The Armory is (finally) in development!
This new dungeon is available during it's development, and bosses will be released as time progresses.
To enter The Armory you must clear The Foundry on your account. You may bring 4 Spells and 4 Recruits to this new dungeon!
Currently there is one boss awaiting testing: Percy the Pirate!
Be sure to read the Boss Descriptions :)
Occassionally when defeating a Boss your may rescue a Stranded Recruit!
These recruits will join your party upon rescue, and their Level will be based on the Boss' Level
This should naturally increase your options as you assemble your teams, where previously the desire to hoard gold would keep your options low.
Some bosses will only reward Stranded Recruits of specific Classes
Different Bosses will have differing chances to reward Stranded Recruits, but the default chance is %15 (Subject to change)
At the Mage Tower you will find a new Tier of Traits to spend your Gems on.
These Tier 4 Spells are some kick-ass new Spells for you to work towards, and they have some powerful effects.
These Spells are intended to be Powerful, costly effects, and they are totally NOT YET TESTED
So be sure to let me know if they feel too Strong or too Weak. Feedback is much appreciated
Also let me know if they feel too hard to get to in the first place, 4 Gems can take some time to gather.
The are now 10 Spells per Element that are exclusive to the Library, and 3 Spells per element exclusive to the Mage Tower!
Some of these new spells are really neat, and with 52 possible spells to choose from, there are many different gameplay strategies to play with, so be sure to try out some of the madness!
Fury is a new effect that you will start to see throughout many facets of your adventure.
Fury: Increase the Power of the Recruit by (20%) for 10s
The Game has updated from a sheet of 500 Icons, to over 3000 icons!
This means that some old spells, classes and weapons have had their icons changed (for the better), but this might take some getting used to.
Let me know if you preferred the old icons for any of the chnges!
The Beast Master is a Mid Health, Mid Power, Mid Speed Recruit.
- The Beast Master's Weapons are still in development and will Soon be available from all Dungeons (and they're gonna be really, really, reallllllly cool!)
In Preparation for developing The Armory, I've been hard at work on several New and Interesting Effects
Stunned: A Stunned Recruit cannot Attack. The Recruit's Attack timer will continue to 'tick' during the stun, but any Completed Attacks will not happen while Stunned
Bomb: A Bomb Effect can be placed on a Recruit. The Bomb will Explode when it Expires, damagin All Recruits for a specified Health % (default is 20%)
If you want to try out the new Effects, there are several new Spells that utilise them in interesting ways
The Bear will now Stun their Target upon using Bite for 3 seconds.
The Spider has a new ability; Web Wrap, which will Stun a Random Recruit for 5 seconds
Apologies for destroying your precious progress!
During development this will need to happen from time to time, but I am putting measures in place to prevent this being necessary in the future.
For those of you with Level 6 Armies, this is a good chance to go through and retest the game more fairly :)
As much as the Patch Number may suggest, this is not an April Fools Joke
A new feature is in the works, and it involves gaining experience and leveling up your Player Character.
Leveling will provide you with a special currencey which you can use to purchase traits / upgrades.
- Leveling and experience gains are functional, and you will gain 1 Gem every time you level up.
- Experience Required to Level Up increases by 10% of the previous levels EXP Requirement. (1000, 1100, 1210).
- Defeating a Boss within a dungeon has a Chance to reward a Gem, this chance is reduced for every Recruit that was higher than the Dungeon's Expected Level. Harder Dungeons have a Higher Chances of Gems
- You can spend the Gems that you have earned at the Mage Tower
Let me know if you run into any EXP related bugs
The Mage Tower is a new Menu you will find in Town
At the Mage Tower you can spend the Gems that you have earned on your adventure
You will find 4 different "Trees", one for each element
In each tree you will find Spells that you can learn, or Passive Traits which will empower you Player and/or Recruits in various ways for the Rest of your Adventure
As unlock Traits for a Element Type, you will be able to purchase more Expensive but Powerful Traits and Spells further down the Tree
There are some Wild combinations to build towards to make you the Most Powerful Raid Leader!
