Week 118 Patch

Labyrinth

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]