December 14th, 2018
BW2: New Inventory Favourites feature! 
Posted in Bush Whacker 2.

Your Favourite Things

We'd like to introduce a new feature: Inventory Favouriting! This feature has been long overdue, particularly since there's been hundreds of various mounts, pets, trinkets, and custom items to sort through.

Here's how it works: When you choose an item in your inventory to change, say your hat, the list will pop up like normal, but with one small change. On the top left of the list you'll see a star. You can click this star to toggle "favouriting mode" on and off. Favouriting mode will show stars next to every item in the list, which you can click to either add it or remove it from your favourites for that inventory category.

Please note the following:
- You cannot equip an item from the list while in favouriting mode
- Changing the filter or closing the list while in favouriting mode will still update your favourites
- You can only favourite a maximum of 100 items per list

Also, there's a new filter for these inventory types called "Favourites" which, as you might guess, puts your favourite items at the front of the list. We've set "Favourites" as the default filter when you open up these lists for convenience.

That's it! Now pop open your inventory and mark your favourite things!

Discuss this new feature on the forums!
November 29th, 2018
Idle Champions: Tanking, Healing, and Offline Gold 
Posted in Idle Champions.

It's been a long time coming, but it's finally here: the Tanking, Healing, and Offline Gold Update!

Many of these changes were discussed during Monday's Tanking & Healing Dev Blog. However, there are far more details below for anyone interested in digging in!

Note: the full list of changes is included in the in-game Change Log.

I. Features

  • This update includes major changes to champion health, healing amounts, and monster damage. See the balance changes section for more details.

  • Added new upgrades for all champions up to approximately e49 gold spent.

  • The front-end now checks for invalid/no longer valid upgrades when loading champion data from the server. It will also purchase all unbought upgrades up to your champions' current level on load. This is to ensure that all new/changed upgrades are immediately available and to fix an edge case where you could miss out on upgrades by switching to the gamepad UI without having purchased earlier ones.

  • Shield amounts are now shown on the character sheet.

  • Shift clicking the area selector's left arrow goes to the first 5 areas. Shift clicking the area selector's right arrow goes to the highest unlocked area.

  • Gamepad UI has been massively improved (Still in BETA)

  • Hotkey F to show familiar slots. Clicking a slot with F held will assign an available familiar to that slot. Clicking the familiar button with F held will unassign all familiars. (Steam only)

II. Balance Changes

  • Monsters in all campaigns now only increase their damage when the adventure story resets (eg. in areas 51, 101, 151, etc.); Monster damage is increased by 75% at each of these breakpoints.

  • Champions' base health values have been completely rebalanced. Champions have been divided into four general categories: squishy, tanky non-tank, general tank, and durable tank. The Champion's category, plus the champions' con score, armor class, and bench slot, now determine each Champions' base health.

    • Squishies (no bonus): Asharra, Azaka, Birdsong, Calliope, Catti-brie, Celeste, Deekin, Delina, Dhadius, Diath, Drizzt, Farideh, Hitch, Ishi, Jarlaxle, Makos, Minsc, Nrakk, Regis, Stoki, Strix, Vlahnya, Zorbu.

    • Tanky Non-Tanks (~x2 base health): Barrowin, Binwin, Bruenor, Donaar, Jamilah, Krond, Wulfgar.

    • General Tanks (~x3 base health): Evelyn, Nayeli, Arkhan.

    • Durable Tanks (~x4 base health): Gromma, Tyril.

  • Champions' health no longer increases as you level them up, only from upgrades, formation abilities, or other buffs.

  • We've created a new outgoing Global DPS/Formation Ability curve that maps total gold spent on a hero to their relative Global/FA buff amounts. We've applied this curve to the Champions that have been rebalanced in this update, and will apply it to all other Champions in a future balance pass. In general this will result in a decent increase to the buffing ability of Champions in later seats and a small nerf to the buffing ability of Champions in earlier seats.

  • Champions will now get an "overwhelmed" debuff when more than 15 enemies are attacking them (using the same definition of "attacking them" as other effects). The debuff causes them to take 10% more damage from monsters for each enemy attacking them above 15 (10% at 16 attackers, 100% at 25 attackers, 200% at 35 attackers, 250% at 40 attackers, 850% at 100 attackers, etc.). Some champions have abilities that increase the starting point or decrease the debuff. This debuff shows up as a FA icon on champions who are being overwhelmed.

  • We've updated the formula that calculates your party DPS to be much more accurate, taking into effect things like Minsc's favored enemy, Barrowin's hammers, and Regis' damage type bonuses. This has resulted in ultimate abilities getting a healthy damage boost.

  • Additional, as a result of the party DPS formula changes, offline gold, gold found in silver chests, gold from distractions, and gold from bounty contracts should now be more in line with gold earned while actively playing.

  • Monsters and bosses now enrage slower and ramp up their damage bonus slower; effects that increase based on # of monsters attacking also ramp up along with enrage bonuses.

  • We've done a pass through several adventures looking for monsters that are broken/OP/UP under the new champion health values. We may have missed some, so let us know if something seems unfair or underpowered!

  • The Chained Up Ogre now attacks from slightly further away and does 40% more damage than other bosses.

  • Monsters that attack with Fireball do 20% more damage than other monsters.

  • Monsters that attack from range now do damage that is more comparable with melee monsters.

  • Reduced the damage of the Lich and Father Kendra bosses.

  • The Stone Juggernaut now attacks from further away and does less damage.

III. Champion Updates

You'll find the full list of Champion updates for this patch below. We are very excited to hear what you think of these changes! Feel free to jump onto the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord and give us your feedback.

Celeste

Not much change to Celeste. We reworked her healing numbers to match the new tanking/healing curves and reduced the difference in healing/buffing between her two specializations so they can both be used depending on whether you need just a bit more damage or just a bit more healing (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power).
  • Mass Cure Wounds base healing amount reduced from 10 to 3 (6 with the Life Domain specialization; improved by gear -- see below).

