Lords and Ladies!
Damn it YES! We really did it!
Almost exactly a year has passed since the last update was released. All this year we have been working on a truly titanic task, namely, the development of the largest update in the history of Chaos Lords.
This update is both a relaunch and the next chapter in the game’s life. Chaos Lords opened its metaphorical doors for players almost 3 years ago, and the development of the game began in 2017!
For a mobile game, this is a very long time, since trends and fashion change very quickly here. Therefore, our goal for Chaos Lords 2.0 was to breathe new life into an already established formula without losing our special magic.
Typically, patch notes are a listing and overview of all changes to a new version of a game or application. However, so many things have changed in Chaos Lords 2.0 that if you pay attention to every small thing, the article will resemble a small novel in its size…
Therefore, we will go only through the main changes. Nevertheless, we advise you to stock up on delicious tea or cocoa (winter is in the yard after all), get some cookies or something else tasty, and set aside enough time. We have a story to tell.
So let’s go!
- Game progress reset
- Player base
- Campaign and Grind
- Camp and Skirmish
- Mage tower
- Game economics. Ore, experience potions and puzzles
- New hero system
- New combat system
Game progress reset
As we warned strongly in advance, with the release of Update 2.0, all player progress was reset to its initial state.
We decided to take this radical step for several reasons, but the main one is because of the abundance of changes to gaming systems, which you can read about a little later in the article.
We really hope that we won’t have to resort to resetting progress when preparing for future updates.
As a token of gratitude to the players who were with us from the first versions of Chaos Lords, we have prepared unique profile portraits that will distinguish you from the novice lords who came after 2.0.
We also prepared compensation for everyone who supported us through in-game purchases and donations. The compensation will come in a letter to your in-game mail.
The amount of compensation is calculated depending on the amount of donated funds:
For everyone (0$)
5 Lesser Soul Stones
25 000 Gold
1 – 25$
5 Soul Stones
50 000 Gold
26 – 50$
10 Soul Stones
125 000 Gold
20 Soul Stones
250 000 Gold
3 Legendary Soul Stones
500 000 Gold
201 – 500$
5 Legendary Soul Stones
500 000 Gold
501 – 1000$
10 Divine Soul Stones
1 000 000 Gold
1 500 Crystals
Legendary Hero Order Alexandra
10 Divine Soul Stones
1 000 000 Gold
In addition, all members of our Discord community who joined before the release of Update 2.0 will be assigned the Veteran role and given a special name color displayed for all server members.
Once again, thank you so much for staying with us during this long development period. We look forward to seeing you on the battlefields of Tartesia in Chaos Lords 2.0.
We have reworked the Player Base interface, making it more compact and understandable for a beginner player.
Campaign, Map, Grind and Arena are now in a separate window “Game Modes”.
The Smithy window is now called up via the “Enhance” button when inspecting items of equipment, and the Tactics window now always appears before the start of the battle so that you no longer have to return to the Base, just because you forgot to change heroes.
We’ll talk more about these windows later, but for now let’s take a look at the changes to the main game modes.
Campaign and Grind
We have combined the Campaign and Grind modes into one Campaign window.
At the top of the window is the grind, and at the bottom you select the campaign mission. You can also see how much gold and experience the grind is accumulating per minute.
Campaign missions work the same as before, although their difficulties and enemies have been completely changed. In the future, we plan to enable players who have mastered all missions to replay the campaign on increased difficulty and with increased rewards.
Grind rewards now change as the campaign progresses. The more campaign missions you have completed, the more reward the grind brings in a minute, and better items you can get.
In 2.0 we want to give players even more motivation to join guilds and cooperate with other players, so now Map is a mode designed exclusively for guild activities.
Also, the Map is no longer tied to your progress in the campaign and all its parts are open to you immediately, as soon as you join a guild or create your own.
And, what our longtime players will probably like, we removed the fixed zoom from the Map. Now you can again zoom out and zoom in on the Map as you like.
We have removed the so-called “episodes” (missions with stars on the map), instead adding new bosses and rewards for the “Siege”.
