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://imgur.com/N2nqA8I.png[/img]
[h1]Interface Revisions[/h1]
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[*] User names of players now display a rank with badge based on performance in the Labyrinth
[*] Space bar now skips through conversations
[*] Rewards will now be split into multiple chests of no more than 5 per chest to prevent overflowing on screen
[*] Card tooltips in the deck editor and in the store are now centered and larger
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[h1]Interface Fixes[/h1]
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[*] Hero and Boss Health numbers on the status panel of the Zone map were not including equipped Perks in the calculation in some circumstances
[*] Card pack rewards now have keys displayed
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[h1]Gameplay Revisions[/h1]
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[*] No PvP until the Labyrinth: Boss battles in Northgate and Smithstone are now exclusively against AI Bosses and player Bosses will only be raided by Minions
[*] Enemies that affect the Boss but do not depend on them for value have been added back to PvE fights for Heroes and Bosses
[*] Structures that do not depend on the Boss for value have been added back to PvE fights
[*] Hero PvE fights in Labyrinth now occur 20% more often
[*] Escape the Eye has been rebalanced to only 3 points more Lair than Lost in the Labyrinth, but the reward has been reduced to only double Lost in the Labyrinth
[*] A third Hero PvE, Ritual of Reflection, now occurs once per Labyrinth exploration after enough progress without returning to the Lair and rewards a Token
[*] Repeatable Hero PvE fights now have a Doom Clock like Boss fights
[*] Wounds now vary by Zone with rarity increasing along with progress
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[h1]Gameplay Fixes[/h1]
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[*] Consumable items earned while offline by Bosses were not being delivered to the Lair stash
[*] There was an unintended limit to the amount of re-exploration in Northgate and Smithstone that was causing the game to hang after Victory for some players
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[img]https://imgur.com/dJxtuKT.png[/img]
[h1]Card Revisions[/h1]
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[*] Bag of Endless Things now costs 1 Tick to equip instead of 2
[*] Precision Strike now costs 3 Ticks instead of 2 and deals 5 damage instead of 3
[*] Gunshot now deals 6 damage instead of 5
[*] Thief's Meddling now deals 4 damage to non-Structures instead of 3
[*] Carve now costs 4 Ticks instead of 3 and deals 7 damage instead of 5
[*] Penetrating Shot now deals 6 damage instead of 5 or 8 damage instead of 7 when Amped
[*] Aim from Within now deals 3 damage instead of 2
[*] Longshot now deals 3 damage instead of 2
[*] Seeker's Dagger now takes 2 Ticks to equip instead of 3
[*] Kill Shot now deals 8 damage instead of 7
[*] Heartseeker now costs 2 Ticks to equip instead of 4, but 3 Ticks to use instead of 2
[*] Mastercraft Jezail now deals 8 damage instead of 7 or 10 damage instead of 9 if full move remains
[*] Leaden Javelin now deals 4 damage instead of 3
[*] Crush of Boulders now deals 6 damage instead of 5, 8 damage at 5 Focus, 10 damage instead of 8 at 10 Focus
[*] Conjurer's Hex now deals 4 damage instead of 3
[*] Pyretic Missile now deals 10 damage instead of 9
[*] Stonespear now deals 5 damage instead of 4, 7 Piercing damage instead of 6 Piercing at Focus 5
[*] Cracking Rift now deals 5-8 damage instead of 4-7
[*] Blazing Rift now costs 3 Ticks instead of 5 and either gain 2 Focus or deal 6 damage instead of 3 Focus or 9 damage
[*] Ice Spike now deals 6 damage instead of 5
[*] Freezing Blast now only targets characters to prevent waste on Structures
[*] Cascade of Stone now deals 2 damage instead of increasing damage
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[h1]Card Fixes[/h1]
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[*] Some Hero cards that have immediate effect and Blast area were not usable when the only target in range had Stealth
[*] Boss Windup cards with area effect were not finishing when only target in range at end of Windup had Stealth
[*] Astral Batteries were inconsistently triggering relative to Boss timing on the same Tick instead of acting first
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[h1]Consumable Card Fixes[/h1]
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[*] Chain Lightning damage was only doing 3 damage per target with more than one target instead of 6 per target
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[img]https://imgur.com/e9OUm0O.png[/img]
[h1]Wound Revisions and Additions[/h1]
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[*] Leg Wound is now Rare not Common (Smithstone or Labyrinth)
[*] Severe Bruise is now named "Stitched Wound" (Rare, All Zones)
[*] Major Wound is now Epic not Rare (Labyrinth)
[*] Dazed "You start your next battle 1 Tick late." (Common, All Zones)
[*] Broken Arm "Your Guard doesn't gain Armor" (Rare, Labyrinth)
[*] Confused "You start each battle with 1 less card in hand." (Epic, Labyrinth)
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