Over the past few weeks we worked on the recent update which included Shozen and have been working behind the scenes on the new game modes and mobile version of Labyrinth.
The art team drew layout for Adventure mode map; worked on mocked up level, plus made trees and UVs for Forest level; created Wastelander hero card art; created and integrated portrait art for Story mode (tutorial) dialog; created concept art, modeled ruins, and background for Starspire level; completed high and low poly models of Spirit Beast boss and prepared it for rigging; and worked on modeling and animations for Duelist.
The audio team tweaked Sorcerer sounds; fixed and added button sounds; and created sounds for Wastelander.
The design team implementing first pass on new Tutorial and tested the new content; revised tutorial 2 and took a first pass on tutorial 3; mocked up battle outro; completed UI mockup for mobile; worked on spec for Adventure mode, designed its layout and UI.
The engineering team created new Quest choice feature and added new Quest UI art; refactored shell for Adventure mode replays and merged in new UI; worked on star requirements for Adventure Mode; worked on improving deck data around stars, unexplored rooms;worked on non-PvP encounter framework; added dialogs for PvE encounters; integrated and cleaned up the Finite State Machine; made system fixes to accommodate new Story mode; added Story Mode events; made Hero tutorial operational; improved raid shell flow; experimenting with mobile cam & controls; and worked on authentication to Wiki.
We also made a modification to the matchmaking server because although it looks like matches are happening more often for players since the last update, raid credits are still weighted too heavily in the algorithm, so we are scaling back their influence even more. That change went into affect today.