Hey everyone,

We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more!

With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that – they’re all dynamically applied to what you already have!

Feel free to check out what we’ve changed in the list below, and as always – please leave us feedback about anything you find noteworthy.

As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.



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DESIGN

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All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.

This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever. All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!

Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.

If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always. Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.

If one player has further progression in the introduction, the other player will join them at that spot. Streamer Options added. Stream-friendly music can be toggled in place of any music that may not be. Subtitle toggle option cloned into this section for convenience.

Stream-friendly music can be toggled in place of any music that may not be. Subtitle toggle option cloned into this section for convenience. PVP still normalizes levels after looking at each level of all fighters. The flat damage per level that is added will be applied to all characters fighting according to whatever level they’ve been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That’s why you may notice your damage fluctuating between matches in PVP.

The flat damage per level that is added will be applied to all characters fighting according to whatever level they’ve been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That’s why you may notice your damage fluctuating between matches in PVP. PVP maximum turn timer has been reduced to 45 seconds.

Increased bet time for spectator.

How to Play section now accessible from Survival Guide

Balance changes to fighters and equipment:

Cyclops, health

Hair Troll, defense, health, regen, crit chance

Spidaur, health, defense, resistances

Vampiress, health, damage, bonus damage, leech amount

Gnome, health, resistances

Cupcake, heal amount

Kobold, damage, block chance

Pixie, damage

Zombie, damage

Electrobot, chain-damage, stun chances

Wraith, health, debuff numbers

Mascot, resistances

Rainbow Horse, damage

Light Sword, damage

Medium Sword, damage

Heavy Sword, damage

Mallet, damage

Light bow, damage, accuracy

Medium bow, damage, accuracy

Mortar, damage, accuracy

Throwing Axe, damage, stun chance, critical chance

Totally Unsafe bow, damage

NRG-M0, damage

NRG-B0, damage, number of attacks

Pineapple, Baby Shark, M80s, What Did You Say, damage, crit chance,

Safety First Sword, damage, explosion chance

Safety Last Sword, damage

Sun Sword, damage

Pirate’s Rapier, removed from market

Helmetite Sword, tradeoff changed

Birch Blade, tradeoff changed

Dentures, tradeoff changed

Chess Club, Max count brought down by 1

Bright Ideas, elemental effect added

Double Uzis, damage

Crispotron 5000, damage, accuracy

Baseball, item-specific stun chance removed

All thrown items gain small stun chance

Tesla Special, weight, explosion chance

Golden Blast, no longer sharp projectile vs. Vampiress



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OTHER

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Post-game Screen added for any concluded Unfair or PVP battles.

Obituary Screen for lost Permadeath fighters

New fighter names added

New unlocks (weapons, helmets, shields, creature stuff) added

New encounter maps added for both PVP and worldmap. Some existing ones adjusted

Audio added for Emissary when completing tasks.

Turn-phase animation tweaked



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CODE

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