  • Reduced the base values of Celeste's healing loot from 25/87.5/150/275% to 10/30/50/100%.

  • Reworked all of Celeste's upgrades that improved Mass Cure Wounds. Removed about 20 and re-positioned the remaining 6 among her levels up to 950.

  • All upgrades to Crusader's Mantle no longer require the War Domain specialization, meaning that between the two specs Crusader's Mantle's total value is much closer (just x2 from Life Domain to War Domain).

  • Removed some of the global DPS upgrades that were associated with Life Domain and overlapped with War Domain spec upgrades.

  • Celeste's healing achievement now requires only 20e6 health healed, down from 1e9, but it now only tracks effective healing and not wasted healing. The achievement has been reset for all players, but those of you who completed the old achievement will find it in the Legacy Achievements category.

Nayeli

We're pretty happy with how Nayeli works as a tank. We simply reworked her health to match the new tanking/healing curve and reduced the difference in buffing/tanking between her two specializations so they can both be used depending on whether you need Nayeli to buff a bit more or take a few more hits before dying (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power). We also added a new tank-specific formation ability to Nayeli to help her protect the group against AOE damage in later areas.
  • Oath of Devotion now increases Nayeli's health by 70, down from 300,000; it also moves her from a low end General Tank to a Durable Tank, providing at least 50% more health on average with her subsequent health increases.

  • Replaced all health increasing upgrades and moved them around. There are now less health upgrades and they increase Nayeli's health by less. Nayeli also now receives health upgrades regardless of her spec, however she receives smaller upgrades with Oath of Vengeance compared to Oath of Devotion.

  • All of the upgrades to Aura of Courage no longer require the Oath of Vengeance specialization, meaning that between the two specs Aura of Courage's total value is much closer (just x2 from Oath of Devotion to Oath of Vengeance).

  • We have removed Nayeli's taunt upgrade. We like the general idea of the taunt and may add it back in a future balance update.

  • Reduced the base values of Nayeli's health increasing gear from 25/87.5/150/275% to 10/30/50/100%.

  • Nayeli's attack cooldown has been reduced to 6.7 seconds from 8 seconds.

  • Nayeli's STR and CON stats have both been improved to 16 (from 15 and 13 respectively).

  • Reduced the effect of Nayeli's level 55 global DPS upgrade from 200% to 100%, but added a completely new 100% global DPS upgrade at level 550 to compensate. Overall this bring's Nayeli's buffing ability in line with other support champions.

  • Aura of Protection now also stacks when enemies or bosses begin to enrage. It counts each enrage increase as one additional attacking enemy.

  • Added an upgrade at level 280 with Oath of Devotion spec that increases the max health of all other Champions in the formation by a 25% of Nayeli's max health. This includes other tanks (4 tanks in formation ~= tank-health level squishies and double-health tanks).

  • Nayeli's tanking achievement now only requires 40e6 damage taken, down from 1e12. The achievement has been reset for all players, but those of you who completed the old achievement will find it in the Legacy Achievements category.

Calliope

Calliope's shields are quite powerful at delaying the death of tanks, especially under the new tanking/healing curves. As such, when a Champion is shielded by Calliope there is now a 15 second cooldown before they can be affected by her shield again. Calliope's ultimate overrides this limitation, and the shields still last until they are broken. College of Lore, instead of increasing the amount of her shields, now decreases the new cooldown by 5 seconds to 10 seconds total, meaning you can shield more often. The difference in subsequent upgrades between College of Valor and College of Lore has been removed, so that the two specializations are simply a choice between more frequent shields or slightly higher Bardic Inspiration buffs (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power). Calliope emerges as a decent death delayer, and one of the few healer-types who can protect the majority of the formation from incidental damage.
  • Song of Protection base value is now 100, down from 250.

  • Replaced all upgrades to Song of Protection and moved them around. There are now far less upgrades and they all increase Song of Protection by much less. Removed approximately 18 upgrades and the remaining 6 have been distributed among Calliope's levels up to 1030.

  • All upgrades that previous only unlocked if you chose the College of Valor specialization now unlock under College of Lore as well. Two upgrades that you previously only got under College of Lore have been removed.

  • Calliope's "bracers" loot items (increase Song of Protection amount) have had their base values reduced from 25/87.5/150/275% to 10/30/50/100%.

  • Fixed a bug where Song of the Protection's base value was being doubled when applied via her ultimate.

  • Calliope's "bag" loot items now increases her ultimate damage, instead of further increasing the Song of Protection amount.

  • Calliope's shield now has a 15 second cooldown before it can be applied to the same Champion again. She tries to cast it every 1 second.

  • Calliope's College of Lore specialization now decreases the cooldown of Calliope's shield by 5 seconds (to 10 seconds total).

  • Calliope's shielding achievement now only requires 60e6 damage shielded, down from 1e27. The achievement has been reset for all players, but those of you who completed the old achievement (hah! not likely!) will find it in the Legacy Achievements category.

Tyril

Tyril's original Wild Shape design had him creating big damage shields for himself with his ultimate, allowing him to survive much longer than he otherwise would have. This design has been refined in the rework. His ultimate attack now does AOE damage, and the shield it generates is a percentage of his max health times the number of enemies he hit, with bonuses for enemies killed. Time his ultimate correctly and he can create a shield that will allow him to tank for an extended period of time. We've of course adjusted his health increases to match the new tanking/healing curve, though he'll only gain tank-level health in Wild Shape spec. Tyril is essentially two completely different champions, depending on the spec you pick, so we've thrown some love at his Moonbeam spec as well and changed the way Moonbeam scales based on adjacent Champions. Moonbeam also has more, larger upgrades, making Tyril more competitive with Barrowin in more situations. His Moonbeam spec heal has also been rebalanced to match the new tanking/healing curves. Finally, Tyril's new "Forces of Good" ability ramps up the damage of your "Good" champions when he's under attack or the enemies are enraging.
  • Wild Shape now increases Tyril's health by 265 (down from millions).

