Tiny Auto Knights · published
Changed Warden effect: "Ally gained debuff -> Give 1/2/3 cleanse to a random ally"
Changed Death Knight effect: "End of turn -> Kill the ally ahead and gain 50/100/150% of their health and attack"
Changed Thief effect: gained stats don't scale with gained coins anymore, you always get +1/2/3 no matter how many coins you get per event
Changed Ranger effect: deals now an additional 1 damage per 10 Attack
Changed Necromancer effect: changed stats of summoned Skeletons from "1/3/5 Health and Attack" to "1 Health and 3/6/9 Attack"
Changed Bloater effect trigger from "Start of battle" to "Start of turn"
Changed Guardian: removed Charges
Fixed Rogue to be able to target always the correct enemy with the highest Health
Buffed Toad from +1/2/3 Health to +2/4/6 Health. As you cannot sell him for the same amount anymore this should make him at bit more useful.
Buffed Adventurer from +2/3/4 Health to +2/4/6 Health
Buffed Warden from "Give +1/2/3 to random ally." to "Give +1/2/3 to random ally for 2 times."
Buffed Mercenary effect from 2/3/4 to 2/4/6 damage
Buffed Chieftain effect from 2 to 3 charges and changed his base stats from 3/3 to 6/5
Nerfed Herbalist effect by adding a max value of 30 for the health she can give to each ally per effect trigger
Nerfed Drummer effect by adding a max value of 100 for the attack, health and armor he can give to each ally per effect trigger
Changed Golem effect from +2/4/6 armor to +4/8/12 armor. With armor now reducing faster we felt that the Golem should get more of it. This should make him stronger in early to mid-game, but of course he doesn't scale well as the effect is only triggered once at the start of the battle.,
Changed Trooper effect from +2/3/4 armor to +2/4/6 armor. Similar reasoning as with the Golem.
New short interactive tutorial
Added a native Linux build
Added Spanish localization
Deck "cards" now have a questionmark icon on which you can hover to show the heroes in that deck
Improved summoning behaviour when multiple heroes are spawned (important for Slime and Warlord)
Added pillows to the bench to make it more comfortable
Implemented "loop breaking" for "X gained" triggers -> Effects with a trigger like "Health/Buff/Thorns gained" can now be only triggered once by the same hero per effect chain
Changed sell values, they're now based on Rarity and Level:
Level 1
Level 2
Level 3
Common
0
1
2
Uncommon
1
2
3
Rare
1
3
5
Epic
2
4
6
Legendary
2
5
8
Selling a hero will now also trigger "Coins gained"
Armor is now reduced by half of the incoming damage instead of always by 1
You have 5 Armor and get 4 damage -> 1 damage coming through and Armor is reduced by 2
You have 18 Armor and get 25 damage -> 7 damage coming through and Armor is reduced by 12
Fixed Thorns damage not reducing Armor
Fixed Thorns damage using pre-reduced Armor, when two heroes fight directly against each other, and therefore doing less damage
Fixed that a freeze check was triggered when you lost Freeze stacks (via Cleanse for example)
Added more XP level up rewards
Uncommon "Give +1 XP to a hero with rarity Common or less"
Rare "Give +1 XP to a hero with rarity Uncommon or less"
Epic "Give +1 XP to a hero with rarity Rare or less"
Legendary "Give +1 XP to a hero with rarity Epic or less"
There is currently no Level Up Reward to give XP to a Legendary hero
Added free reroll level up rewards
Common "Gain 2 free rerolls"
Uncommon "Gain 4 free rerolls"
Reduced volume of sound when winning a run
Fixed some fullscreen related issues on multi monitor setups and when trying to take screenshots of the game while in fullscreen
Fixed various visual bugs with incorrect displayed stats on newly summoned heroes in battle
"Mumpitz" opponent teams, the fallback opponents you get when you couldn't get matched to a player, are stronger and more similar to real player builds now