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Conquest of Champions

 
Future of ConquestOct 30, 2015 - Community AnnouncementsHey Everyone, Greatly sorry for the radio silence lately. We've kept silent as we've been trying to find a publisher to get Conquest out of Early Access and we didn't want to talk about anything until the deal was done. Unfortunately, after months of back and forth it is clear that the deal is not happening and Kihon is going to have to close shop. The bottom line is we aren't making money and we don't have the marketing capital or runway to turn things around. We are devastated to say the least. We've spent over two years & a great deal of personal funds to get to this point and to not even see it launch is heartbreaking. We love this game and the community and do not want to give up. And so we wont! We've worked out a deal with our investors to allow the founders to keep ownership of the IP. We are working through the legal paperwork now. What does this mean for the game? Well, once we have ownership we are going to migrate the server over to a cheaper solution since we will not be doing a massive campaign. The goal here is that it will allow us to keep the servers up for the long haul and we can attempt to grow the game via word of mouth and PR rather than a marketing campaign. We can push to launch on steam, we have the first expansion ready to launch, and we have the mobile build ready to launch. We just need to get our overhead a bit lower first by migrating the server. We'll need significant downtime to do this as we are no longer able to work on this full time. It is more of a passion project at this point. I'll post more as we get into the thick of it. Once we have it switched over we can talk launch and expansion. Thank you guys so much for taking interest in the title. You've been a huge support and while the path hasn't been what we had hoped we still hope to deliver a great game with a long future. Stay tuned. ickydimeConquest in the iOS Store (Canada)Apr 24, 2015 - Community AnnouncementsConquest is now available on the iOS Tablet in Canada: https://itunes.apple.com/ca/app/conquest-heroes-of-galandria/id960350035?ls=1&mt=8 We are doing a small test run there to obtain feedback/bugs before we expand to other regions. At that point we can wrap up the next expansion and send some new content your way. The game is cross platform in the sense that you can login to the same account whether it is here or on the Tablet and take your Casual/Async turns on either platform. Quick matches and a few other features like Chat will only be supported on the Desktop however. Note: If you are not in Canada you can change your iTunes region to Canada to grab it (though that can be a pain). You just won't be able to make any purchases without a valid Canadian credit card. As always, thank you for your continued support!Patch Notes (1.1.24)Mar 19, 2015 - Community AnnouncementsToday's patch has some refinements to the pre-spawned soldier system and some fixes for loading. Improvements Pre-spawned Soldiers: Player One now starts with 2 soldiers with a combined resource total up to 26 gems. Player Two starts with 3 soldiers with a combined resource total up to 30 gems. Soldiers with on-deploy abilities are not selected as part of these pre-spawned soldiers. Soldiers above 18 gem cost are not selected as part of these pre-spawned soldiers. Made soldier selection a bit more random, picking between at minimum the top 3 combinations that are at the maximum resources allowed for pre-spawned soldiers (30/26) Please let us know your feedback on this new functionality on the forums! Additional improvements to AI Bug Fixes Fixed an issue that could occur if a quickmatch was found while loading into another game Improved fallback on game logic loading which should prevent game loading from stalling Fixed an issue where pre-spawned soldiers would be not be flagged as in play in some situations, allowing them to be dealt into the player's hand Patch Notes (1.1.23)Mar 11, 2015 - Community AnnouncementsFirst and foremost, we’ve changed the name! In the coming weeks we will be transitioning over to Conquest: Heroes of Galandria. Thank you for all of the feedback and help in coming up with the new title! Improvements Matches now start with 2-3 units being pre-spawned. The goal is to speed up the early game which can be a bit slow, especially for new players. The logic under the hood tries to get as close to spending 30 gems as possible without going over 30 when it determines which units to pre-spawn. It will try to pick 3 units but will fall back to two if that is the best