Trials of Fire v0.76 Release Notes
Good afternoon all,
This week’s update focuses on balancing difficulty a bit across the adventure. Some changes here to make it easier to come back from a couple of bad battles without overly rewarding players who get through unscathed.
Also a couple of new Class Cards and boss updates to look out for.
Let us know what you think on Discord!
Adventure Progress
These changes have been made to make it a bit easier to recover from a bad situation without it snowballing out of control.
- After completing an objective, each Hero recovers some health and heals a single random injury.
- Reduced food and herb rewards at the objective to compensate.
- Moving on roads now speeds up party movement.
Boss Changes
- ‘Lurker’
- Burrow ability now triggers after taking 15% of starting health damage. So it is less stop-start at higher difficulty levels.
- Added a tracker (hover over the Lurker) to see how much damage still to go.
- ‘Lurker Tentacles’ now activate on the turn they are spawned as they used to – updated the wording to make this clearer.
‘Blue Dragon’Changed defensive ability to be a flat ‘Melee, Ranged and Magic Resist 1.’ This serves the same purpose as the previous ability (encouraging big hits), but hopefully less frustrating to play with.Increased health a bit to compensate.Cataclysm 6Cataclysm 6 bonus is now ‘Bosses gain an additional 15% health per Tier,’ so health bonus ramps up the later they appear in the adventure. (Tier 1 bosses now have less health).Card Changes
- Added new class card for the Elementalist and Witch to help with weaker play-styles.
- ‘Icefire Aura’ (Elementalist) – Changed effect to ‘Whenever an adjacent enemy gains Burning, they also gain Chilled, and vice-versa.’ This is to make this ability simpler to understand and allow you to trigger it multiple times a turn for maximum effectiveness.