The process of the siege of the region has not undergone much changes, since we think that this regime is still very interesting and works well. As before, your guild officer must choose a region for the siege and inflict as much damage as possible on the boss of the region. After that, guild members can deal additional damage to the boss of the region. At the end of the season, control over the region passes to the guild that caused the most total damage, and guild members begin to receive a reward from this region every day.
Please note that now one guild can control no more than 3 regions.
The missions of the Wandering Monsters and World Bosses have received several changes, but will still be recognizable to the game’s veterans.
First, now the difficulty and rewards of these missions depend on the guild level, which we will discuss in more detail a little later.
Secondly, we added a variety of opponents to the Wandering Monster missions and worked with the balance of increasing mission difficulty.
And don’t worry about reward chests appearing on the map. They remained unchanged.
The basic principles of the Guild have not changed in the game. You create or join a guild and, coordinating your actions with officers and other members, complete Guild missions on the map: World bosses, Wandering monsters, Sieges.
We’ve slightly reworked the guild interface to adapt it to the new mechanic: Guild Level.
When a guild is created, its level is 1. The guild’s level is increased with the help of Guild Coins, which drop from the rewards for missions on the Map. Please note that guild coins do not go into your inventory, but are automatically credited to the guild account.
The level of the World Bosses and Wandering Monsters depends on the level of the guild. The higher the level, the more difficult these missions will be, but also the higher the reward for them.
At 2.0, the maximum guild level is 10.
We have completely changed the dungeon system. The goal was to motivate the player to actively participate in the passage of the dungeons, and not just put an auto-battle and wait a few minutes until the army hits the difficulty ceiling. In addition, we wanted to give players more options and control over what they get for completing levels.
- There are now 4 dungeons, and we plan to add new ones over time.
- All dungeons are available to the player immediately after completing the 40th Campaign mission.
- Dungeons differ in themes and rewards. For example, in the Abandoned Armory dungeon, in addition to gold, you can get various powerful weapons, and in the Dust Deposits you will receive Enchanted Dust.
- Different dungeons are open every day of the week:
- Monday: “Gold Mines” and “Abandoned Armory”;
- Tuesday: “Vault of Scrolls” and “Dust Deposits”;
- Wednesday: “Gold Mines” and “Abandoned Armory”;
- Thursday: “Vault of Scrolls” and “Dust Deposits”;
- Friday-Sunday: all dungeons are open.
- Any closed dungeon can be opened for a day for crystals.
- Dungeons are no longer endless. Each dungeon now has 10 separate missions. With each completed mission, both difficulty and rewards increase significantly.
- Completed missions can be replayed anew, receiving rewards. For example, if you completed the 4th mission in the Vault of Scrolls, then this and previous missions will be unlocked for you whenever this dungeon is open. By replaying the mission, you receive the full reward, as if you had completed it the first time.
- Even if the player was unable to complete the mission completely, he will receive part of the reward for each completed stage of the mission.
- Every day the player is given several free attempts to complete the dungeon mission. Attempts are common to all dungeons. For example, you have 2 attempts. You can spend 1 attempt to complete the mission in the “Vault of Scrolls” and 1 in the “Gold Mines”, thereby using all the attempts for the day.
- When you unlock a dungeon for crystals, you are given 2 additional attempts per day.
- Additional attempts can be purchased with crystals.
Camp and Skirmish
Skirmish in the Camp has been removed from the game. This decision was made because the mode no longer fits into our approach to content creation. We want the player to be directly involved in the game, and his tactical decisions were the decisive factor in winning.
In the future, we can return to this mode and revise its concept, but so far we have no concrete plans for the return of this mode.
The Academy has been completely overhauled and is now used to increase the rank of heroes and improve their skills. Read more about this in the “New Hero System” section.
Mage Tower and Soul Stones are still your main methods of obtaining heroes in the game. The principle of operation of the Mage’s Tower does not change: you find or buy Soul Stones and open them in the Mage’s Tower, but now you get not the souls of heroes, but heroes who are immediately ready for battles.
We have changed the contents of the Soul Stones to adapt them to the new hero system. We have also added descriptions of which heroes can be found in a particular stone.
