Posted November 13, 2017
high rated
Minecraft: Story Mode - Season Two
#### Update Episode 4 (13 November 2017)
* Added Episode 4 to the Windows and Mac version of Minecraft Story Mode - Season Two.
Tooth and Tail
Patch 1.0.6 (13th November 2017)
#### Balance
As for balance changes, we’ve scaled back some of the more drastic changes
from previous patches, trying to bring things closer to a balanced meta. And
there’s a 1 HP lizard buff that we’re hoping makes all the difference in the
world to high level lizard players!
* Tier 3 units now take 45 seconds to build the warren and unit production (up from 40)
* Lizard: 11 HP (was 10)
* Toad: 9 damage to single tile, 3 damage to 3x3 aoe, 9 health. Still has double damage to structures. Once initiating their 0.25 second self-destruct, the explosion is guaranteed, and will be centered on the tile where their target was standing when they initiated the self-destruct countdown. Primary damage is limited to 1 unit and 1 structure. (Toad was a flat 7 dmg in a 3x3, centered on their own tile, they had 10 health and structure crit)
* Mole: 2 dmg, 25 HP with double damage to structures. Selling has returned, but there is now a 1 second sell timer, if they take damage during that countdown it is cancelled. This brings moles back close to what they were when mole rushes were dominant, but with the nerf of the sell timer.
* Fox: 0.5 second movement freeze post shot (from 0.75). Since they still have a 0.25 second cast time, they are now rooted for a total of 0.75 seconds instead of a full second.
* Boar: Butter still has a bomb, but it’s less dominant and his stats are largely returned to what they were before the bomb. He’s now 100 health (from 80), with double damage to structures. He is no longer slow. His bomb now explodes in a checkerboard pattern covering his entire range. Each tile in the bomb creates a single flame, doing the same damage as his primary flamethrower, for 0.8 seconds. This does not hit air. Tile offsets are specifically: (-4, -2), (-4, 0), (-4, 2), (-3, -3), (-3, -1), (-3, 1), (-3, 3), (-2, -4), (-2, -2), (-2, 0)… etc
* Barbed Wire: Health 30 (was 25). Now takes damage for ALL damage that it deals, as opposed to just a single target at a time.
#### World Gen changes
* Several map types have fewer forests and decor, leading to fewer linear maps.
* A couple of map types that had nearly zero decor have had some added to make them slightly more dense.
* A couple of map types that had TONS of water have had their max lake and river size reduced.
* Many map types had more random ramps added across the board.
#### Story Mode
* Howling Vell stationary defenses reduced
* The War For Meat stationary defenses reduced
* Sage Marro Speaks: swapped one lizard warren for squirrels, reducing the intensity of the nightly raids
#### Bug fixes
* Platinum Achievement (actually) fixed
* Holding rally near to structures with units that can’t target structures (fox, snake) will allow those units to find alternate focus fire targets, or allow them to retreat. Fox will no longer get hung up when the player is trying to retreat through warrens.
Absolver
#### Update 1.10 (13th November 2017)
* [Design] Lower XP gains when defeating Level 3 boss and beyond
* [Design] Higher XP gains in Combat Trials
* [Design] Cost of Rift Disks changed to 5 Crystals
* [Design] Marked ones have been reverted to their original form. Halloween masks now only available through Rift Disks.
* [Design] Cost of the Attribute Points reset changed to 3 Crystals
> The very high amount of XP given by Bosses made it too easy to farm XP and
prestige levels in PvE, which was not the original intention, so this has been
rebalanced. Combat Trials also now give more XP, so players will now win
Prestige levels and Crystals faster. Rift Disks cost has also been updated to
reflect this change.
1.10 and 1.09 also include a number of bugfixes to improve the overall
experience.
Raiden V: Director's Cut
#### Update 1.01 (13 November 2017)
* added leaderboards and achievements
Hand of Fate 2
#### Patch 1.0.4 (13 November 2017)
* Fix for The Tower in Brazilian Portuguese
* Add a Dual Shock 2 native support
* Fixed achievement unlocking for early testers (pre steam)
* Fix Berta's Betting House takes gold when no games are played
* Fixed encounter that would end before it begins if the player does not have a companion.
* Fix for equipment showcases in trap levels causing cards to not be returned to the correct container.
* Fixed companions attacking dead enemies non-stop after they've killed them.
* Improve Berta's Betting House dice game clarity
* Fixed issue where player would fail gold token in Strength if they change their equipment post meeting the requirement in the final encounter.
* Fixed protected enemies infinitely hitting each other with their protection after one of them hitting the other.
* The Cure final sequence (pendulum) made easier.
* Added Pendulum trait to Bridge Skirmish.
* Set Billy Clubs ability trait to use the Ability resource (now displays correct UI incl. number of hits to use ability).
* Fixed a bug where rewards were being discarded.
* Fixed pending card event listeners being checked with the wrong agent.
* Updates to Deadly Forest encounter (now only takes Life/Max. Life, and updated traits to reflect change).
* Made so that you must go through the dice game at least once before 'ambushing' the monster cards
* Moved dithering to after overlay color and overlay texture
* Fixed an issue where VAR would be displayed in encounter text if the player had no companion.
* Fixed deck builder token filter (wasn't showing inherited tokens).
* Bonus only activates once per Brimstone card.
* Doubled Oswins damage resistance in combat.
* Fixed Wraith health drain does not break Malaclypse's shield
* Fixed potential non-progression in the Judgment challenge.