combination. Performance! We’ve made a ton of low level changes that have improved FPS on low end devices as well as memory consumption. This has opened the door to tablets which will in turn allow us to increase our player base dramatically. Today’s patch includes our price changes which are discussed here: Forum Post We tripled the Single Player content and added Boss Battles which are unique units specifically made for the campaigns. We’ve improved the AI by putting more of a focus on spawning units as well as additional instructions on many spells/abilities to help prevent it from making poor choices. You can now purchase new skins for Heroes you own by visiting your profile and clicking on the skins tab. The sidekick page has been overhauled to make it easier to send invites to your friends as it will include your referral username in the invite link and auto-populate the page when they register online. Fusion has been revamped so that units will upgrade differently depending on what type of unit they are. A tank may increase by DEF/HP while an attacker my increase with DMG buffs. There is a button above the fused cards that will show the breakdown. Balance & Bug Fixes Typically we’ve included bullet points for all of our changes here but in today’s case there are just too many to list. We haven’t been able to push for the past two months since we were overhauling low level code to make the game viable on the tablet. Typically we push builds every two weeks! While working on the new campaigns, we made a lot of changes to improve the AI. It should be more effective and generally be smarter while being played against. Be sure to let us know of any weird things it is doing and let us know what you think of the new campaign missions. New Skins: Upcoming Price ChangesFeb 12, 2015 - Community AnnouncementsAs we prepare to come out of Early Access, we will be updating our pricing model to be more reflective of what we want at launch. 1. Packs will still be purchased by gold, however the gold packs will have 7 cards and no longer have a guaranteed rare. Uncommon cards will still have a % chance to be upgraded to a Rare drop. 2. Heroes will no longer be purchasable by gold. 3. Some pack prices will be increased. 4. Cards will be dropped less in-game but gold drops will be more frequent. You will still be able to earn everything in the game as we will continue to drop Gems through quests, rewards, and rare drops. We greatly appreciate everyone's continued support thus far. Keep the feedback coming as you guys have been a huge help in shaping this game and preparing us for launch.Patch Notes (1.1.22)Jan 14, 2015 - Community Announcements1/14/2015: 1.1.22 Today's patch is a small set of bugfixes and improvements. Balance Propagate cost increased Rewards Adjusted some rewards including daily play rewards Bug Fixes Fixed an issue with purchasing Crystals through Steam Put a potential fix in place for the close game button not appearing on the end game screen Survey & Forest Bounty have been adjusted to no longer target upgrade mine tiles. Made some adjustments to reduce memory footprint of game. This is an ongoing effort 1/13/2015 MaintenanceJan 13, 2015 - Community AnnouncementsAt 9:00am Pacific Daylight Time (12:00PM Eastern, 5:00PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last 30 minutes to an hour. Patch notes will be provided after the update.Patch Notes (1.1.21)Jan 9, 2015 - Community AnnouncementsIn today's patch, we have changed the way that Upgrading mines works. Additionally, we have added a new system to reward players for inviting your friends. Just have your friend sign up and add you as their referrer during the player creation, and you'll get rewards as they progress! We also recently announced the qualifying deadline for the current tournament season. Details here: http://forums.conquestofchampions.c...-to-arms-tournament-qualifying-deadline.2521/ Improvements Mine Upgrading Upgrade Mine and Construct Mine are now spells and are limited to 2 per deck. Their cost was also increased. All decks have been adjusted to take this into account Non-destroyed shrines will now automatically upgrade one of your normal mines every other turn. It chooses the mine closest to your Hero. If your Hero is dead it picks the closest mine to the shrine. Discuss this change here: http://forums.conquestofchampions.c...ine-upgrade-cards-essential-to-the-game.2314/ Sidekicks A new referral incentives for inviting your friends to play. When a new player creates their account, they just need to enter in your username or e-mail address and they will be flagged as your ‘sidekick’. When your sidekick completes