Soul Stones in 2.0:
- Lesser Soul Stone. Contains Common, Uncommon and Rare heroes.
- Soul stone. Contains Common, Uncommon, Rare and Epic heroes.
- Legendary Soul Stone. Contains Rare, Epic and Legendary heroes.
- Divine Souls Stone. Contains Rare, Epic and Legendary heroes of the Order and Chaos factions.
We want the events of the portal to have a greater impact on the game and its individual modes. Those who have caught last year’s Halloween event can roughly imagine what we want from the Portal.
However, events the scale of Halloween require a lot of preparation and resources for the entire team, as they affect almost every aspect of the game.
At the time of 2.0, the portal will not be active, but in the next updates we plan to adapt the events of the portal to the changes that have occurred in this update.
Game economics. Ore, Experience bottles and Puzzles.
In the last update (which, as it seems, was in a previous life), we changed the economy of the game, removing bread, an analogue of the player’s energy, and an hourglass from it, which allowed you to skip time in Grind and immediately collect rewards. We felt that these items do not provide any interesting gameplay, but only add unnecessary actions to the player’s achievement of their game goals for the day.
In 2.0 we are continuing to rethink the economy and getting rid of a few more items. We want the player to have several specific currencies that are spent on specific actions, without unnecessary exchanges of some resources for others.
We got rid of all types of ore completely. The only use of the ore was to exchange it for gold on the market. As a reward for activities where ore previously dropped out, an increased amount of gold will now drop.
We’ve also removed experience potions. Leveling heroes now looks different and uses a different resource, read more about this in the section on changes to the Hero system below.
Equipment puzzles have been removed from the game as we changed our approach to equipment and completely changed its system. Now the game will more often reward you with items of equipment that can be immediately put on your heroes.
New Heroes system
Veterans of the game will remember how many changes have gone through the systems of soldiers and heroes during the existence of the game. We were constantly looking for and trying different concepts of how a player’s army should look and work.
At some point, we wanted heroes to be the focus of novice players, and upgrading soldiers would be the ultimate goal in the game. Later, we decided that this was not the best option, since the best strategy was not to pay much attention to the heroes at all, but to pour all resources into the soldiers from the very beginning, which did not really fit with the game’s idea. After that, we buffed the heroes and weakened the soldiers several times, but still could not find the desired balance.
After much deliberation, we came to the conclusion that we cannot sit on two chairs (where the metaphorical chairs are the systems of heroes and soldiers). On the other hand, we had a lot of ideas specifically for the development of heroes, as the basis of the gameplay.
Therefore, in 2.0 we decided to completely remove the soldiers as a system and fully devote ourselves to reworking and developing the hero system. It seems that we managed to do something really interesting.
Previously, players accumulated a certain amount of souls and received a hero, who was further improved.
Now, in most cases, players will not receive souls, but immediately heroes that can be used in their squad.
For example, from any of the Soul Stones, the player will receive a hero who can immediately be put into a combat squad.
The souls of heroes are still in the game, but they are no longer required for leveling, but only for obtaining heroes. To get a hero of ANY rarity, you need to collect 60 souls of this hero, which drop, for example, in the “Dungeon of Souls”, and combine them in your inventory.
Rarities and Hero Factions
In 2.0 there are 3 main factors by which heroes are divided: class, rarity and faction.
The classes are no different from previous versions of the game, but we’ve made their separation a little more obvious. Heroes are divided into defenders, support, melee fighters, ranged fighters.
Rarities of heroes now determine not only their initial rank (for example, legendary heroes drop from soul stones already with 5 rank/stars), but also the number and maximum level of skill improvement.
For example, an uncommon hero (2 stars when obtained from soul stones) has 2 skills and a standard, which can be upgraded up to level 3, and an epic hero (4 stars when obtained from soul stones) already has 3 skills and a standard attack, that you can upgrade up to level 4.
Previously, we had 3 races in the game. Now races are factions and 2 new ones are added to them: Chaos and Order.