  • Wild Resistance now only decreases damage taken by 10 (down from millions). It cannot reduce damage below 25% of the initial damage (up from 5%).

  • Upgrades that affected Tyril's max health (Wild Shape only), Druidic Healing (Moonbeam only), and Wild Resilience (Wild Shape only) amounts have been rebalanced to the new tanking/healing curve. Approximately 24 upgrades were removed, and the other 13 were redistributed and rebalanced.

  • Tyril's base attack cooldown in human form has been lowered to 4.7 seconds. It remains at 6.2 seconds in bear form.

  • Increased Tyril's first global dps upgrade to give him an early game boost, added another 100% global dps upgrade at level 1000, and added and boosted several other upgrades for Moonbeam; Tyril's buffing ability now matches that of other buffers based on his total invested gold.

  • Tyril's Wild Shape increases his "overwhelmed" starting point to 25.

  • Moonbeam is now reduced by 0% for having 1 adjacent champion, 10% for 2 adjacents, 40% for 3 adjacents, 70% for 4 adjacents, and 90% for 5 or more adjacents.

  • Tyril's ultimate attack with his Wild Shape spec (Shielding Bite) now does AOE damage in a small radius. After his attack, he creates a shield that is his max health times the number of enemies hit. Enemies that were killed by the attack count for triple. So for example, if his bite hits 10 enemies but only kills 2, he gains a shield that is his max health x14 (8x1 + 2x3). Note this shield still degrades by 1% of its original value per second, meaning that it expires after 100 seconds at the latest. The shield continues to degrade even if Tyril is benched, but doesn't degrade while changing areas/watching cinematics. If you use his ultimate again before the previous ultimate shield expires, the new shield overrides the previous shield completely, unless it would generate a smaller shield than what Tyril has remaining from the old one.

  • Tyril's "Shielding Fury" achievement has been restructured. Now requires Tyril to create a shield greater than 50x his max health. The achievement has been reset for all players, but those of you who completed the old achievement will find it in the Legacy Achievements category.

  • Tyril's equipment has been adjusted. Slot 1 has been changed from Self DPS loot into max health increasing loot (10/30/50/100). Slot 2 has been changed from Self DPS loot to Global DPS loot. Slot 4 has been changed from Buff Moonbeam/Wild Shape to Buff Moonbeam/Wild Inspiration (both formation buffs). Slots 3, 5, and 6 are unchanged in this balance pass.

  • Added a new buff that unlocks if you choose the Wild Shape specialization. "Wild Inspiration" increases the damage of all Champions within 2 slots of Tyril by X%. It is much less of a buff than a well-placed Moonbeam, but still enough to make Tyril a decent buffer while tanking, assuming you can lay out your formation correctly. Various upgrades have been added to Tyril's upgrade tree to buff this ability.

  • Added a new formation ability called "Forces of Good" that increases the damage of all "Good" champions in the formation for each enemy attacking Tyril (and/or each boss/monster enrage stack active). This FA is only available when you choose Tyril's Wild Shape spec.

  • Added an upgrade to Tyril's Wild Shape spec that increases the max health of all other Champions in the formation by a 25% of Tyril's max health. This includes other tanks (4 tanks in formation ~= tank-health level squishies and double-health tanks).

Arkhan

We wanted to use this opportunity to completely redesign Arkhan, morphing him into the bad-ass group-leading force of nature that he is in his tabletop appearances, and always was intended to be in our game. To that end, we've redesigned him with the idea of a "Tank DPS" in mind. We've removed nearly all of his existing abilities ("First in Line", "Loyalty", "Chango Unchained", "Chango Restrained") and replaced them with new ones. With "Rage of the Dragonborn," Arkhan's damage ramps up drastically when more enemies are attacking him by changing his attack to hit more and more enemies -- for example, Flame Breath becomes his basic attack when 16 or more enemies are targeting him! Through his brand new specializations, Arkhan's damage is increased in ways that no other Champions' are. "Bulk Up" increases the effect of formation abilities that target him, and "Usurped Power" causes positional formation abilities that target champions adjacent to Arkhan to *also* target him, regardless of their normal restrictions. A new formation ability called "Rising Anger" increases the damage of evil champions when Arkhan is under attack (go go Krond!). Finally, we've adjusted Arkhan's gear to better suit his new build, including giving him the game's very first Gold Find loot item. We hope that with these changes, Arkhan could conceivably be used to build some very interesting formations.
  • Arkhan's level cost curve has been reduced from 68% per level to 28% per level. This gives us more levels to work with for the same gold cost.

  • Removed the First in Line and Loyalty formation abilities/upgrades, along with the Chango Unchained/Restrained specializations. Also removed Arkhan's gold increasing upgrades (but don't worry, his new equipment more than makes up for it).

  • Reworked Arkhan's health increasing upgrades to match the new tanking/healing curves. Also added some additional upgrades that increase Arkhan's health at higher levels. These increases are all independent of your specialization choice, so Arkhan is always super tanky.

  • Arkhan's "overwhelmed" starting point is 25, instead of 15.

  • Added an upgrade to Arkhan's tank spec that increases the max health of all other Champions in the formation by a 25% of Arkhan's max health. This includes other tanks (4 tanks in formation ~= tank-health level squishies and double-health tanks).

  • Added a new upgrade called "Rage of the Dragonborn". When Arkhan attacks, his attack is based on how many enemies are currently attacking him. With 0-5 enemies attacking, he does his normal single target swing. With 6-15 enemies attacking, he does a small cleave with each attack, and his attack damage modifier is increased (5x modifier). With 16+ enemies attacking, he does a massively damaging flame breath attack (20x modifier).

  • Rage of the Dragonborn also stacks when enemies or bosses begin to enrage. It counts each enrage increase as one additional attacking enemy.

