Who will you become to triumph? A turn-based RPG where your personality traits change your powers and proficiencies. Combine personality traits, rare weapons, and 20+ classes into endless team compositions; combos & builds are the keys to surviving your long journey towards Yaengard.
[i]Yaengard was always a passion project - we built our own dream RPG. Even though the first salvo of updates post-release is finished, we still always want to make MORE — endless ideas, dreams, and concepts we’d love to bring you. Sadly, we can’t do everything we dream of as a small developer studio. Thank you for caring and playing Yaengard. You’re the greatest there is.[/i]
[h1]Update 6 - Combat Overhaul[/h1]
Short version:
[list]
[*] More game, less slog!
[*] Deeper builds & combat!
[*] More decisions that matter!
[*] Ability-system overhaul: cooldowns!
[*] New entire item type; combat items!
[*] New encounter type: Rare champion bosses!
[*] Progression log over multiple runs
[*] A ton of polish, improvements, and bug fixes.
[/list]
[h2]Objectives:[/h2]
[list]
[*] Improve the game's speed, letting you play more in less time!
[*] Deepen the strategic depth of combat, positioning, and builds.
[*] Add new strategic and tactical decisions throughout the game.
[*] Completely rework consumables into build-changing combat items.
[*] Add a sense of progression over multiple runs!
[/list]
[img]{STEAM_CLAN_IMAGE}/40031752/ae474b2ad93d1e7969431999223a9fb3a30962d7.png[/img]
One of Yaengard’s weaknesses is time. It is an incredible journey of builds, personalities, and character development. However, when a ‘run’ takes 5-30 hours, most players barely get to experience their 1st party setup. By adding a ‘combat speed’ setting, reducing the # of encounters per level, and letting you progress faster through the early game - you can enjoy the excellent parts of the game more (and the tedious parts less).
Additionally, an overhaul of combat abilities! Abilities now have cooldowns. This creates A LOT of strategic depth as you can’t build around a single ability and spam. About 30% of abilities have been changed and improved!
[img]{STEAM_CLAN_IMAGE}/40031752/a82c366f791af3787b74e6c4bb5aaad90af1cdd2.png[/img]
[h1]Changelog Update 6[/h1]
[h3]New Features & Mechanics:[/h3]
[list]
[*] Added cooldowns to every ability in the game, including balance changes to reflect this.
[*] Added a basic attack ability to all weapons.
[*] Completely re-done the potions and consumables; combat items are way cooler and unlock new potential for multiple builds.
[*] Added special avenues of attack cards for ALL combats, based on your character’s personalities and skills. Personalities now have a much deeper impact on combat.
[*] Added a ‘combat speed’ setting to lower combat durations.
[*] Added setting to increase the speed of combat (primarily through animations)
[*] Added requirements for some non-combat card options so only adventurers with certain personalities can get/select them.
[*] Added unique abilities to legendary boss drops.
[*] Added more rare legendary boss drops.
[*] Added rare champions you can encounter; defeat them for rare combat items to build your characters around, or die trying.
[/list]
[img]{STEAM_CLAN_IMAGE}/40031752/67f8d542b5b9d6c776b70ba9556fa122f23f38b0.png[/img]
[h3]Progression[/h3]
Added The Archive, a collection log to track everything you find during your journey. Look up special abilities, design your builds, and embrace your inner completionist. Get that 0% to 100%!
[img]{STEAM_CLAN_IMAGE}/40031752/ec4ae150605b8ecb236c952e5e36a556b26023a7.png[/img]
[h3]Improvements, Balance, & Polish:[/h3]
[list]
[*] Reduced XP required to level up, reducing the total # of encounters by 20%.
[*] Tweaked some enemies, including wasps, to increase consistency in combat difficulty.
[*] Re-did early-game trinkets to be more impactful by letting them scale per level.
[*] Many minor balance improvements (especially around might).
[/list]
[h3]Fixes & Bugs:[/h3]
[list]
[*] Nerfed wasps (which accidentally sometimes were 3-5x as tanky as intended)
[*] Fixed a bug that caused summons to be on the wrong team
[*] Fixed major bug causing armor to suck, and bloodcurse not properly countering armor.
[*] Fixed some outdated tutorial popups
[*] Re-did HP scaling for units to be less extreme with crazy modifiers, and scale as expected with multiple layers of buffs/debuffs. For Act 2, complete HP-rework for all enemies.
[*] Updated ~6 trinket perks to behave more intuitively.
[*] Fixed a bug that caused perks to be swapped out when loading a saved game.
[*] Multiple fixes (missing icons, typos, logic errors) with challenge modes & enemies might
[*] Multiple improvements to text and dialogue (editing).
[*] Updated a ton of ability descriptions for accuracy, language, behavior, and clarity.
[/list]
[img]{STEAM_CLAN_IMAGE}/40031752/fc50eb8be970e581f248449777431084a0d23f6e.png[/img]
Never lose hope!
Adventure onwards,
Will
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