Some Classes, namely Bard and Shaman have very powerful Traits at the cost of having low Power / Speed.
This meant that a Shaman with a +20% Speed Zodiac was amazing, but a -20% Speed Zodiac was terrible.
To fix this, I have changed the Traits of the Bard and Shaman
Bard:
- Previous Trait: Whenever the Bard attacks, restore 1 Mana to the Player
- New Trait: The Bard's attacks have a chance to restore 3 Mana to the Player. (This chance scales with the Bard's Speed and will occur roughly once per 10 seconds.)
Shaman:
- Previous Trait: "The Shaman's attacks also place a Renew effect on a friendly recruit with the lowest health %, healing for 60% of Target's Max Health over 15 seconds
- New Trait: The Shaman's attacks have a chance to place a Renew effect on a friendly recruit with the lowest health %, healing for 60% of Target's Max Health over 15 seconds. (This chance scales with the Shaman's Speed and will occur roughly once per 10 seconds.)
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4 new Bosses await you in The Foundry!
These Encounters will change their abilities and mechanics DURING the fight, so you better be ready for what these Machines have up their sleeves.
Grab your best 3 Recruits (at Level 3) and 3 Spells and dive in! (There's plenty of new Loot to find!).
If you ever had trouble learning How to Play, or you're worried you might have been missing something, there is now a Tutorial!
The Tutorial will be Presented to you upon Registering for the first time. Check it out!
Sick of frantically clicking back and forth between your Recruits and your Spells? Worry no more!
You can now cast Spells using the Number Keys:
(1) will cast the first spell on your Spell Bar, (2) will cast your second spell, etc...
You can also change Target with the Arrow Keys:
(Up) and (Down) will swap between Targeting your Recruits and your Player Character.
(Left) and (Right) will shift along your Recruits as Targets.
Try it out and let me know how it feels!
The Bard is a Mid Health, Mid Power, Mid Speed Recruit.
Starting Buff: {startingBuff('Bard')}
Trait: {classTraits('Bard')}
The Necromancer is a Low Health, Mid Power, Mid Speed Recruit.
Starting Buff: {startingBuff('Necromancer')}
Trait: {classTraits('Necromancer')}
Keep an eye out on Spells as most of them have changed, some in bigger ways than others.
There are also a LOT of new spells available for you to learn, check them out!
Whenever you are offered Spells at the Library, you will now be offered a choice from each Element (Life, Fire, Shadow and Arcane). This should make it easier to start building synergies.
If you don't like the spells your are offered, you can ReRoll your offerings for a small price.
You will no longer be offered Paladin Recruits for your first few Recruit choice.s
If you don't like the Recruits you are offered, you may ReRoll the offerings for a small price.
Many Weapons and Class stats have been tweaked so be sure to keep and eye out.
Not getting any Weapons for the Classes you have chosen for your Party sucks
When you defeat a Boss, the Boss has several Weapons that they can Drop for you, one is Randomly Chosen
Now, when Randomly choosing which Weapon you will receive, you are 3x more likely to receive a Weapon for a Class that was in your Party (if Available)
Basically, the Loot will ReRoll up to 2 extra times to try and give you a useable item, while still having some randomness
Important: If you already have a copy of the weapon, there is no Bonus chance of it Dropping!
Across the Board the have been changes to the power of AOE (Area of Effect) Damage and Healing
Overall these changes are intended to make the gameplay more interesting, and to make Targeted Spells continue to feel useful as the size of your Party starts to grow.
The Monk's previous Trait was to Heal All Recruits for (10%) of their Max Health whenever the Monk attacks
- The new Trait: {classTraits('Monk')}
The Monk's previous Trait was to Gain (50%) Speed for each other Party Member. This caused the Monk to be really weak and ineffective at lower party sizes (early dungeons) and then get quite out of control later on.
- The new Starting Buff: {startingBuff('Monk')}
These changes should put the Monk's Healing Output to be more in Line with the Priest while still being able to get a few jabs in on the Boss, making the Monk a better choice for AOE heavy encounters
This is all new and in need of testing so feedback is very much appreciated!