  • Arkhan's specializations have been completely reworked. You now choose between the following specs: "Bulk Up: All formation buffs Arkhan receives are increased by X% if he's in the front column of the formation" or "Usurped Power: When in the front column of the formation Arkhan now receives any positional formation buffs that are received by those adjacent to him at X% efficiency, even if he doesn't meet the positional requirements. (Doesn't apply the same FA twice if he already gets it)."

  • Arkhan's Flame Breath ultimate attack has been removed; he now unlocks Chango Unchained regardless of specialization.

  • Arkhan's personal achievement now requires that he attack with Flame Breath 10,000 times. Since his ultimate has changed, this means he must attack with Rage of the Dragonborn while tanking 16+ enemies X times in order to earn the achievement. The achievement has been reset for all players, but those of you who completed the old achievement will find it in the Legacy Achievements category.

  • Added a new formation ability called "Rising Anger" that increases the damage of all "Evil" champions in the formation for each enemy attacking Arkhan (and/or each boss/monster enrage stack active). This FA is available in all specs.

  • We've made some changes to Arkhan's loot to match his new build. His Global DPS item in slot two is now Self DPS. His third slot item now increases global gold find instead of the defunct First in Line FA, and his fourth item increases the effectiveness of his specializations.

Gromma

We like the *idea* of Gromma, she just needed some tweaking to get her numbers right. With her tough tortle shell, she's tanky no matter which spec you pick, so she can fulfill the role of front-line support if the adventure or variant calls for it. We've pumped up her Grandmotherly Love ability to the extreme, so if your DPS is on the young-end of the spectrum, she's definitely worth considering for a buffing slot in your formation. We've also looked at each of her specializations and made some tweaks to each, focusing on her Tanking, Support, and DPS ability for Circle of the Mountain, Arctic, and Swamp respectively. Her tanking kit has been redesigned, with a completely new "Spiked Shell" mechanic, as well as other new formation abilities for buffing the party's health and the damage of neutral champions while Gromma is under attack. We also threw a new formation ability into her Circle of the Swamp spec so that she can benefit from a portion of her Grandmotherly Love ability.
  • Added numerous upgrades to Grandmotherly Love and Global DPS, bringing Gromma's buffing ability up out of the doghouse and into a respectable range.

  • Removed a number of the odd discrepancies in Gromma's upgrade tree that were based on her specialization. Aside from buffs to her specialization-specific abilities, her upgrades should be more uniform across her three specs.

  • Added health increasing upgrades to Gromma to match the new healing/tanking curve. These upgrades exist independent of her tanking specialization.

  • Gromma's outgoing global and formation buffs have been matched to a new target curve. Other champions will be adjusted to this new curve during a future balance pass.

  • Gromma's base attack cooldown increased to 6.9 seconds from 4.6 seconds. If you specialize Circle of the Swap her Melf's Acid Arrow attack has the original 4.6 second cooldown with a +50% dps modifier so that the attack damage remains the same.

  • Added an upgrade to Gromma's tank spec that increases the max health of all other Champions in the formation by a 25% of Gromma's max health. This includes other tanks (4 tanks in formation ~= tank-health level squishies and double-health tanks).

  • Gromma's Hardened Shell upgrade now decreases the effect of the "overwhelmed" debuff system by 25%.

  • The Spiked Shell upgrade (Circle of the Mountain spec 2nd ability) has been reworked. Now instead of taking a percentage of Gromma's damage, enemies that attack Gromma are debuffed by a "Pierced Armor" effect. This effect can stack up to 25 times, and by default causes enemies to take 100% more damage per stack (stacking additively). This makes enemies squishier and squishier the more then attack Gromma, making them easier for your other Champions to defeat.

  • Freezing breath (Circle of the Arctic spec 2nd ability) has been substantially buffed. The base effect now increases damage monsters affected by Sleet Storm take by 400%, up from 25%. Further upgrades to this ability ramp up the bonus damage even more.

  • Acid Splash (Circle of the Swamp spec 2nd ability) has been buffed from 25% to 100%. Buffs to it have been removed.

  • Gromma's Circle of the Swamp specialization will receive additional dps buffs compared to her other spec, making it a viable DPS spec in the right circumstances. If you choose this specialization, Gromma will also learn a new FA called "Love Thyself" that increases her damage by 75% of her maximum Grandmotherly Love buff.

  • Added a new formation ability called "Shades of Gray" that increases the damage of all "Neutral" champions (lawful, true, and chaotic; doesn't include neutral good or neutral evil) in the formation for each enemy attacking Gromma (and/or each boss/monster enrage stack active). This FA is only available when you choose Gromma's Circle of the Mountain spec.

Barrowin

Barrowin's reign of terror over other buffing champions is finally over. It was good while it lasted, but if you live by the hammer, you die by the hammer, and the nerf hammer has brought Barrowin's buffing ability back in line with other Champions. Blessed Hammer has had the way hammers stack adjusted. Instead of stacking multiplicatively with each other, each additional hammer provides a flat multiplier to the blessing: 1x for 1 hammer, 3x for 2 hammers, 7x for 3 hammers, and 15x for 4 hammers. This still provides for a 230,000%+ buff with 4 hammers at max level and with decent gear, but it's a far cry from the game breaking 1e15% buffs that the ability was providing before. To make up for the nerf, Barrowin's attack speed has been slightly lowered, increasing your chance to get an extra hammer stack once in a while, but in general her ability to buff has been brought more in line with other Champions in her seat. With her increased survivability when she's in the tank link, Barrowin is an excellent healing choice for formations with multiple front-line slots and a cluttered 2nd column. Her ultimate has also been redesigned to give your formation a quick boost of power and survivability whenever you desire.
  • Barrowin's base attack speed has been lowered to 4.1 from 4.4 seconds.

  • Reduced the base effect of Healing Word to better match the new health/healing curves.

  • Upgrades to Healing Word have been rebalanced. Removed approximately 8 upgrades and distributed the remaining 5 among Barrowin's level curve.