their first match you will receive a random card and then you will receive more rewards when they reach level 5, 10, 20, and 30. These rewards range from gold/gems to the latest expansion pack. Added additional UI feedback for when you level up and unlock things such as the Crafter or Fusion. Many low level performance improvements. We are doing some major overhauls to low level code in preparation for a Tablet build. This in turn will help the game perform better on PC, but as we go through this process we may experience some growing pains. Thank you for your continued bug squashing support! :) Balance Tiny Slayer now triggers for soldiers that cost 10 or less Barbarian Chieftain’s Call Ancestor now has a cooldown of 3 and an initial cd of 2 RuneChargers effect should properly trigger now (no longer at the start of a turn) Spirit Blade now only triggers on friendly soldier death. Cost reduced to 3. Dragonkin Chemist’s Blind ability now has a cd of 3 Dragonkin General cost increased to 16 Doom can now only target soldiers. You can no longer equip SkullHead staff on Ooze and create 2 units per tile. Replaced the map where both Heroes are placed together as it was unfair to Player 2. New map has water tiles through the middle like a river. Manipulate now has an initial cooldown of 1 Buliwyf, Krak and Valdrex have had their DEF lowered by 4 Bug Fixes Angel Wings are fixed in Bot Games. Flying units will no longer appear to have wings after a Full Moon. Cleanse and Disarm now properly return enhancements to the Graveyard. You can no longer use the single click move/attack to attack an enemy before they ambush you. The attack will be interrupted and you will need to click again to attack. Along the same lines you will no longer be able to single click move/at...1/9/2015 MaintenanceJan 8, 2015 - Community AnnouncementsAt 8:30am Pacific Daylight Time (11:30AM Eastern, 4:30PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last an hour. Patch notes will be provided after the update.Year End UpdateDec 12, 2014 - Community AnnouncementsAs the end of the year approaches we want to take a minute and look back at how far Conquest as come and thank you guys for your continued support. It has been amazing and we look forward to seeing where you guys steer us next as we continue to work towards an official launch. With your guidance and feedback we have seen the following changes/improvements: Over doubled the number of cards available, including our recently added neutral faction cards! - What pay walls? Everything in the game is now completely earn-able. In fact, just by leveling to level 6 you will be awarded all 3 faction. No longer are the days where you had to choose one without knowing anything about them. - Added support for multiple decks per Hero to allow further customization and exploration. - Simplified and sped up the game. Removed the hero resource bank, removed Action Points, limited maps to 1 shrine, and tweaked gameplay to discourage turtling. Quick Matches now complete in 27 minutes on average. - Added many more ways to earn cards and rewards such as the Player Leveling System, Daily Rewards, Quests, Achievements, and even an improved in-game reward system. - Fair Fusion! We addressed the complaint that the game was pay/grind to win due to leveling cards. Now each level upgrade caused the unit’s gem price to increase which makes it fair to new and old players alike. Today we also enabled a feature to allow players to downgrade their cards in exchange for experience tokens which allows for even more customization of decks. - We’ve overhauled our matchmaking and ranking systems so you will no longer get stuck in unfair matches and players are no long able to game the leaderboard. - Improved graphics! We’ve added new map backgrounds and have completely overhauled our UI throughout the game since our Early Access release. - Not to mention a ton of smaller features and improvements such as Skins, Taunts, Hero Leveling, resolution picker, additional sound tracks, and so many fixes/balancing that it would make your head spin. We have plenty left to do though! Please continue letting us know what we need to fix as we prepare this game for an official launch. Besides general feedback you can also help us design future cards through our Community Card Design Contests: http://forums.conquestofchampions.com/index.php?threads/community-card-contest.1928/ And you can get involved with Player initiated tournaments:
http://forums.conquestofchampions.com/index.php?threads/new-em-tournament-starting-soon.2280/ Here is to making Conquest the best game possible in 2015!12/12/2014 MaintenanceDec 11, 2014 - Community AnnouncementsWe are going to be having maintenance tomorrow in order to deploy a patch. We anticipate that this will occur at 10:00am Pacific Daylight Time (1:00PM Eastern, 6:00PM GMT), but things may change if we find any last minute issues. We expect downtime to last between 30 minutes to an hour. Patch notes will be provided after the update.Patch Notes (1.1.19)Nov 25, 2014 - Community Announcements11/25/2014: 1.1.19 Today's patch is kind of a small one. We just wanted to get some fixes in before the holiday break. Enjoy! Taunts Taunts have been granted to users who had finished the quest giving hero taunts before the last patch Taunts will now correctly be given to players who complete the appropriate hero quests We have adjusted the cost of some taunts Improvements Added a resolution picker to the Settings page (found on main menu). Added a time remaining before auto forfeit triggers label on Casual matches. Bug Fixes Fixed issues with taunts not playing correctly or not playing the correct taunt Fixed an issue preventing hero skins from being selected Fixed an issue that could cause the game over window to not display correctly when selecting to forfeit and choosing not to purchase bonus rewards Fixed an issue where Rewards would sometimes not show with the correct card wrapper while opening Fixed an issue where the Play button would disappear for certain ranked matches when switch to the Practice tab and back to the Multiplayer tab in the Current Games menu You can no longer charge over traps. 11/24/2014 Maintenance @ 8:30am PSTNov 24, 2014 - Community AnnouncementsAt 8:30am Pacific Daylight Time (11:30AM Eastern, 4:30PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last between 30 minutes to an hour. Patch notes will be provided after the update.Patch Notes (1.1.18)Nov 20, 2014 - Community Announcements11/20/2014: 1.1.18 Greetings all! This is a pretty big patch that we have been working on and we are very excited to finally be able to share it with you. Soldier Level Changes All soldier levels have been reset and any prior experience gained has been granted back to you in the form of tokens. These tokens will allow you to re-level your soldiers however you deem fit. Cards now increase in cost at each level to insure the game is balanced for new and old players alike. Reward Changes Rewards have changes from quantity to quality. They accrue in-game on the left-hand side of the screen rather than popping up and interrupting each turn. Gold and experience are given immediately. Other rewards are shown as cards of three different qualities (parchment, leather, metal). These rewards are given at the end of the game. Additionally, you now get bonus rewards at the end of the game for killing the enemy’s hero and shrine. In general, the idea with the new reward system is to grant more gold, with components and cards being rarer, but more exciting rewards. Getting a metal reward is sure to be something good. 8 New Units The Autumn Pack allows you to receive two new cards for each faction as well as two neutral soldiers. These cards can be viewed in the store or under Expansion 2 in the Card List. Hero Deck Changes The first three Heroes (Daggan, Declan, Skorn) still come with 30 card starter decks and are earnable by leveling up to levels 3 and 6. The remaining Heroes are now cheaper and no longer come with starter decks. Improvements Added ability to move/attack in one click. Your unit will move into range and attack in without requiring a second click. Added ability to click on tiles for more information. Resource tiles will say how many gems you will gain. Trap tiles will say how much damage will occur. Spawn tiles will say if they are capturable or not. Soldiers now play animations when viewed on the cards. Screen resolution is now auto-selected rather than popping the dialog on launch. Holding Option when the game is launching will allow you to access the resolution dialog screen. Friendly games now grant turn rewards! Fusion page now displays what stats will change when a card is upgraded. You can now click on your cards and view their stats during the mulligan stage. New background music! Each hero has their own unique background sound track which is played during their turn. Added hash marks to the in-game health bars at 25%, 50% and 75% to easily recognize if you can cast spells like incinerate (which is now set to 25% or below). A small popup will now display when a unit uses an ability The default view is now slightly more zoomed in. You can change views (including returning to the more zoomed out view) but using the zoom button in the lower right corner to