Gordian Quest

Gordian Quest

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dwmr  [developer] May 29, 2020 @ 9:26pm
## [Build 90] - 2020-05-30 (bleeding-edge)
## Added
- Reworked talent system. You now gain Talent Points every 3 levels, and can gain additional points through the skill grid.
- Talents now have basic and mastered versions. It takes 2 Talent Points to master a Talent.
- Weapon Proficiency Talents, when mastered, allow you to not add an item's attached cards to your deck.
- Heroes have access to their own unique Talents, which can create special effects on map nodes, draw special cards in camp, or apply special bonuses in events. These unique talents only require 1 Talent Point to access.

- Learn random skill on skill grid has been replaced. The replacement nodes either let you pick the school you want to learn from, or pick a skill tag to learn.
- Added Add Stat and Clone Skill nodes to the skill grid
- You no longer gain stats for drawing new cards
- Choosing to skip any offered choices now grants a skill exchange point, which can be used at any later time to replace a skill in your deck.
- Like damage, stats now boost Guard generated from cards of the respective stat as well

- Uniques are now called Legendaries, to better reflect their nature.
- Added 40 new items and reworked Legendary items across the board.
- All equippable items now have a chance to roll with sockets. Runes can be socketed to modify cards on items.
- Added 18 new runes to be discovered.

- Added a new crafting reagent - Chromatic Shards. Salvage items with sockets to obtain chromatic shards.
- Added a new currency item - Relic Tokens. Trade these with Marco to gamble for Legendaries.
- Added a new currency item - Strange Incense. Use these to modify Shrines.
- You can now mark items as junk when inspecting them, or by using middle clicking. Junk items can be conveniently sold or salvaged as a batch.
- Added sorting options for equipment view.
- Added sorting options for skills view.
- Exhaustion is now displayed on the hero's portraits.

- You can now pass through Shrine nodes without being forced to enter them.
- Added Eternal Shrines. Eternal Shrines are more powerful versions of Shrines that can be reused every 14 days upon activation, letting you respawn nodes and farm for more XP and gear.

- You can now set up Camp on a cleared node by spending 4 Supplies. This lasts for 4 hours, giving you a short period to rest and make use of camp abilities. With some luck and strategy, you will be able to subsist out in the wild.
- Camp nodes are now called Campsites. There is no change to their function - they are meant to be one-use, supercharged Camp instances which last 12 hours, costs no Supplies to set up, and allows you to train and upgrade heroes.

- Battle view now scales to cover the larger scope of 4-lane battles better.
- Battle view now has adjusted angles to reduce units overlapping, as well as to improve cell targeting.
- Better presentation of health and statuses.
- Cells now highlight which adjacent cells will trigger a unit's passive/trigger abilities. Look out for faint white lines linking cells together.

- Sanctuary now restores heroes up to 50% of their maximum HP for free (down from 100%).
- Sanctuary now no longer restores Exhaustion for free, but offers paid healing and restorative services.
- Boosted Inn's Exhaustion recovery rate.
- Wynne can now reroll Legendary item values.
- Wynne now sells Runes from the start, and Strange Incense upon discovering Shrines.
- Wynne's crafting costs have been reduced by around 50%.
- Barnaby now provides socket crafting services.
- Barnaby now sells Nullstones.

- Reworked enemy behaviors and systems.
- Enemies now have more unique decks to make their actions feel more impactful.
- Elites now act twice each turn.
- Removed Magic-tier enemies. Only Minion and Elites will spawn.
- Tweaked the way encounters are spawned to reduce instances where fights feel unwinnable or unfair.
- Channel now reduces based off how much AP it reduced.
- The term "Shift" is now unified to cover all cells surrounding the origin cell instead of just north, south, east, and west.

- Channel stacks are now consumed based on the amount of AP reduced from the original cost (if you have 3 Channel, it reduces a 4 AP spell to 1 AP, and you will consume 3 Channel to cast it)
- Added more sources of max Channel and passive Channel generation (through talents and items). Notably, majority of item types can now roll max Channel affixes, and two-handed caster weapons can roll +(3-5) max Channel charges.
- Updated cards to display the amount of AP cost reduction beside the modified AP cost.

- Added option in hero view to unequip all items on current hero
- Updated game UI
- Updated options UI

## Fixed
- Lava Ground and Burning Ground now applies to barricades.
- Various skill interaction fixes : Deadly Grace, Riposte, Venomous Edge.
Date Posted: May 29, 2020 @ 9:26pm
Posts: 0