  • Added to and adjusted Barrowin's set of Global DPS upgrades.

  • Barrowin's slot 1 loot items now buff Global DPS instead of Self DPS.

  • Barrowin's slot 4 loot items (increase Healing Word amount) have had their base values reduced from 25/87.5/150/275% to 10/30/50/100%.

  • Added a new FA ("Divine Aid") at level 210 that increases Barrowin's max health by 50% of the max health of the Champion in her column with the highest max health. This can count Barrowin herself, so if there are no other Champions in the column, or all Champions in her column have a lower max health than her, she increases her max health by 50% of her own max health. This effect also increases her "overwhelmed" point to 25.

  • Added a new FA ("Even Temper") at level 325 that increases Barrowin's attack speed by 1 sec whenever she has been attacked in the last 8.2 seconds.

  • Blessed Hammer's stacking is no longer purely multiplicative. Instead, each hammer provides a flat multiplier to the base buff amount: 1x for 1 hammer, 3x for 2 hammers, 7x for 3 hammers, and 15x for 4 hammers. Additionally several upgrades have been spread out across Barrowin's levels more evenly. All in all, the ability should be as good as comparable support champions with equal gear at 2 hammers, slightly worse at 1 hammer, and still best in class at 3+ hammers.

  • Barrowin's ultimate has been reconfigured. She throws her hammer at a random enemy, stunning it for 5 seconds. This also instantly sets all adjacent champions to *6* hammer stacks (the 5th stack adds another 16x and the 6th another 32x, for a total buff 63x the "base" Blessed Hammer amount; these stacks override any existing stacks) and a 10x normal health shield to all champions in her column.

  • Barrowin's shielding achievement has been changed to a healing achievement. Requiring 120e6 damage healed, down from 1e22 damage shielded. This must be effective healing, not just any healing ticks. The achievement has been reset for all players, but those of you who completed the old achievement will find it in the Legacy Achievements category.

Evelyn

Evelyn didn't require much maintenance. She's intended to be squishier than Nayeli or the other buffer tanks, but with more buffing potential. We added health upgrades to keep her in line with the new health/healing curve, and adjusted her upgrades to improve the scaling of her Divine Prayer buff effects.
  • Added health increasing upgrades to Evelyn to match the new healing/tanking curve.

  • Buffed Evelyn's Global DPS upgrades, and added another one near max level. Adjusted her upgrades to Divine Prayer as well to get her on-par with other tanking buffers.

  • Added an upgrade that increases the max health of all other Champions in the formation by a 25% of Evelyn's max health. This includes other tanks (4 tanks in formation ~= tank-health level squishies and double-health tanks).

  • Steadfast Might now also stacks when enemies or bosses begin to enrage. It counts each enrage increase as one additional attacking enemy.

  • Evelyn's axe gear (slot 1) is now global DPS instead of self DPS.

Donaar

Donaar was designed after most of the tanking and healing update was laid out, so his changes are minimal. Mostly just tweaks to his healing values to bring him in line with the new health curve.
  • Donaar's healing ability has been rebalanced in line with the new health curve. This has resulted in several upgrades being removed, and several being heavily nerfed.

  • Reduced the base values of Donaar's healing loot from 25/87.5/150/275% to 10/30/50/100%.

IV. Changes

  • Potions of Heroism (health potions) have been added back into chests. The effects have been reduced to 50%, 100%, 200%, and 300%, due to the change in the health scaling curve.
  • Bosses now spawn in lower 2/3rds of spawn area so tall bosses are less hidden.
  • Added equipment shininess border to the champion info menu.
  • Added buttons to inventory sliders to allows single increments and decrements.
  • Added mouse wheel support for sliders.

V. Fixes

  • Fixed the description of the number of eyeballs bobbing in the Large Potion of Clairvoyance.
  • Familiar count text now always remains on one line.
  • Fixed a bug where Azaka's Weretiger progress bar would disappear.
  • Fixed a bug where the Chief Yorb boss monster could be plane-shifted away by Vlahnya's Ultimate, rendering the level un-completable.
  • Fixed event dialog boxes being in the wrong spots when graphics are not yet loaded.
November 26th, 2018
Dev Blog: Tanking and Healing 
Posted in Idle Champions.


Hey everyone, Justin from the Codename Entertainment development team here. Today I'm going to talk about something that has been a long time in the making.

I. What's Going On?

It's finally time! The long awaited tanking and healing update -- or as the community has lovingly nicknamed it, the "Shielding, Healing, and Tanking (SH&T)" update -- is almost here. This update includes changes to tanks, healers, and monsters, and is designed to provide more interesting and varied choices for dealing with the inevitable mob of monsters that constantly attacks your formation.

    TL/DR:I've decided to put the TLDR at the top of this post, since it is quite extensive. When we began to talk about this patch in earnest, we've seen quite a bit of concern about this patch changing the game completely, but in reality the changes are focused primarily on the part of the game near "your wall" -- the point at which enemies start to reach your formation on a regular basis. Prior to that point in gameplay the effects you'll feel from this update will be fairly minor. At your wall, in general, Champions won't be able to take as many hits, but if properly spec'd and healed they can pull you a few extra areas further than if they weren't there. This update also includes improved offline gold, ultimate damage, and upgrades for a soft cap increase up to approximately e49 gold.

We are aiming to have this update released this week, though as always unforeseen issues have the potential to delay it, so don't bet the farm on it.

II. Champion Health & Monster Damage

One of the biggest issues this update addresses is the disparity between Champion health and monster damage, especially in higher areas. Prior to the update, Champion health very quickly outpaces monster damage, resulting in even the squishiest of Champions being able to tank high level enemies for far longer than they should.