toggle through zoom levels. Balance Action Points have been removed from the game. With the added resources they seemed less important to the late game so we are going to experiment witho...11/19/2014 Maintenance @ 8:00am PSTNov 19, 2014 - Community AnnouncementsAt 8:00am Pacific Daylight Time (11AM Eastern, 4PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last around an hour. Patch notes will be provided after the update.Upcoming PatchNov 11, 2014 - Community AnnouncementsWe have some significant changes coming in the next patch and will need to wipe any extended matches that are in progress. The most significant change being to the card leveling. We are revamping the card fusion system in the following ways: There will be 5 levels instead of 10 and each level will include the following stats: DMG: +5 DEF: +2 HP’s: +15 Cost: +1 Since the cost is increasing per level we are going to let everyone re-apply their experience however they see fit. We'll do this by setting all of your cards back to level 1 and giving you experience tokens equal to the experience you accrued. So if you had a level 10 Medic it will now be level 1 and you will have tokens equalling all the experience you gained from leveling the Medic. With those experience tokens you can either level up your medic again, or apply it to a completely different card/unit if you want to keep your medic's cost down. The goal of this change is to avoid new players feeling as though experienced players have an unfair advantage either through pay 2 win or grind to win. And we also hope that by resetting all cards and allowing you to re-apply your earned experience that we are keeping our current players best interests in mind as well. As you can see, this will greatly impact ongoing games and therefore please try to wrap up your extended matches in the next couple of days as the patch and wipe will be happening either late this week or early next. In the meantime, feel free to keep playing EM... just know if they do not finish before the patch that they will be wiped. As a side note, we'll also have 8 new units released in this patch which we are very excited to share. :) 2 For each faction and 2 neutral.Roadmap UpdateOct 31, 2014 - Community AnnouncementsFirst and foremost, the expansion. We are delaying the expansion release further so that we can focus on a few areas that are lacking in the game. That being said, we want to keep the game fresh and appealing to everyone who is supporting us and therefore we will be releasing 8 new bonus units along with new map layouts to hold us over. Two of the new units will be of neutral faction and we should see them hit the game mid November. So what are we working on instead? 1. Reward Revamp. Right now our rewards are quantity over quality and this makes receiving rewards spammy instead of exciting. We are overhauling our system for rewards to make them occur less, but have a more meaningful impact when they are granted. This should roll out early/mid November. 2. Our play tests indicate that the game has too steep of a learning curve. We've been working on making that an easier hurdle to overcome (simplifying the resource bank for example) and have a few more changes that we are considering. The first is possibly removing AP. Now that you can buy AP repeatedly it doesn't seem to factor much into the game so we are exploring removing it & perhaps lowering the number of mines per map. The rest of the changes to help new players mostly involve presentation, e.g., making sure things we presented clearly and intuitively. Let us know what you find confusing! 3. Social! More meaningful ways to play with friends. Easier ways to invite friends. Rewards for recruiting friends. That is going to be a big one before we can do any significant marketing. We are shooting for December for many of our social features. Once we have those three areas a bit more refined, we will look to push out the expansion. Our current target is January. We'll have regular updates between now and then with plenty of improvements. We are also planning some community events such as mini tournaments. If you are interested, please post here: http://forums.conquestofchampions.com/index.php?threads/possible-community-events.2252/Patch Notes (1.1.17)Oct 16, 2014 - Community Announcements10/16/2014 1.1.17 This latest patch brings some pretty significant changes to how the gems work in game. Resources now accumulate each turn and are not lost at the end of the turn. Transcending is now an activated ability and can be used after 2 turns (provided you have the resources for it). Please let us know what you think of these changes and