* Fixed ponytail whipping in customisation
* Ongoing typo fixes
#### Update Episode 4 (13 November 2017)
* Added Episode 4 to the Windows and Mac version of Minecraft Story Mode - Season Two.
Patch 1.0.6 (13th November 2017)
#### Balance
As for balance changes, we’ve scaled back some of the more drastic changes
from previous patches, trying to bring things closer to a balanced meta. And
there’s a 1 HP lizard buff that we’re hoping makes all the difference in the
world to high level lizard players!
* Tier 3 units now take 45 seconds to build the warren and unit production (up from 40)
* Lizard: 11 HP (was 10)
* Toad: 9 damage to single tile, 3 damage to 3x3 aoe, 9 health. Still has double damage to structures. Once initiating their 0.25 second self-destruct, the explosion is guaranteed, and will be centered on the tile where their target was standing when they initiated the self-destruct countdown. Primary damage is limited to 1 unit and 1 structure. (Toad was a flat 7 dmg in a 3x3, centered on their own tile, they had 10 health and structure crit)
* Mole: 2 dmg, 25 HP with double damage to structures. Selling has returned, but there is now a 1 second sell timer, if they take damage during that countdown it is cancelled. This brings moles back close to what they were when mole rushes were dominant, but with the nerf of the sell timer.
* Fox: 0.5 second movement freeze post shot (from 0.75). Since they still have a 0.25 second cast time, they are now rooted for a total of 0.75 seconds instead of a full second.
* Boar: Butter still has a bomb, but it’s less dominant and his stats are largely returned to what they were before the bomb. He’s now 100 health (from 80), with double damage to structures. He is no longer slow. His bomb now explodes in a checkerboard pattern covering his entire range. Each tile in the bomb creates a single flame, doing the same damage as his primary flamethrower, for 0.8 seconds. This does not hit air. Tile offsets are specifically: (-4, -2), (-4, 0), (-4, 2), (-3, -3), (-3, -1), (-3, 1), (-3, 3), (-2, -4), (-2, -2), (-2, 0)… etc
* Barbed Wire: Health 30 (was 25). Now takes damage for ALL damage that it deals, as opposed to just a single target at a time.
#### World Gen changes
* Several map types have fewer forests and decor, leading to fewer linear maps.
* A couple of map types that had nearly zero decor have had some added to make them slightly more dense.
* A couple of map types that had TONS of water have had their max lake and river size reduced.
* Many map types had more random ramps added across the board.
#### Story Mode
* Howling Vell stationary defenses reduced
* The War For Meat stationary defenses reduced
* Sage Marro Speaks: swapped one lizard warren for squirrels, reducing the intensity of the nightly raids
#### Bug fixes
* Platinum Achievement (actually) fixed
* Holding rally near to structures with units that can’t target structures (fox, snake) will allow those units to find alternate focus fire targets, or allow them to retreat. Fox will no longer get hung up when the player is trying to retreat through warrens.
#### Update 1.10 (13th November 2017)
* [Design] Lower XP gains when defeating Level 3 boss and beyond
* [Design] Higher XP gains in Combat Trials
* [Design] Cost of Rift Disks changed to 5 Crystals
* [Design] Marked ones have been reverted to their original form. Halloween masks now only available through Rift Disks.
* [Design] Cost of the Attribute Points reset changed to 3 Crystals
> The very high amount of XP given by Bosses made it too easy to farm XP and
prestige levels in PvE, which was not the original intention, so this has been
rebalanced. Combat Trials also now give more XP, so players will now win
Prestige levels and Crystals faster. Rift Disks cost has also been updated to
reflect this change.
1.10 and 1.09 also include a number of bugfixes to improve the overall
experience.
#### Update 1.01 (13 November 2017)
* added leaderboards and achievements
#### Patch 1.0.4 (13 November 2017)
* Fix for The Tower in Brazilian Portuguese
* Add a Dual Shock 2 native support
* Fixed achievement unlocking for early testers (pre steam)
* Fix Berta's Betting House takes gold when no games are played
* Fixed encounter that would end before it begins if the player does not have a companion.
* Fix for equipment showcases in trap levels causing cards to not be returned to the correct container.
* Fixed companions attacking dead enemies non-stop after they've killed them.
* Improve Berta's Betting House dice game clarity
* Fixed issue where player would fail gold token in Strength if they change their equipment post meeting the requirement in the final encounter.
* Fixed protected enemies infinitely hitting each other with their protection after one of them hitting the other.
* The Cure final sequence (pendulum) made easier.
* Added Pendulum trait to Bridge Skirmish.
* Set Billy Clubs ability trait to use the Ability resource (now displays correct UI incl. number of hits to use ability).
* Fixed a bug where rewards were being discarded.
* Fixed pending card event listeners being checked with the wrong agent.
* Updates to Deadly Forest encounter (now only takes Life/Max. Life, and updated traits to reflect change).
* Made so that you must go through the dice game at least once before 'ambushing' the monster cards
* Moved dithering to after overlay color and overlay texture
* Fixed an issue where VAR would be displayed in encounter text if the player had no companion.
* Fixed deck builder token filter (wasn't showing inherited tokens).
* Bonus only activates once per Brimstone card.
* Doubled Oswins damage resistance in combat.
* Fixed Wraith health drain does not break Malaclypse's shield
* Fixed potential non-progression in the Judgment challenge.
* Fixed ponytail whipping in customisation
* Ongoing typo fixes
Post edited November 13, 2017 by WinterSnowfall