Guilds & Quests Feature

Guilds are here!

  • You can create guilds with your friends or other players!
  • Activate epic quests and participate all together

UI / UX / FEATURES

From Player Feedback

1 – Sell Creatures Info popup

We created a Popup with information on obtainable rewards depending on Nat Rank of creatures sold.

2 – Notifications 99+

Now the notification globe has one more digit

3 – Sell Glyph in Battle confirmation

Now we trigger a confirmation when selling a Glyph which rarity is 4 or 5

UI Art

3D Particles added in Popups and Victory

New 3D VFX for Evolve, Rank Up and Skill up

Panels and popups in overall UI (new frames added in order to have the content look more ordered)

Spells

New Spells for: Juggernaut, Cyclops, Faceless, Orc, Basilisk, Imp, Death Knight

Review for: Shaman, Angel Hierophant, Paladin, Ninja, Blade Dancer, Samurai, Druid, Minotaur, Masaru Monk, Treant, High Priest,  Polymorphed, Vampire, Necromancer, Rakshasa, Giant

UX

PVP Feedback: We show feedback when no defence is set and the player taps on START button

Events: The Event Display name is visible as Popup Title

Dungeon Limitation: Now the players can check for limitations when there are any, even if the requirements are met

HC wallet display: removed the K convention, and showing real amount owned

Creature Balancing Changes

Creature Spell Spell Before Spell Now
Death Knight Air Passive (Passive) Protected by a Mail of Thorns, damaging an enemy attacker by 10% of their max HP. Heal self by 35% of own max HP upon receiving a critical attack (Passive) Protected by a Mail of Thorns, damaging an enemy attacker by 10% of their max HP. Heal self by 20% of own max HP upon receiving a critical attack
Death Knight Water 2nd Spell Attacks an enemy, increasing attack based on the remaining own HP, taunts them and mutes them for 1 turn Attacks an enemy, increasing attack based on the remaining own HP, taunts them and mutes them for 1 turn. Decrease the enemy defense if they have a harmful effect applied.
Deva Water 3rd Spell Attacks all enemies, increasing critical chance. 65% chance of freezing them for 1 turn Attacks all enemies, increasing critical chance and lowers their turn bar by 30%. 65% chance of freezing them for 1 turn.
Giant Fire 3rd Spell Attack all enemies. 90% chance of planting a bomb on each that deals 3 times own attack after 5 turn timer Attack all enemies and decrease their speed for 2 turn. 90% chance of planting a bomb on each that deals 3 times own attack after 5 turn timer
Juggernaut Air 2nd Spell Attacks an enemy, taunts them for 2 turns, and steals 35% of their turn bar. (reduced amount of damage from 1 to 0.7)
Necromancer Fire Passive If any attack is critical, terrorises all enemies for 1 turn and refills own turn bar by 50%. If any attack is critical, 50% chance to terrorise all enemies for 1 turn and refills own turn bar by 50%.
Rakshasa Earth 2nd Spell Attacks an enemy, inflicting huge damage. Chance of attacking all enemies instead Attacks an enemy, inflicting huge damage. Chance of attacking all enemies instead. Both actions will decrease the attack of the enemy(s) for 2 turns .
Rakshasa Earth 3rd Spell Attacks all enemies, increasing critical damage, lowers their turn bar by 25%, and refills turn bar of all allies by 40% Attacks all enemies, increasing critical damage, lowers their turn bar by 25%, and refills turn bar of all allies by 40%. Then, grants self 50% chance to dodge attacks for 2 turns.
Rakshasa Fire 2nd Spell Attacks an enemy, inflicting great damage, and steals 2 beneficial effects Attacks an enemy, inflicting great damage and decrease their attack for 2 turns. Then, steals 2 beneficial effects from the enemy.
Rakshasa Fire 3rd Spell Teams up with 3 other allies to attack an enemy. 50% chance of transferring them 2 own harmful effects Teams up with 3 other allies to attack an enemy. 50% chance of transferring them 2 own harmful effects and 50% chance of refill the turn bar of all allies by 30%.
Succubus Fire 2nd spell Attacks an enemy, increasing attack based on own max speed, and drains instantly their HP, both effects ignoring their defense. Drain is 100% of own attack. Attacks an enemy, increasing attack based on own max speed, and drains instantly their HP, both effects ignoring their defense. Drain is 50% of own attack.
Vampire Earth 2nd Spell Prevents self from receiving direct damage for 1 turn and drains HP of an enemy. Drain is 125% of own attack. Attacks an enemy and prevents self from receiving direct damage for 1 turn. Then, protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 1 turn.
Vampire Earth 3rd Spell Attacks all enemies, decreases their attack and drains their HP for 2 turns. Drain is 100% of own attack. 70% chance of blinding them for 2 turns Attacks all enemies, taunts them, decreases their attack and drains their HP for 2 turns. Drain is 125% of own attack. Then, spreads the damage received among all allies for 2 turns.
Vampire Fire 2nd Spell Attacks an enemy. 80% chance of terrifying them and amplifying incoming damage at them by 40% for 2 turns Attacks an enemy and marks them as hunted amplifying incoming damage at them by 40% for 2 turns. Then, drains their  HP for 2 turns, drain is 100% of own attack. 80% chance of terrifying them for 2 turns.
Vampire Fire 3rd Spell Attack all the enemies and steals 25% of their turn bar. If attack is critical, drains their HP. Drain is 100% own attack Attack all the enemies and steals 25% of their turn bar and drains their HP. Drain is 100% own attack. Then, prevents them from receiving healing effects and from being revived for 1 turn.
Vampire Water 2nd Spell Double attacks an enemy and terrifies them for 1 turn. 40% chance of getting another turn Double attacks an enemy and terrifies them for 1 turn and prevents them from receiving healing effects for 2 turns. 40% chance of getting another turn.
Vampire Water 3rd Spell 35% chance of decreasing cooldown of all allies by 1 35% chance of decreasing cooldown of all allies by 1. At the end of every turn, refills self turn bat by 20%.

Creature Stat and Buff Balancing

Attackers:

  • After reviewing player feedback, we observed that attackers may have been nerfed too much:
    • We slightly buffed the attack value of all creatures in the game
    • We reviewed the damage multiplier of most of attackers in the game

Buff / Debuffs:

  • As we changed the threshold of the defense stat, a modification had to be made to the buff/debuff of defense:
    • Value: 0.35 → 0.6

Dungeon Balancing

Glyph Dungeons:

  • After the last update, glyph dungeons take longer to pass:
    • We reduced the HP value of the first 4 waves of the 3 glyph dungeons