Why rename races in a factions? Because now one hero can be a member of several factions at once. For example, now there are 5 Dwoggours in the game: Plains Dwoggour, Forest Dwoggour, Mountains Dwoggour, Order Dwoggour, and Chaos Dwoggour.
Each version of Dwoggour is a separate hero with its own characteristics, appearance and skills.
Not every hero has all 5 versions for every faction. Some heroes are exclusive to their factions.
In addition, we have updated the Faction bonus system. “Faction bonus” is a system in which the heroes of one faction inflict increased damage to another: the Alliance of the Plains (humans) deal 30% more damage to the Brotherhood of Mountains (dwarves), the Brotherhood of Mountains deals 30% more damage to the Union of Forests (elves), and Union of Forests deals 30% more damage to Alliance of the Plains.
We have added the Chaos and Order factions to this system: they deal 30% more damage to each other.
The final Faction bonus dependency diagram now looks like this:
The Faction bonus tooltip is always available on the Tactics screen before each battle.
The Army Window is now split into the Army and Collection tabs. The Army tab now shows all the heroes you have and the attack squad, and in the “Collection” you can view all the heroes in the game, and which of them you have already found.
The maximum number of heroes in the Army is limited, but can be increased for crystals or gold.
Previously, raising the level of a hero and increasing his rank were independent methods of upgrading a hero. The maximum level of the hero depended on the level of the player’s profile, and the increase in rank was limited only by the required number of hero’s souls.
Now the maximum level of the hero’s pumping directly depends on it’s rank, and the rank cannot be increased without upgrading the hero to the maximum level. For example, a hero of the first rank has a maximum level of 40, and a hero of the 3rd rank is 80.
To increase the level, instead of bottles with experience, you now need gold and a new resource “Enhancement Ore”, which can be found in many activities of the game.
As before, hero rank is represented by hero stars. We have dropped the Awakening mechanic for heroes, but left red stars to represent ranks 6 through 10.
Increasing the rank now does not give such a sharp increase in the hero’s power as before, but is a prerequisite for reaching a higher maximum level, which, in turn, greatly affects the attributes of the hero.
To increase the rank of a hero, you first need to raise his level to the maximum. After that, the “Rank up the Hero” button will appear in the hero’s window. Pressing the button will take you to the updated Academy building, where you choose the hero you want to upgrade. Slots for consumable heroes will appear on the right side of the window.
In 2.0, the rank is increased by connecting or infusing copies of heroes (so-called consumable heroes) into the hero whose rank you want to raise (target hero).
Depending on the rank and faction of the target hero, you will need a different number of consumable heroes of a certain faction.
For example, to raise the hero of the faction of the Alliance of the Plains from the 3rd to the 4th rank, you will need 3 heroes of the faction of the Alliance of the Plains of the 3rd rank.
This system takes some getting used to, so feel free to peek at the Academy tips that open when you click on the question mark at the top left of the window.
In the near future, we want to make the rank increase system even more transparent and understandable, for which we plan to make changes to the window interface.
As we mentioned earlier, now the number and maximum level of skill depend on the rarity (initial rank) of the hero. In addition, now all the skills of the heroes are unlocked immediately from the first level.
All skills of all heroes have been redone to be more easy to understand and provide more meaningful bonuses.
The hero’s normal attack is now one of the skills, has its own description and can be improved in the Academy.
Improving skills occurs on a separate tab in the Academy. To improve skills, you can use both magic scrolls and copies of the hero.
Depending on what you use to improve the skill, the price of the improvement in gold changes.
As before, scrolls of different rarity can improve skills only up to a certain level. For example, rare scrolls can only improve skills up to level 5 out of 7.
When improving the skill in the academy, one RANDOM skill is pumped.
We have completely changed the hero attributes system.
The previous system was overloaded with information, confusing to new players. At the same time, looking at all this information, it was difficult to answer the most basic questions: “What is this hero good at?”, “How much damage will he do?” etc.
We have reduced the number of parameters, completely abandoned the “Intelligence” parameter (it used to affect everything where needed and not needed. For example, why on earth would the barbarian warrior Rogmar need high Intelligence to inflict bigger damage?), And added new attributes “Suppression” and” Resistance” used in our new combat system (more on these attributes below).
