Posted April 19, 2021 by Abomination Games Studio
#Readibility #alpha #v0.80 #spring #UI #Mob Balance #Gold Update
Welcome to the v0.80 patch notes! This patch features monster balancing, gold reworks, UI Overhauls, and item updates! The main focus of this patch was player experience, and game difficulty. In the previous iterations of Knights, players often could speed through the overworld with a good amount of equips. Mobs were unbalanced and didn’t receive as much as they should have been. With version 0.80, monsters will scale as the player progress through nodes, providing a greater difficulty, and more need for strategic gameplay.
Alongside the usual balance patch, the knights skills’ descriptions have been updated for clarity and proper effect reflection.
<Skill Name> (Mana Cost) {Status}
Sir Gent (Shield Knight)
Sir Gent’s power levels have been on the low end for quite sometime. In our opinion, he is one of the most balanced and well-rounded knights. However, at the moment this does not play well with the other knights provided to the player. For now, we are giving him a bit more oomph to his damage. As development continues, we will continue monitoring and buffing Sir Gent as needed.
Sir Junn (Magi Knight)
Just a quick verbage hotfix.
With the progression in equipment and overall knight power, mobs have fell behind in their power levels, leaving players in an overpowered state. Mobs may now be equipped with items at the start of combat (aside from their passive equips), granting them more stats and overall damage. Mobs are more likely to have equipment the further the player progresses.
Wraith
The Wraith is a new mob, featuring low speed and health, with high damage. It’s passive equipment and skills enable to avoid damage, while still maintain a damaging presence during combat.
Yeti
Another mob to join the fight is the Yeti! He excels in being a wall for the knights to surpass, while still offering mid tier speed and damage.
Jotun
The last mob to join the fight is the Jotun! The Jotun is a slow starter with medium health and damage. However as the battle progresses, you may find that their speed has grown significantly.
We’ve updated a couple items that were legacies of quests. Item descriptions and effects have also been updated to be more clear. Final Hour This item was a relic of the past. We’ve updated it to fit its own niche, and offer greater strategic depth for players to indulge in.
Poor Man’s Paradox
This item was also a bit of a legacy item, with both its lore and effect residing in quests (which have since been removed from the game).
Along with the mob rebalances, the nodes in the overworld have been updated to further tone down the overall power that players can achieve. While these updates may be quite harsh, we will monitor players progression and adjust those changes as needed.
As the game nears its release, UI has finally been getting the attention it so desperately needed. New assets and UX updates have been implemented.
TL;DR There have been a lot of balance and clarity changes in this patch to enhance strategic depth and overall gameplay. Overall obtained gold has been decreased, and mob power has gone up. UI has gone through a massive overhaul, and there are more yet to come! As release grows closer, polish is starting to pick up and new content is starting to dwindle. Thanks for reading!