory management causing games to crash/error if they attempted to loot more beyond their limit. [*]Fixed an issue which was causing the Storefront to negatively impact the overall game performance. This is part of our ongoing efforts to continue to improve performance within the game.[/*]