Known Issues: Mage won’t play Victory animation. Passive heals still happen after defeat. Now Treant won’t play death animation sometimes vs Mage… Idk what happened to the passive heals; they stopped for no reason. I have no idea why this is happening to me. I think I’m being haunted. Might have maybe been fixed. More testing needed. I’m looking at you O.O. Edit: Don't play Mage right now. All Good.
Overall gameplay changes-
In preperation for the future 0.6.0 patch, all of the enemies have been buffed greatly. To compensate, the player skills have also been buffed though some buffs were necessary regardless.
-Health scaling increased
-Damage scaling slightly increased
-All base health increased by 20
-Double strike individual hit damage increaed to 125% of base (250% overall)
The 40 mana cost made the damage feel too unrewarding to warrant the mana.
-Bull Charge changed to maximum health from current health
The damage is now made consistent and strong throughout the whole battle.
The Warrior was getting too much freedom in his stuns after the previous buff.
-Block base percent increased greatly
Currently, without spell power, Block is a dead skill.
-Combust damage decreased and cooldown reduced to 0
The mage felt restricted by cooldown every other turn. Having the option for the player to heal or attack and picking the correct choice made for better gameplay.
-Laser damage slightly increased
Due to the combust damage nerf, there was extra room to stuff a bit more damage in the laser.
Empower - (30 mana) (6 CD)
Deals double damage in auto-attacks for 5 turns
Rapid Regen - (20 mana) (6 CD)
Regenerates Health based of Spell Power and max Health for 5 turns
Manaroid - (15% Max Health) (0 CD)
Drains 15% of your max Health to heal double that amount in Mana
Choking Poison - (10 Mana/Turn) (0 CD)
Toggle on/off a poison that deals damage every turn based off Spell Power
Added Stage Passives and Plains stage
Forest-Regenerates health at the end of every turn
Plains-Regenerates health every time the player hits an enemy.
Defensive stats didn’t seem as rewarding of a purchase over offensive stats because offensive stats had immeidate benefits. Along with the enemy scaling changes, the shop changes serve to make purchases of Health and Mana more appealing.
-Health and Mana now cost 5 gold to increase by 3
-Slightly increased delay between text at the end of every turn