Patch 0.19 - Combat log, Fight Preview, Difficulty & more!


Patch 0.19 - Combat log, Fight Preview, Difficulty & more!

It's been almost two months since the last update and for good reason.

The update is beefy and packed with a ton of systems that touch almost every part of the game.

Since there's a lot of things that go together, we wanted to ship it all in one update, rather than split it up.

Sorry for the wait, but we hope you think it's worth it!

In this update, we have focused on the following:

  • Added a Combat Log to fights. You can view it inside or outside of combat.
  • Fight Previews are live. You will now get a short preview of some important things to consider for each fight.
  • Path changes are live. Enemies are now at the end of each map, and another mini-boss has been added halfway through.
  • Base difficulty greatly adjusted. Game is much harder and now has three modes (Normal, Hard, Insane).
  • Items have been overhauled. Items now have tiers, and you get higher tier items as you progress.
  • First performance update pushed, with some much-needed improvements. Let us know if it helps!

Right now the game changes constantly and rapidly. We're experimenting and figuring out what works.

If you want to help build an awesome game, please join our small community on discord! 

We are always looking for more testers, building an indie game with a small team is hard.

Join our Discord server here: https://discord.gg/8XtqKkvRsA

Patch Notes 0.19:

--- COMBAT LOG: ---
Finally! It's a huge system and touches almost all cards and mechanics.
It will be improved over time, but first iteration should be up and running.
Let us know if some information is missing, or it's visually confusing.

--- FIGHT PREVIEW: ---
Fights now preview both encounters next to each other, and display relevant information before going in.
They won't tell you everything, but you shouldn't feel like you're going in blind anymore.

--- DIFFICULTY: --- 
We significantly increased baseline difficulty, and the new baseline is called 'normal'.
Once you beat normal, you unlock Hardmode, and if you beat that, you unlock Insane.
We expect these to change and get tweaked as we go, but they are a good indicator for now.
Play at the level you're most comfortable at, and tell us how it feels.

--- PATHING UPDATE: --- 
Combats are now at the end of each map, this is to give you a better idea of what's to come after rewards.
In addition, if you lose a combat (any combat) you are now teleported back to the start of that map, allowing you to collect another set of rewards before the rematch.
There is now an additional boss-encounter halfway through a chapter. This will always be the same Hero as you are currently controlling, giving you a real halfway test.

--- ITEM OVERHAUL: --- 
Item system has been overhauled. Now there exists 6 tiers of items (0-5), and you will get higher tiers of items after each boss.

--- PERFORMANCE: ---
We added a ton of performance improvements, especially to the battle scene.
In addition, there is now some basic performance settings in the menu, let us know if it helps or if you're still experiencing issues.

--- CONTENT: ---
Added 10 new cards, most of them to Rogue.
Added 15 new items, spread across the new Tiers. Reworked a lot of the old ones.
Added two brand new mechanics:
- Lock: When a locked card would activate, instead skip it and count down the lock.
- Furor: After using a damage-card attack an aditional time for 3 damage, then -1 Furor.

--- BALANCE: ---
A ton of cards have been rebalanced.
Generally scaling has been reduced a bit. We're also reeling in the stats and percentage-based bonuses in general.
Stacking percentages have a way of getting out of hand too quickly, so we're reducing those across the board.
In addition, many Rogue Cards have been buffed, as she was underperforming slightly.

That's it for this time!
See you in a couple of weeks!

Get Reboot Heroes

Leave a comment

Log in with itch.io to leave a comment.