let us know if you encounter any issues. Improvements Resource Changes We have changed the resource system so that you keep gems that you accrue across turns. There is now a limit of 50 gems in your resource bank. Transcending is now an activated ability with a 2 round cooldown. The cost has been increased to 15. You can spend gems to get extra cards and extra AP up to 3 times per turn. The cost increases with each use. Hero abilities spend gems from the normal resource bank rather than from a specific hero bank Overhauled the in-game UI to make things more intuitive and user friendly. Completed achievements as well as achievements that have progressed are now shown in the game over and turn submitted windows. Improved many aspects of the tutorial. Balance Changes Activated Hero abilities have a 2 turn cool down Hero Epic ability cost changes: Chain Lightning: 12 Build Construct: 8 Lightning Storm: 10 Assail: 8 Barkskin: 8 Sleight of Hand: 8 Sacrifice: 10 Unearth: 12 Enflame: 10 Bug Fixes Water Lily now correctly uses Poison Shield instead of blight Units standing in Lava Pits now correctly show the damage in playback. Fixed an issue where the Shield Enhancement was not correctly removed by Cleanse when the opponent's hero had died. Fixed Assimilate to only trigger on friendly Demon death. Lightning Armor now correctly displays in top UI for Rune Charger. Fixed an issue where Refund would trigger on non-Stonehold spells. Fixed a particularly nasty bug that involved spawning a totem and then a unit. This could lead to it disappearing on the next turn or all kinds of playback issues. Fixed chain heal to ensure 3 targets are healed if there are 3 hurt targets in range. Fixed Lay to Rest to properly discard Spells, Enhancements, or Soldiers. Audio no longer plays rollover sounds if the window is not in focus. 10/16/2014 Maintenance @ 9:00am PSTOct 15, 2014 - Community AnnouncementsAt 9:00am Pacific Daylight Time (12PM Eastern, 4PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last as long as 4 hours, as we are doing some work on our database. Patch notes will be provided after the update.Patch Notes (1.1.16)Oct 2, 2014 - Community Announcements10/2/2014 1.1.16 In today's patch we have focused on some quality of life improvements and bug fixes. As always, let us know of any issues you run into. Improvements Top players should no longer get matched to new players in Extended Matches. This was fixed earlier in the week behind the scenes but want to point it out here. Let us know if you see mis-matches. Made ‘Left Click’ the default option for new users as play tests found ‘Right Click’ may be more advanced. Added a couple tweaks to Left Click in the process: If you right click on the map or over a move tile, your selected unit will deselect. If you have a unit selected and a red target tile is present you can select the potential target without triggering an attack by right clicking. Added an alert sound when there are 10 seconds left in your QM turn. Increased size of Move/Attack icons for readability on smaller resolutions You can now add/remove cards in the various deck pages by double clicking them (rather than having to click on the + or - buttons) Added turn compression which should reduce the size of game data being sent to and received from the server. Balance Storm now debuffs Buliwyf for 20 attack and 2 defense. Fear ability now has a range of 2 Glimpse now only draws 2 cards for opponent Strip Mine cost reduced to 5 Mana Leak cost reduced to 5 Castigate cost reduced to 3 Renewal Blade now heals 50 hp’s with each attack. Cost increased to 4 Player Experience Slightly adjusted the rate of experience gain on turns Player experience given per turn is now displayed in the reward modal that appears in AI games and Quick Matches Bug Fixes Fixed text mis-match on Hero Achievements. Fixed Unearth to properly decrease the hero by 50 health Fixed abilities that trigger on a specific faction’s spell cast such as Unstable Furnace, Orchid, and Mountain Anvil. Fixed bug involving Cleanse & Cleansing Pulse involving being cast when the hero is dead. Fixed Shadow Amulet playback bug with counter. Unit will now counter first before becoming stealthed. Previously would immediately unstealth upon countering. Added additional cleanup to units between games that may fix lingering Stealth conditions on units. Detect stealth visual effect no longer displays whenever units move outside of the range of detect. If you already own a starter hero and are granted a pack instead for the level 3 and 6 rewards, you now are correctly shown what cards are in that pack. Spawned Ooze no longer appear with full health.