Hey guys! I’ve been working hard on the next update for the past few weeks (mostly brainstorming while I “watch” my kids), and I wanted to keep you in the loop. Originally I was planning on releasing a highpriest rework this week, and then a reward rework a few weeks later. However, some of the changes I’m making require me to finish both updates before releasing the highpriest rework. Therefore, I will instead have 1 giant update for you guys in 2-3 weeks. I apologize for the delay, but I’m hopeful it will be worth the wait.
Some of the things you can look forward to in the update:
*Keep in mind: This is all a work in progress and much of it may change before release
- 10+ new item drops
- Most of the new items will only drop off enemies after you’ve taken the requisite reward option.
- These new items mostly serve to simplify many of the new rewards and spells
- XP Potion: Grants all players 50xp (does not scale off training xp)
- Tome of Training: Causes the barracks to grant 300% training xp for 10sec (this will also replace Blessing of Wisdom)
- Tome of Power: Grants power to all players in the barracks (not sure on how much yet)
- XP Rune: Grants xp to all players in the “killing tower” (the tower which got the killing blow on the enemy who dropped the rune)
- Power Rune: Grants X power to all players in the “killing tower”
- Rapid Rune: Grants 10 extra attacks to the “killing tower” (The same effect as the HP spell “Rapid Fire”)
- Damage Rune: Grants +50% damage to the “killing tower” until the end of the round (The same effect as the current tower buffs)
- “Nomads” are becoming “Templar”
- This change is merely thematic, as “Templar” makes more sense for the passives and spells I’m giving them
- New “Faction Guardians”
- I want to bring some of the benefits of highpriests into every game – even those without a highpriest playing
- Guardians will orbit the barracks, providing a passive buff, specific to the controlling faction.
- Highpriests of that faction can order the guardian to move to another building
- Moving to a tower, they’ll activate a chosen turret (this will replace the current turret spells; boulder, armor, slow bubble)
- Moving the the priest tower, they’ll grant 1 orb of the controlling faction each wave (this will replace the orb automatically given each wave)
- On armor waves, if there is no highpriest, the guardian will instead set the armor of all enemies to 50% (this will replace the armor turret spell)
- All highpriests will be able to reduce the armor of the next armor wave by 50% for 1 orb
- Highpriest orbs will drop without highpriests
- I’ve redesigned orbs (they will likely be called stones or relics, I haven’t decided yet)
- When an orb drops, and there is no highpriest of that faction present, it will instead provide a buff for the team
- Magi Order: Creates a slow bubble which lasts for ~3 waves
- Wolfclan: Casts 10 second of haste
- Elementals: Applies the Tome of Training effect
- Templar: Summons a Demon who drops a Rune of Power on death
- New “Reward Tree”
- I’m adding dozens of new reward options, and changing others
- The rewards will be organized into a big talent tree (or “reward tree“), with about 50 nodes
- At the start of each run, you’ll choose between 2 random starting rewards on the tree. From there, each option will be determined by your previous reward
- Here’s the current tree. Don’t get attached, it will look very different when it’s done
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