New list of attributes:
- Critical hit chance
- Critical hit damage
- Attack speed
Hero skins have been removed from the game. This system was not fully developed when it was introduced, and we do not see it applied in the new Chaos Lords.
New Battle System
One of the most significant areas we’ve been working on improving for Chaos Lords 2.0 is our combat system.
We received a lot of messages from our players that often units behave inconsistently or get confused in their actions, which made the outcome of the battle too uncertain.
We have deeply worked out the new combat system, both in terms of game design and in its technical performance, which is called “under the hood”. However, in order not to go into a huge amount of technical details, we will focus on the main points that you will probably notice when playing the game.
Our combat system has now been converted to the ECS (Entity Component System) design pattern. If you want to learn more about what ECS is, and why we switched to it from the standard Unity approach, then we advise you to google it.
It is important for us to tell you about what the transition to ECS gives us.
- In ECS, program logic is separated from data. This makes it easier to test combat systems, which in turn will help game designers to more accurately set and edit the behavior of units in combat;
- ECS allows for greater flexibility and scalability of systems and components. Easier to add, remove and change systems.
- In theory, switching to ECS could improve game performance. Performance is a combination of many factors, and switching to ECS alone does not guarantee a more stable and faster game performance on all devices. We will monitor how the game is performing and make optimizations where necessary.
Fights without soldiers
The rejection of the use of the soldier system in the game gave our game designers the opportunity to once again carefully work out the balance of battles, without trying to adapt it to two systems at once.
We have removed “targeted” skills. Targeted skills are those, the place of application of which the player himself indicated. Example: Avarina’s unique skill, with which she could hit the area indicated by the player. Now all skills have their own application logic, set by our game designers.
On the one hand, this approach takes away some of the control of the heroes from the player, reducing his involvement in the battle. Again, the ability to properly use area-based skills was often a hallmark of “skillful” player.
On the other hand, this makes battles more predictable, which allows us to better tune the balance of power of the heroes, and players will be able to more accurately determine their chances of winning before entering the battle. In addition, arena battles will become more fair, as the player will have less advantage over the AI-controlled team.
Another problem that we worked on was that battles were too fast at high levels. Of the 60-90 seconds per battle set for most missions (and in some cases 180), we could not catch a timeout defeat even in 60-second battles.
Commentary from game designers:With the leveling of the hero, the values of skills increase. With an increase in damage values, the percentage of damage in relation to the health of the target was increasing. If at level 1-10 one attack or skill removes approximately 5-8% of the target’s health, then at level 45 the skill can remove up to 90-130% of the target’s health against 5% of the auto-attack damage.
- We have significantly increased the health values of all units in the game. Battles now last longer, and players have new opportunities for tactical maneuvers.
Since we removed the soldiers, we have the opportunity to give more space to heroes in battle:
- We have increased the models of heroes on the battlefield;
Major changes have been made to the battle logic and the behavior of units in battle:
- The battlefield is now a 7 × 3 field: 7 columns, 3 rows each. On the left, on the 3 × 3 field, the player’s army is located, on the right, in the 3 × 3 field, the enemy army is placed. The distance between them is equal to one column;
- Now units can pass through each other. This allows you to avoid situations when the unit’s target is behind other units, and he has to go around half of the field, making a big detour;
- To use a unique skill of the hero, a filled “Mana” bar is now required. Each hero stores mana separately. Mana is given for various actions of the hero: attacking, receiving damage, killing the enemy, etc.;
- Melee units at the beginning of the battle go in a straight line towards opposite targets on the same line.
- Ranged units determine their target according to the conditions set in the game settings. Usually a random ranged enemy;
- If the hero is attacked, then he switches to the hero who attacked him, if there are no factors allowing the opposite (for example, the effect of Provocation);
- Most of the hero’s skills in their descriptions contain information about which enemy will be the target of the ability. For example, “the hero attacks the enemy with the highest damage per second.”
Suppression vs. Resistance
In the course of changing the combat system, we added 2 new attributes to all units: “Suppression” and “Resistance”.
