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Legion Hearts is a tactical RPG where you collect hundreds of characters, build custom army decks and deploy your troops in bite-sized autochess battles.

Post news Report RSS 0.9 Update

The 0.9 update streamlines the battle system and adds campaign progression. One more update to go!

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The 0.9 update is here, and that means there's just one more patch to go until the public test. Sign up here to take part!


New Things

  • ADDED BASIC ATTACKS
    All units now either have an attack or heal stat and will perform a basic attack or basic heal on their turn.

  • ADDED ABILITY COST
    Abilities now cost energy to activate, which must be done manually. Units with an activated ability will use it on their turn while still performing a basic attack or basic heal.

  • ADDED UNIT ABSORB
    Fallen units can now be merged into deployed units after a battle to pass down base stats, abilities and perks.

  • ADDED PERK SYSTEM
    Perks provide passive bonuses that will stay with a unit for the entirety of a campaign, and you can select one after each battle.

  • ADDED CAMPAIGN REWARDS
    You can now earn experience, permanent perks and new characters by completing campaigns.

  • ADDED DECK PROGRESSION
    You can now level up your deck to increase your deploy limit, starting energy and deck character cap. Experience is gained by completing campaigns.

  • ADDED CHARACTER UNLOCK
    You can now permanently unlock characters to add to your deck. Duplicates can be used to upgrade an existing copy.
  • ADDED DEPLOY COSTS
    All units now carry a resource cost to deploy and you are given a resource pool. This new resource system will replace the current unit charge system, hopefully making it easier to learn while giving us greater flexibility when it comes to the power level of units.

Changes

  • REMOVED 4 UNIT STATS FROM PLAY
    DEF, RES, CCH and CRP have been hidden from the units stats. They will still be used to resolve abilities under the hood, but the emphasis is now placed on Power and Health. Our goal is for you to be able to see at a glance whether or not you can kill an enemy unit or survive a hit, which just wasn’t possible with the current system.
  • REMOVED ACTION SPEED STAT
    All units now act on every turn. While this stat enabled some interesting exceptions such as Nelson, it added little value compared to how much it increased the learning curve by.
  • REDUCED DEFAULT STAT VALUES
    All flat stat values have been decreased by around 90%, most notably Power and Health. Units now behave similarly as they would in card games, making smaller increases much more impactful.

  • REDUCED CHARACTER ABILITIES TO 1
    All characters now have a single, unique ability, down from 2-3. We hope that this change, coupled with the streamlining of stats, will make it much easier to learn a character’s moveset.
  • REMOVED EQUIPMENT SLOTS
    We removed the current iteration of the equipment system as it played to meaningful part in the battle system. We expect to reintroduce it further down the road once the core mechanics are in a better place.
  • REMOVED UNIT CHARGES
    All units can now be deployed an unlimited number of times as long as you can pay the deployment cost. Units can be discarded to slightly increase your maximum resource pool.

  • CHANGED BATTLE INTRO SCREEN
    The battle intro screen now reveals less information about the next battle, as the information dump frequently confused new players.

Fixes

  • FIXED DUPLICATE UI ELEMENTS
    Fixed an issue where rapidly selecting and deselecting a movable UI element would leave them stuck in place and occasionally spawn a duplicate of itself.
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