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New features:
- Modding support (Steam Workshop integration)
- Show unlocked cards when you beat every difficulty level
- Allow selecting variable number of teams in Full Season
- Ability to interrupt autoplay by clicking anywhere on the screen
- Upgrade card name uses +2,+3,+4 instead of ++,+++,+++, etc.
- Separate option for auto play animation speed
- Option to slow down animation near game end
- Turn shot clock off when the game clock has less time remaining
- Added animation for stamina gain
- Added subtle animation of card art when you hover over cards
- New card effect: Instant until played
- New card effect: Shotclock manipulation (ex. set Shot clock to 14)
- New mechanics: Boost (permanently upgrade card numbers during match)
- New mechanics: Leverage (destroy cards to permanently upgrade another card)
Cards:
- New card: Kick Ball (set shot clock to 14)
- Removed card: Delay of Game
- Redesigned Circus Shot (Permanent upgrade to Timeout)
- Redesigned Skip Pass (no cost increase, discard to top of draw pile)
- Redesigned Pick and Roll (does what Behind the Back Pass used to do)
- Redesigned Behind the Back Pass (Permanent Shot upgrade)
- Redesigned Eurostep (Permanent 2P Shot upgrade)
- Redesigned Box Out (Rebounds instant, No cost increase)
- Redesigned Cleanup (Pull and Destroy Hindrances)
- Redesigned Offensive Rebound (+Shotclock per cards in deck)
- Nerfed Underdog (-2 cost to all cards)
- Nerfed Substitution (+1 cost for match instead of turn)
- Buffed numbers: Buzzer Beater, Mascot, Benchwarmer, Jump Ball, Control Dribble, Goaltending
- Added Leverage to Ball Hog, Pick and Pop
- Added Draw 1 to Pass
- Added Boost to Shooting drill
Bugs fixed:
- Respect card drop level and drop count limit when getting random cards
- Respect card drop level and drop count limit when giving upgrade events
- Fixed controller icons for Steam Deck (which broke after last Steam Deck update)
- Fixed description for Playoff mode unlock
- Fixed text layout bugs (esp. when card gets upgraded during game)
- Fixed bug where wrong value for noise was shown when multiple cards affect noise
- Fixed bug where finished game would continue into overtime if you press enter too fast
- Fixed timing of sound effect for card stacking
Also wanted to say I've been enjoying the new update, can't wait for the full version! (specifically to save my games lol)
The "Draw 1" add to "Pass" has had quite a big impact on gameplay, I feel. Not sure yet if I'm a big fan of it. I've gotten quite high scores because of this in the last couple of playthroughs.
You are right. I'm still not sure if the change will stay or something else will change.
Before the change I noticed that I rarely play Passes and try to eliminate them from the deck as soon as possible. With this change the game moves much faster and scores are becoming unrealistic (just had a 300 point scoring game yesterday). I'm considering changing the clock spending to be 12 or 15 seconds of the clock to make shorter games so you get card rewards faster. Needs testing.
Although, 10 seconds for each played cards is so easy to track. I tried before with 20 seconds per turn, and it wasn't fun. Not enough time to build up. I will try 12 or 15 and see how it feels.
My gut feeling is to remove the +1 Draw from Pass. Nothing wrong with having a card that loses usefulness as you advance, and let the player figure it out, I'd say.
I just tried a Tournament (both Rookie and Coach difficulty) with 15 second per card played, and the game feels so much better. The flow is faster, as you mostly get card draw from starting non-shot cards, and the scores are back to being realistic (102-85 in the final game in Europe).
15 seconds will also take some time to get used to as you need to adjust to "4 cards played per minute". I will probably make the time spent setting configurable with CPU shot clock scaling (inverse) on higher difficulties.
I need to play a full Season though and then I'll decide. I think changes like this can still be made during demo phase, but once the full game releases, it would be too big of a change.
They are shuffled many times per match. The starting deck size is only 16 cards, you go through them in 3-4 hands.
There should even be an animation when the cards fly across the screen (from left to right side) when your draw pile is empty. You can also see the numbers on pile icons to confirm.
I feel like this change makes the game much better. The matches are shorter and more dynamic, the scores are realistic again, esp. as you build the deck.
The only drawback is getting used to 15 second turns. I have added a small counter under the clock to show the remaining plays, now we just have to get a habit of looking at it instead of game clock. Maybe I should make it bigger?
I guess the problem is we all got used to 10 second clock, maybe new players will never have this problem. If it really bothers you, you can go back to 10 in the settings. I have also added 6, 12 and 20 for experimentation.