After the update, Champion health has been completely rebalanced. It starts lower and no longer increases with each level-up. Tanking Champions gain health through upgrades, and non-tanking Champions can gain additional health through new formation abilities that tanking Champions get. Monster damage also only increases when the adventure story resets (in areas 51, 101, 151, etc.), meaning each time you go through you need more tanking and healing power (in addition to damage) to keep up. In general, the curves are a lot shallower, so Champions have less health but monsters do less damage as well. This has resulted in your DPS being the much more important metric for if you can or cannot go further.

    Minor tidbits:

  • Healing and shielding abilities have been adjusted to match the new lower health values.
  • Loot items that affected health, healing, or shields have also been adjusted.
  • Health potions (Potions of Heroism) have also been added back to the pool of possible chest contents.

III. Overwhelming Attacks

A key tenant of this update is that tanking Champions should be able to stand fast against a small number of enemies without any issues, assuming they're getting some healing, but against overwhelming force you'll need some hefty tanks and healing. A new mechanic, "Overwhelming Attacks," causes Champions to take more damage when they begin to be overwhelmed by enemies. For most Champions, they can handle up to 15 enemies without any issue, but some tankier Champions have a higher break-point.

IV. Offline Gold & Party/Ultimate Damage

We've updated two of our primary algorithms: Party Damage and Offline Gold.

For Party Damage, the damage number displayed in the top-left corner of the game has been updated to take more effects into account, including things like Barrowin Hammers, Minsc's Favored Enemies, Champions with cleave and AOE attacks, and so on. This has resulted in a more accurate representation of party damage, which has translated into an increase in Ultimate Attack damage across the board, since Ultimate damage is based on party damage. The days when your base attacks do more damage than ultimate abilities are (hopefully) in the past.

The other change is to Offline Gold. The new algorithm also accounts for all of the same things the party damage does, resulting in a more accurate gold per second estimation. This has resulted in increased gold from offline time, bounty contracts, silver chests, and distractions. We will continue to monitor these numbers and make further tweaks as necessary.

    Other Minor Changes:

  • The enrage mechanic for bosses has been rebalanced so that damage ramps up more slowly.
  • Abilities that power-up based on the number of enemies attacking also increase based on enemy enrage stacks.
  • The game now automatically buys non purchased upgrades on load. This fixes a couple of edge cases with the Gamepad UI.
  • Speaking of which, the Gamepad UI will be updated with new graphics and tweaks in this update.
  • We've rebalanced the buffing multiplier curve and applied the new curve to all the tanking and healing Champions affected by this update. The curve will be applied to everyone else over time (the largest impact will come with next year's major balance update). In general this will result in a softening of the buffing ability for Champions in earlier bench seats, and an increase in the buffing capability of Champions in later bench seats, however only a few Champions have been changed at this point.
  • We've added new upgrades for all Champions up to approximately e49 gold.
  • We've made minor tweaks to some monsters and encounters to make them work better in a post tanking & healing update world.

V. Champion Updates

We've taken this opportunity to rebalance all tanks and healers currently in the game. This includes the Base Champions Celeste, Nayeli, Calliope, Tyril, and Arkhan, as well as the Event Champions Gromma, Barrowin, Evelyn, and Donaar. Some of these Champions have received only minor tweaks, while others (like Arkhan and Barrowin) have received more significant reworks. A summary of the changes are listed below. The full details will be included in the change log for this update.

Base Champion Updates

Celeste

Not much change to Celeste. We reworked her healing numbers to match the new tanking/healing curves and reduced the difference in healing/buffing between her two specializations so they can both be used depending on whether you need just a bit more damage or just a bit more healing (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power).

Nayeli

We're pretty happy with how Nayeli works as a tank. We simply reworked her health to match the new tanking/healing curve and reduced the difference in buffing/tanking between her two specializations so they can both be used depending on whether you need Nayeli to buff a bit more or take a few more hits before dying (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power). We also added a new tank-specific formation ability to Nayeli to help her protect the group against AOE damage in later areas.

Calliope

Calliope's shields are quite powerful at delaying the death of tanks, especially under the new tanking/healing curves. As such, when a Champion is shielded by Calliope there is now a 15 second cooldown before they can be affected by her shield again. Calliope's ultimate overrides this limitation, and the shields still last until they are broken. College of Lore, instead of increasing the amount of her shields, now decreases the new cooldown by 5 seconds to 10 seconds total, meaning you can shield more often. The difference in subsequent upgrades between College of Valor and College of Lore has been removed, so that the two specializations are simply a choice between more frequent shields or slightly higher Bardic Inspiration buffs (this brings her general design closer to more recent heroes, whose specializations have a smaller impact on their overall power). Calliope emerges as a decent death delayer, and one of the few healer-types who can protect the majority of the formation from incidental damage.

Tyril

Tyril's original Wild Shape design was based around creating big damage shields for himself with his ultimate, allowing him to survive much longer than he otherwise would have. This design has been refined in the rework. His ultimate attack now does AOE damage, and the shield it generates is a percentage of his max health times the number of enemies he hit, with bonuses for enemies killed. Time his ultimate correctly and he can create a shield that will allow him to tank for an extended period of time. We've of course adjusted his health increases to match the new tanking/healing curve, though he'll only gain tank-level health in Wild Shape spec. Tyril is essentially two completely different Champions, depending on the spec you pick, so we've thrown some love at his Moonbeam spec as well and changed the way Moonbeam scales based on adjacent Champions. Moonbeam also has more, larger upgrades, making Tyril more competitive with Barrowin in more situations. His Moonbeam spec heal has also been rebalanced to match the new tanking/healing curves. Finally, Tyril's new "Forces of Good" ability ramps up the damage of your "Good" Champions when he's under attack or the enemies are enraging.

