UPDATED! Embark on a new adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic PvP 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses and minions to defend your riches at all costs.
[img]https://i.imgur.com/dzTDCK9.png[/img]
[h1]Known Issues Not Yet Fixed[/h1]
* Card Pack Rewards are missing their model in the reward display
* Mac users may experience floating cards in hand, can be worked around by hovering over and out of each card
[h1]Gameplay Fixes[/h1]
* Boss v Minion raids were not showing up in Replays
* Card Unlock and Card Pack Rewards were not providing notifications
* Consumable items were being moved from Hero inventory to Lair stash on Hero death
* Dupes filter in collection view was not dealing with Stack 2 Perks properly
* Players could not buy or equip Skins for Heroes
* Hero cards on mouse hover in Collection and Lair were off-screen
[img]https://i.imgur.com/p1IWQ0F.png[/img]
[h1]Gameplay Revisions[/h1]
* Quests turned back on and heavily revised
* Orb drops on enemy death now last for 7 ticks before disappearing instead of 5
* Bosses will now spend one Boost Perk worth of Boost per PvP raid instead of just one Boost
* Players will now purchase each Perk worth of Boost with one click of Starstone button in Lair and be unable to click button with less than that amount of Starstone
* Random Minion raids reduced to 10 or fewer Minions, none of which are Boss-dependent for value
* Hero v Minion raids have been rebalanced to be closer in difficulty to PvP raids
* Hero v Minion raids have been added to Labyrinth, taking place in any Lair except your Boss Lair, with appropriate Minions
* Boss v Minion raids in Labyrinth now take place in your Boss Lair and exclude enemy minions with the same traits as your Boss
* Ancient Treasure has been removed from the Labyrinth and replaced by hard mode Hero v Minion raids with a variable number available per map and bigger aggregate rewards
[img]https://i.imgur.com/jQhi3nb.png[/img]
[h1]Card Fixes[/h1]
* Rohin's passive was giving full move on orb pick up even when he had a leg wound - Judgement of Urix kicker was healing Structures instead of only characters
* Fire From Ashes could not discard consumable loot items
* Crushing Blow, Lead the Charge, and Earthspike were wasting when only available target had Stealth
* Death Blossom was not preventing repeat hits on same targets
[h1]Card Revisions[/h1]
* Defend the Mine is no longer a Windup and Mine Securitrons now have Piercing and 3 Health instead of 2
* Pounce now causes Bleeding in Blast 1 instead of dealing damage in Blast 2
* Steel Sentries now have Range 4 instead of 7 - Bronze Captain now has 4 Attack, 9 Health, and 1 Armor instead of 5 Attack, 10 Health and 2 Armor
* Boss instants will now be played first when in Boss hand to prevent not being played before reshuffle on empty deck
[img]https://i.imgur.com/dHFQIE5.png[/img]
[h1]Consumable Card Revisions[/h1]
* Star Stamina is now +5 Health instead of +2 Health
* Star Soul is now "Your first non-Channel card costs 1 less." instead of +3 Health
* Minor Wounds are now -1 Health instead of -2
* Leg Wounds now only last for one battle and don't occur in Northgate
* Potion of Strength is now +2 damage on next melee attack this turn instead of +1
* Potion of Accuracy is now +2 damage on next ranged attack this turn instead of +1
* Scroll of Arcane Blast now does 5 damage instead of 3 in Blast 2 instead of 1 and costs 2 Ticks instead of 1
* Scroll of Lightning Bolt now does 6 damage instead of 3
* Scroll of Chain Lightning now does 6 damage per target instead of 3
* Scroll of Protection now gives 2 Armor instead of 1 and costs 2 Ticks instead of 1
* Scroll of Stasis now adds 3 Ticks instead of 2
* Scroll of Firebreathing now does 5 damage instead of 4 in Cone 7 instead of 4
* Scroll of Restoration now restores 7 Health to each friendly character instead of 2 and removes 2 Ticks from each instead of 1, but costs 2 Ticks instead of 1
[img]https://i.imgur.com/tjHLeu9.png[/img]
[h1]Development[/h1]
* The art team created more card art; modeled All Matter Golem; skinned Faydin; worked on Mayan dragon concept; and created idle animation for Faydin.
* The audio team created map music triggers; looked for missing audio; and worked on music for Landing and Map.
* The design team worked on scenario art; plus worked on balance and keyword revisions.
* The engineering team worked on bug fixes and the back button from battle.
[img]https://i.imgur.com/h5FowiA.png[/img]