Suppression determines the unit’s ability to inflict a negative effect on its target.
Resistance determines the unit’s ability to protect itself from the imposition of a negative effect.
In battle, when one unit (source) tries to impose a negative effect on another (target), the values of Suppression and Resistance will be compared to determine the success of the attempt. If the Suppression of the source unit is greater than the Resistance of the target unit, then the effect will be applied successfully.
If, for example, a hero archer in your army has the ability to impose Fear on an enemy unit. When using this ability, the game will calculate the difference between Suppression of your archer and the Resistance of the enemy unit.
- If your archer’s Suppression is higher than the enemy unit’s Resistance, then the latter will be affected by the Fear effect;
- If the Suppression of your archer turned out to be lower than the Resistance of the enemy unit, then the inscription “Resistance!” will appear above the enemy, and the enemy unit will avoid the effect of the Fear effect;
- Screen is now shown to the player before each battle (in multi-stage battles, the battle screen is shown only before the start of the first stage);
- We have increased the number of slots for placing heroes to 9. The maximum number of heroes in a squad has not changed and remains equal to 5;
- Added a window with a list of your heroes to the tactics screen, which can be hidden to view the enemy squad;
- Added text indicating the strength of the enemy squad;
- Added a button with a hint about the “Fractional bonus” system;
- Added display of enemy units’ health bars;
- Added mana bars under the buttons of unique skills of heroes and under the health bars of heroes;
- Added mana bars for enemy health bars;
- Significantly enlarged the bosses health bar and brought it to the top of the screen;
- Removed text tooltips for critical hits (“crit!”) and blocking (block) over units.
- Added numbers of received damage and healing appearing above the units.
- White numbers — damage;
- Green numbers — healing;
- Orange numbers — critical damage.
- Added a tooltip above the units about passing the Resistance check with the text “Resistance!”
Another system that has undergone global changes is the system of equipment for heroes.
Earlier in the game, you received (or collected from “Puzzles” — pieces of equipment) equipment with fixed attributes. For example, Ruthless Armor, no matter how many times it dropped, always had the following attributes:
- 643 Physical Defense
- 473 Magic Defense
- 5% Critical Strike Chance
- 6.5% Accuracy
- -0.1 Speed
You could improve equipment with magic dust to increase several specific attributes. for example, Ruthless Armor’s Physical and Magical Defense.
The equipment was also divided into light, medium and heavy. Each specific hero could only wear a certain type of armor and weapons.
One of the main disadvantages of this system was that over time the player managed to see and get all possible equipment options, and then his only goal was to get the right amount of a certain thing, which turned into a routine grind of activities in the hope of obtaining this item or its parts.
Moreover, for high-level players, exclusively legendary items became desirable things, the difficulty of obtaining and the probability of dropping of which almost always required a lot of time and resources.
Getting another piece of equipment ceased to be interesting and enjoyable.
In our new approach, we switched to a system of random equipment attributes, removed the types of equipment and the restriction of heroes to wearing specific types of equipment, introduced the ability to change the attributes of any equipment and (hello, Halloween) introduced equipment sets.
- We have dropped Puzzle/Equipment parts. All equipment drops in its completed form from various activities in the game;
- Any equipment can be worn on any hero. Yes, yes, even a sword for an archer (no, we have no idea how it looks in reality, let your imagination run wild);
- Any equipment can have up to 5 attributes. The number of initial attributes of an equipment depends on its rarity. For example, rare equipment has 3 initial attributes, and legendary equipment has 5 at once;
- Attributes are divided into primary (located in a separate window segment) and secondary. The primary attribute and the secondary attribute can be the same. Secondary attributes can NOT be repeated.
- The list of possible equipment attributes is the same as the attributes of heroes;
- Each equipment has its own random set of attributes with random values;
- Any equipment can be improved in the updated Smithy menu up to +15 level. Upgrading an item not only increases the values of attributes, but also gives new attributes every 3 levels (by +3, +6, +9 and +12 levels). Since 5 is the maximum number of attributes for equipment, then, upon improvement, new attributes are added only if there is room for them. If there is no space, then the existing attribute will be improved. For example, epic equipment has 4 initial attributes, so it will only receive 5th at level +12.
