Known Issues Not Yet Fixed
- 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
Gameplay Fixes
- 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
Gameplay Revisions
- 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
Card Fixes
- 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
Card Revisions
- 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
Consumable Card Revisions
- 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
Development
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.