A big content patch was just released, but that doesn’t mean we’re taking a break! We’re already hard at work on patch 1.2.0 and one of the goals with this patch is to make combat more dynamic and exciting. There are several changes coming to make this happen, but one of the more exciting (and possibly unexpected) ideas that is already in testing involves a new concept called “battle events”.
A battle event, as you might have guessed, is a random event that can happen right in the middle of battle. Each realm type (Chaos, Grasslands, etc) has at least three battle events that can occur. For example, in the Dungeon Realm, minions that are locked up in nearby cages (such as Death Knights, Wild Imps, etc) might break free and choose to either assist your creatures or the enemy creatures. In the Death Realm, creatures that die might sometimes come back as a Death creature to fight again. These are just a few basic examples - I don’t want to spoil too many of the other events.
The goal of battle events is to add a little extra spice to battle, and further differentiate each realm type rather than just adding new “decorations” and things to the overworld. Some creatures will naturally perform better in certain realms than others since these events can play to different creatures’ strengths and weaknesses. My hope is that this will also force players to think more strategically when determining the best time to use a sigil or pandemonium token, too.
Here are a few other unrelated changes that are coming in patch 1.2.0. They’re minor enough that they don’t deserve their own post, but you still might find them interesting:
Several creatures are being renamed. Some of them had really awkward names, or names that were so generic that it made it difficult for players to remember which creature was which. How many people actually know the difference between a Brownie Spikepounder and a Brownie Piledriver just by their name? And what exactly is a Dragon “Scream”?
At least 11 new artifact properties are being added, along with crafting materials for each of them. One of these properties is called “Reduced Spell Damage Taken”. If you’re having trouble dealing with enemy spells, you might want to grab this property as soon as possible!
If you start a new game in Random Creature Mode, the creature you receive at the start of the game as well as the “secondary creature” that you receive in the form of particles will be randomized as well. It’s a very minor change but drastically changes the way the game is played and it’s very fun, if not excessively challenging at times. It goes great with Hardcore Mode, too.
That’s all for now! More features will be announced soon.