- Any of the attributes of equipment can have its values replaced or changed. This also happens in the Smithy;
To support the changes to the gear system, we also redesigned the Smithy window. The Smithy window is called up by pressing the “Enhance” button when viewing an item of equipment in the inventory or on a hero, and not through the building at the player’s base, as before.
Now it has 2 tabs: “Improvement”/”Sharpening” and “Change”/”Reroll”.
Here you increase the values of the attributes of equipment and add new attributes to it.
To improve the equipment, you can simply click on the “Auto” button and the game itself will select the required amount of resources, or you can manually select resources and items by clicking on them in the central part of the window.
Equipment can be improved both with the help of magic dust and with the help of other items of equipment, taking them apart for improvement experience. The higher the rarity and level of an item, the more improvement experience you will receive by dismantling it.
After you level up an item, a window will appear showing the item changes.
This is where you change the attributes of the equipment and their values.
To replace or change one of the attributes, select it from the list on the left side of the screen.
After that, you select the resource to change the attribute. Attributes can be changed with gold, crystals and a new resource called “Rune of Chaos”. Runes of Chaos can be found in rewards for high level Wandering Monsters missions.
When a resource is selected, the possible results of changing attributes with values will be displayed on the right side of the window. The rarer the resource you use, the better the possible attribute values.
After clicking on the “Replace” button, the replacement results window will appear. You can save these results if you like them, or discard the change and try again.
During the Halloween event last year, we introduced Equipment Sets into the game as a test of new mechanics.
We’ve heard a lot of positive feedback and liked the idea ourselves, so we are introducing them in 2.0 on an ongoing basis.
- Sets of equipment are not tied to any set of items, as it was on Halloween. Almost any item of equipment dropped to you (which now have random attributes) can be part of the set, as evidenced by a small icon next to the image of the item and the text in the description;
- Sets can consist of 2, 3, 4 or 6 items (at the time of 2.0 release). One item can only be part of one set;
- Several sets can be combined on the hero. For example, 2 sets of 2 items;
- Equipment sets give bonuses in the form of increase of hero’s attributes or even new abilities;
- Set bonuses can add to each other. For example, if the hero is wearing 3 sets of 2 items for + 5% to attack, then the total bonus will be + 15% to attack.
- Negative effects from equipment sets and from hero skills are not cumulative. For example, a hero has the ability to inflict a Stun with a 50% chance, and he is wearing a set that gives an 18% chance to inflict a Stun with each attack. These two chances do not add or overlap. When using this ability, the hero will not have a 68% chance to inflict Stun. Instead, both chances are calculated independently – once for a 50% chance on a hero’s ability and once for an 18% chance on a set.
List of Sets
- Critical hit chance: Adds 4% to critical hit chance;
- Damage: Adds + 5% to the attack of the hero; + 3% to Suppression, Critical hit chance and Critical hit damage;
- Suppression of Will: Adds 3% to Suppression;
- Protection: Adds + 5% to Health; + 2% to Defense; +2.5% to Resistance;
- Horror: Gives a 5% chance to impose a Fear effect on the enemy for 2 seconds during a regular attack;
- Will to Resist: Adds +3.5% Resistance.
- Critical hit damage: Adds +5% to Critical hit damage;
- Restoration of health: Every 5 seconds restores 5% of Health;
- Shield: At the beginning of each battle, a shield is imposed on the hero, adding 20% to Health. If the hero is inflicted more total damage than the shield adds, then the shield disappears;
- Counterattack: Adds a 20% chance of an instant counterattack if the hero is damaged by a normal attack. (doesn’t work on unit’s unique skills);
- Improved Critical hit chance: Adds 9% to Critical hit chance;
- Stun Strikes: Gives hero a 35% chance to Stun the enemy for 1 second on attack. Cooldown 3 seconds;
- Gift of Vampire: Adds 5% Lifesteal to attacks (restoring your own Health when attacking). It is calculated from the specific damage that the hero deals, and not from the attack power. Does not work with abilities whose damage is calculated from the maximum health of the enemy. Does not work with massive area attacks;
- Viper: Gives a 25% chance to inflict Poison on an enemy. Poisoning deals 2.5% damage of the enemy’s maximum health over 3 seconds. The effect stacks up to 3 times.