Arkhan

We wanted to use this opportunity to completely redesign Arkhan, morphing him into the bad-ass group-leading force of nature that he is in his tabletop appearances, and always was intended to be in our game. To that end, we've redesigned him with the idea of a "Tank DPS" in mind. We've removed nearly all of his existing abilities ("First in Line", "Loyalty", "Chango Unchained", "Chango Restrained") and replaced them with new ones. With "Rage of the Dragonborn," Arkhan's damage ramps up drastically when more enemies are attacking him by changing his attack to hit more and more enemies -- for example, Flame Breath becomes his basic attack when 16 or more enemies are targeting him! Through his brand new specializations, Arkhan's damage is increased in ways that no other Champions' are. "Bulk Up" increases the effect of formation abilities that target him, and "Usurped Power" causes positional formation abilities that target Champions adjacent to Arkhan to *also* target him, regardless of their normal restrictions. A new formation ability called "Rising Anger" increases the damage of evil Champions when Arkhan is under attack (go go Krond!). Finally, we've adjusted Arkhan's gear to better suit his new build, including giving him his very own Gold Find loot item. We hope that with these changes, Arkhan could conceivably be used to build some very interesting formations.

Event Champion Updates

Gromma

We like the *idea* of Gromma, she just needed some tweaking to get her numbers right. With her tough Tortle shell, she's tanky no matter which spec you pick, so she can fulfill the role of front-line support if the adventure or variant calls for it. We've pumped up her Grandmotherly Love ability to the extreme, so if your DPS is on the young-end of the spectrum, she's definitely worth considering for a buffing slot in your formation. We've also looked at each of her specializations and made some tweaks to each, focusing on her Tanking, Support, and DPS ability for Circle of the Mountain, Arctic, and Swamp respectively. Her tanking kit has been redesigned, with a completely new "Spiked Shell" mechanic, as well as other new formation abilities for buffing the party's health and the damage of neutral Champions while Gromma is under attack. We also threw a new formation ability into her Circle of the Swamp spec so that she can benefit from a portion of her Grandmotherly Love ability.

Barrowin

Barrowin's reign of terror over other buffing Champions is finally over. It was good while it lasted, but if you live by the hammer, you die by the hammer, and the nerf hammer has brought Barrowin's buffing ability back in line with other Champions. Blessed Hammer has had the way hammers stack adjusted. Instead of stacking multiplicatively with each other, each additional hammer provides a flat multiplier to the blessing: 1x for 1 hammer, 3x for 2 hammers, 7x for 3 hammers, and 15x for 4 hammers. This still provides for a 230,000%+ buff with 4 hammers at max level and with decent gear, but it's a far cry from the game breaking 1e15% buffs that the ability was providing before. To make up for the nerf, Barrowin's attack speed has been slightly lowered, increasing your chance to get an extra hammer stack once in a while, but in general her ability to buff has been brought more in line with other Champions in her seat. With her increased survivability when she's in the tank line, Barrowin is an excellent healing choice for formations with multiple front-line slots and a cluttered 2nd column. Her ultimate has also been redesigned to give your formation a quick boost of power and survivability whenever you desire.

Evelyn

Evelyn didn't require much maintenance. She's intended to be squishier than Nayeli or the other buffer tanks, but with more buffing potential. We added health upgrades to keep her in line with the new health/healing curve, and adjusted her upgrades to improve the scaling of her Divine Prayer buff effects.

Donaar

Donaar was designed just prior to most of the tanking and healing update being laid out, so his changes are minimal. Mostly just tweaks to his healing values to bring him in line with the new health curve.

VI. What do YOU Think?

As always, we're excited to hear what you think of these changes. Feel free to jump onto the Idle Champions Subreddit, Steam forum, or the Idle Champions Discord channel and give us your feedback.

Additionally, both our Subreddit Community Q&A and Weekly Livestream will be focused on the Tanking & Healing Update this week, so we will hopefully be able to answer all your questions!
June 28th, 2018
Dev Blog: Introducing Time Gates 
Posted in Idle Champions.

Hey everyone! Justin here from the Codename team with another developer blog for Idle Champions of the Forgotten Realms. This time we're talking about Time Gates, a new feature that you can access RIGHT NOW in-game.

One of the most common questions we see from players involves when they can recruit event Champions that they missed - either because they started playing after an event or because they weren't able to play an event for whatever reason. This has been a priority of ours for some time now, and we've spent a considerable amount of time trying to determine the best way(s) to introduce this feature. Time Gates are our first pass at that feature.

They work like this: Thanks to the power of Mystra, the goddess of magic, every few weeks (on most weekends when there's no event running) three Time Gates will magically become available. You can find a countdown until the next natural Time Gates on the Time Gates dialog, which you can access from the main screen or the campaign map.



    Clicking the Time Gate button on the main menu or the banner on the campaign map will take you to the Time Gate dialog.


Each Time Gate allows you to unlock and/or gear up a specific event Champion, though the available Champions are randomized and unique for each player each time the Gates appear. There will always be at least one Champion you don't have recruited available, unless you already have them all. You can only pick ONE Time Gate to open each time the Time Gates become available, so choose wisely. The other two options will be lost in time once you've made your choice, at least until the next Time Gates become available.



    You can see how many Time Gate Pieces you've collected in the upper left of the Time Gate Dialog. Whenever you obtain a Time Gate reward, the difficulty for the next Time Gate adventure for that champion is increased by 25. Whenever you don't select that champion on a future Time Gate, the difficulty will decrease by 25. Note: This image is from the Dev Build.


Once you've chosen the Time Gate you can complete adventures through that Gate to earn rewards. Each time you complete a Time Gate adventure you earn favor with Mystra and, if you reach a certain level, a reward. The rewards are chests for the chosen Champion and, if you don't already have them recruited, the Champion themself. Once you've earned two rewards you can continue to do Time Gate adventure free plays to earn more Mystra favor, but you won't earn any more Champion chests.



    Make sure to complete your current adventure before you open a Time Gate so you can play immediately.


Mystra favor can be converted to a permanent favor when the Time Gate closes. The conversion rate is about a quarter of what you get for normal events, but it's still enough to provide a good boost to your Torm, Kelemvor, or Helm favor for new and veteran players alike.