- Divine Shield: Gives invulnerability to any type of damage, positive or negative effects for 5 seconds, when the amount of hero’s Health is reduced to 25%. Cooldown 20 seconds;
We have improved our quest system by adding Weekly and Monthly quests with rewards.
- Added “Weekly” and “Monthly” tabs with new quests and rewards;
- Quests were updated in the “Daily” and “Main Quests” tabs;
- Updated the awards in the “Daily”, “Main Quests” and “Bonus” tabs;
- Replaced heroes issued for 30, 60 and 90 days when the player entered the game.
We have removed the binding of goods in the Market to missions completed in the campaign. Now goods on the market are selected according to a different system, which implies a greater variety of items of different rarity and value.
Free goods have been added to the Market. They appear with some chance. The chance of appearing increases with refreshes of the market goods for gold or crystals.
We have changed the cost of refreshing the assortment of the Market:
- 1st update – 1000 Gold;
- 2nd update – 1500 Gold;
- 3rd update – 2000 Gold;
- 4th update – 2500 Gold;
- 5th update – 2500 Gold;
- 6th update – 3000 Gold;
- 7th update – 25 Crystals;
- 8th update – 35 Crystals;
- 9th update – 50 Crystals;
- 10th update – 75 Crystals;
The “Gift code” tab has been added to the Store.
By entering a valid gift code, you can get various in-game items.
We will be using gift codes in a variety of community activities and marketing materials. Follow our social networks and subscribe to the mailing list so as not to miss the next code.
We removed the referral program, as it was rarely used. The system could also be used to illegally accumulate resources: a player could create many accounts, invite them to the game on behalf of his main account and collect rewards. One of our players was collecting rewards for almost 1000 accounts in this way…
We removed the paid subscription from the game, as we felt that its offer did not correspond to the price. In the future, we plan to revise the subscription, and we already have several ideas on how to make it profitable and interesting for the player.
Added “life timer” for letters with reward chests.
As soon as you receive a letter with a reward in the chest, the countdown of the letter’s lifetime begins. If you do not pick up the rewards before the time expires, the letter will disappear from the mail.
12 hours before the disappearance of the letter, you will receive a push notification with a reminder that you need to pick up the rewards.
In addition, we have introduced welcome bonus letters for all new players. They will be sent to your in-game mail every day during the first week of the game.
We have redesigned the interface of many windows and screens to adapt them to the changes in gameplay. This is still not the final version, but it is functional enough to last for a while. In the future, we plan to undertake a complete redesign of the interface, make it more user-friendly and more pleasing to the eye.
We also changed the loading screen image. We think the new image came out just great, and thanks to our Art Department for that!
For various reasons, in 2.0 we were able to fully localize the game only into Russian, English, German and Korean. We will continue to work on localization in future updates.
We’ve changed the approach to ability descriptions. Now we will focus less on artistic descriptions and more on clear descriptions of the action, so that it is easier for players to understand how this or that ability will work in battle.
Adapted all texts and images of the tooltip slides.
Updated loading screen tips.
Added localizations for all new mechanics, heroes, items, etc.
Wow! You’ve really made it to the end of this article!
If you really read this entire volume of text, then I personally am immensely grateful to you.
As you can see, we did not sit idly by. Let’s be honest, we had no idea that the development of this update would take that long.
We have learned a lot over the past year. We faced various difficulties and overcame them.
Most importantly, we are grateful to all our players who continued to play, were interested in the development process and supported us on this difficult path. You are gorgeous!
With the launch of 2.0, a new part of our shared adventure begins.
We hope you enjoy Chaos Lords 2.0! We wish you a good game and Happy Holidays!
See you in Tartesia!
With great love,
– Marat “Rad_bonE” Sabitov, Digital Pill Community Manager