So a new Champion and/or two Champion chests every three weeks or so. Sounds good, right? But what about all the time in between Time Gates? Well we've provided a mechanic to open Time Gates manually, via Time Gate Pieces. Time Gate Pieces drop randomly in boss loot sacks (there's an internal cooldown, so farming won't help you get them faster), and once you've collected six of them you can manually open a Time Gate, assuming a natural Gate won't be opening soon. Manually opened Gates function exactly the same as naturally opened Gates, with a random selection of Champions to pick from and two rewards to claim.

But what if you don't want chests for any of the Champions available in a Time Gate? We've got you covered. If a Time Gate closes and you haven't earned some of the rewards, you'll gain a Time Gate Fragment for each of the unearned rewards, giving you a head start on opening another Gate manually.


    Time Gate Pieces will drop from boss loot sacks. You also collect one if you don't receive a Time Gate reward.


Time Gates are available in game RIGHT NOW, with the first natural Gate already open and waiting for you to step through. You can also find an FAQ in-game with more detailed information about Time Gates, the adventure objectives, and the rewards. Check it out and let us know what you think.

Got more questions about Time Gates? Check out our Time Gates FAQ!
August 20th, 2015
More, Bigger, Better. 

We're always listening. Not in a sinister government type of way but listening to all your comments, requests in the forums, chat and emails. Today we unveil the number one requested feature by you the community: Formation Saves.

That's right, now you can design and save up to three different formations. It's as simple as setting up your Crusaders for the task at hand whether it's gold farming, beating a boss or a clicker formation. Once you're happy with your set-up, hit the Save button just below the Crusaders and allocate the formation to a number.

Gold Formation



Better still it's easy to activate the saved formations. Either use your mouse on the all-new buttons just below your formation or use Q, W and E keys to cycle between them. No delays, no worrying about moving the Crusaders, just instant unbridled satisfaction.

Boss Formation



Even better, the saves are specific to each campaign. That means you have three different formation saves per campaign for added convenience.

The other change we've made is adding a new full-screen option that can be accessed by using the Options drop-down or simply hitting the F key. Now you can enjoy Crusaders in all it's glory from screen edge to screen edge. Enjoy!
January 30th, 2015
New Feature: Plant Splicing Station 
Posted in Bush Whacker 2.

Are you ready to start growing? Plant splicing is now available in-game! Make your favourite crops produce more or grow faster by creating a Plant Splicing Station for your ranch!

As of the update today, players who have bought all of their ranch expansion regions can start a new quest by talking to Farmer MacDonald, who has decided he wants to help you explore the world of plant splicing. The reward? Your very own Plant Splicing Station!

Once you have the station, harvesting crops on your ranch will start counting towards Crop Research Goals. Each crop has a certain number of harvests (of that crop) that you must do before you can try to level it up. Once you reach the Research Goal you can begin to research an upgrade for that crop. This research will take time, and will be more difficult and time consuming based on the crop's level. When the research is complete, you’ll either have successfully leveled up the crop (increasing its production or decreasing its growing time) or you’ll get a boost to your success chance and can try again. Each level will take more harvests of the crop to meets its research goal and the max level of each crop is 10, at which point the crop will, on average, be about 20% better.

While researching a crop, harvests of that crop won't count towards its next level research goal, but you can still harvest different types of crops to start working on their goals.

There are also a variety of new achievements for dedicated Plant Splicers, some of which come with exciting titles.

Happy farming!

Talk about your splicing on the forums

FAQ:


Can I research rare seeds, like Magic Beans, Super Blueberries, or Mushrooms?

- No, those plants cannot be researched. Only normal fruit and vegetable crops can be modified using the Plant Splicing Station.
January 27th, 2015
New Features: Rank Up In Style 
Posted in Shards of Titan.


Get ready to compete: leaderboards are now in game! Check them out by clicking the Rankings button in the top-right corner of the game (near the mail and settings buttons).

You’ll have the chance to see where you rank and play hard all week to claim the top spot. Then every Monday at 12:00 AM PST, if you’re in the top 10, you’ll get an awesome banner to equip in your Back clothing slot. The banner is yours to flaunt in multiplayer runs and fishing expeditions until the next time the banners are awarded (the next Monday). The number one spot receives a banner with extra flair.

The 7 categories of ranking which will receive banners are:
  • Battle rating
  • Paragon level
  • Single player mission aggregate score
  • Single player heroic mission aggregate score
  • Multiplayer mission aggregate score
  • Arena rank
  • Experience accumulated (the game will now track the experience you receive from doing missions in order to give you a rank but it will not be used to instant level you when new content is released)
Ties in rankings will be broken by character age (characters created earlier will be higher in rank.) This may change in the future.

The rankings will accumulate for a season and then reset to give everyone a fair shake at top prize. There will be more information as we get closer to the first seasonal reset on Monday March 30th 2015.

And while you are chasing ranks you can now look awesome doing it. With 5 full sets of clothing to buy individually or in a pack, because who doesn’t want to look like a Pirate, a snazzy Tuxedo, a Fire Elemental, a Goblin or a Skeleton? Plus a whole bunch of pieces to customize your look, from wings to sunglasses or a real wizard hat.

As well, now you can buy gems in multiple quantities from the Store making it easier to craft the higher levels. And you’re going to want that because gems have received some serious buffing!

And we’ve been hard at work ironing a bunch of bugs. Check out the patch notes for all the details.

FAQ:

What is the Arena leaderboard ranking based on?
The Arena leaderboard is based on your single-player arena ranking. Fight in the arena to increase it!

What is the Battle Rating I’m being ranked on?
The Battle Rating rankings are based on that highest Battle Rating you've ever attained, regardless of what it currently is.

Will the experience I earn on the XP leaderboard go towards future levels?
No, experience gained after you reach max level is counted on the leaderboards solely for ranking purposes. When the level cap is raised, everyone will start out at the same point.

Talk about all the changes on the forum!